Dehumanization and violence of video games- regulating the consumption of children’s gaming activity

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The idea that video games are influencing negative behaviour within children is an ongoing social anxiety. Video games that involve killing of random citizens, bombing buildings, women in degrading roles and anti-social behaviour can have parents questioning how is this affecting their children?

Self-regulation

Video games are products that children consume and this can relate to children’s consumption of foods, media types (television and movies) and other tangible goods via media interaction (Green, 2014).

Mentioned by ‘Child and Family mental health’ the idea of self- regulation with video games must be done via an internal control rather than an external control (parent- imposed). “Changing our perceptions about video games from being the point of conflict to that of a learning tool could help shift our approach to teaching children how to manage their consumption and learn better regulation skills” (Green,  2014).

Gaming experience

The use of video games within my household was never a problem. All three of us kids played Mario Kart and various games on the WII. As we got older my brother then moved onto the PS3 and the games that he bought were; Call Of Duty, Assassins Creed, FIFA and Grand Theft Auto.

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The games that were the most violent had ratings of MA15+ or R18+ and this makes the point that yes these games do involve highly violent scenes however, they are rated for a reason to pre-warn parents the content of the video games. This classification rating involves the Board that “classifies six separate elements for games: themes, violence, sex, language, drug use and nudity” (Jager, 2013).

Creating the right balance

Video games can have various effects on people and it is different for each individual. Implementing regulation and classification system helps monitor the control of audience’s interaction. There are still debates now about whether video games are causing harm or influencing certain behaviours.

Reference

Green, J (2014), Child And Family Mental Health, Kids and video games,  http://www.childandfamilymentalhealth.com/child-development/kids-and-video-games/

Jager, C (2013), Entertainment, Is The Australian Video Game Classification System Still Broken?, http://www.lifehacker.com.au/2013/06/is-the-australian-video-game-classification-system-still-broken/

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