MEDICINE AND THE MEDIA Violence in E-Rated Video Games

نویسندگان

  • Kimberly M. Thompson
  • Kevin Haninger
چکیده

CREATED IN 1994, THE ENTERtainment Software Rating Board (ESRB) rates video games according to the categories listed in the BOX and using content descriptors, which game manufacturers display on the game box to inform consumer choices. Analogous to the G rating of films, the E rating (for “Everyone”) of video games suggests suitability for all audiences, but the E rating does not mean violence-free. Studies on children’s use of various media document the popularity of video games as a major source of entertainment. A recent study found that 70% of children (age, 2-18 years) live in homes that have at least 1 video game console, 33% of children have video game consoles in their bedrooms, and 30% of children in the study played video games the previous day. Children in the study reported playing video games for20min/donaverage, although older children (age, 8-18 years) accounted for most of this use (average, 27 min/d), with boys spending significantly more time playing video games than girls and white children playingvideogames for significantly less time than black or Hispanic children. Unfortunately, little information exists about the ratings and genres of the games that children play as a function of their age, sex, family income level, and ethnicity, although some differences in preferences exist. Overall, children appear to play relatively more games in the action, adventure, and sports genres, but this may simply reflect the types of games available. The health implications of exposure to video games and other media with violent content remain uncertain, but considerable concern about the potential impacts of children experiencing media violence exists within the broad medical community. Although several recent studies repeat concerns about the content of video games and the marketing of violent

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تاریخ انتشار 2001