You are on page 1of 3

Smith 1

Emily Smith
Mrs. Mantlo
English IV
November 10th 2016

Service Research Paper

Retailors should have some knowledge of the video game rating system to effectively
regulate the sales of violent video games to minors. The rating system that is in place at the
moment keeps the people that purchase these games informed about the games target audience.
The target audience of these games is not even primarily what the media states that it is.
Should minors need parental consent to purchase violent video games? Clinton states that
studies show that violent media effects aggression and other behaviors in young people. Much of
the research that is conducted on violent media has mixed results. There if no definite answer to
the question of violent games concluding to violent behavior. Kids that play these video games
will want to act and behave like the characters they see on the screen says Clinton. Many of the
violent games have protagonists that are doing what they are for good. They are still being taught
good lessons from the violence on screen. Certain video games contain intense violence and
explicit sexual content that makes them inappropriate for minors (Clinton) This statement
proves that the current system is effectively rating the games and is for the right demographics.
Games with the M rating are still being regulated in store by employees because they check for
ID when a child tries to purchase one of these games.

Smith 2
Who are the main people that play these games? Lowenstein states that adolescent boys
are not the majority playing video games but instead it is people above the age of 18. Another
major demographic of these games are female players. Video games are associated with children
because people only notice the child friendly games so they automatically decide that if its a
video game that it is for children. People also dont associate females with video games because
they are seen as male or child related. 70% of games are appropriate for everyone; only 9% are
rated mature (M). (Lowenstein) The focus has only been on these violent games because of
news reports and how often the media covers them. The ESRB launched a campaign in 1999 to
raise awareness of the rating system stated Lowenstein. The ESRB has effectively used the rating
system to bring awareness to the consumers of these games. They have also marketed the rating
system well because it shows the demographic that the game is suitable for right on the case of
the game.
The video game ratings are being efficiently regulated and violent games arent being
sold to people under the age of 18 without parental consent. The ratings system is keeping the
demographic informed about the games they are subjected too. The buying and selling of violent
video games are being regulated effectively due to the ESRB and their rating system in place for
the games.
Works Sited
Clinton, Hillary Rodham. "Minors Should Be Required to Obtain Parental Consent to Buy
Violent Video Games." Family Entertainment Protection Act. 2005. Rpt. in America's
Youth. Ed. Jamuna Carroll. Detroit: Greenhaven Press, 2008. Opposing
Viewpoints. Opposing Viewpoints in Context. Web. 20 Oct. 2016.

Smith 3
Lowenstein, Douglas. "The Video Game Industry Regulates Itself Effectively." Video Games.
Ed. Roman Espejo. San Diego: Greenhaven Press, 2003. At Issue. Opposing Viewpoints
in Context. Web. 20 Oct. 2016.