Preview

Writing File 6

Satisfactory Essays
Open Document
Open Document
410 Words
Grammar
Grammar
Plagiarism
Plagiarism
Writing
Writing
Score
Score
Writing File 6
Writing file 6
In Range.

Introduction
Nowadays, we live in a really dangerous and cruel world. We can encounter with violence and evil all the time, and I strongly believe, that the next human generation will live in a better and more positive world. Recently, I have been to a press conference about the new game “In Rage”. In the report, I will provide the outcomes from the conference and my personal opinion on the topic.

Findings
The game “In Range” that is going to be launched, represents all the most evil and violence features of the world. The creators of the game wants our children to murder people, to kill for achieving a goal. Furthermore, the game is making the children enjoying the process of murdering. In such a case, if one is killing virtually, why would not he kill really?
Nevertheless, the creators of the game were refusing all the arguments and seemed totally blind by the amount of money they are expecting. How evil should the creators of the game be? The director seemed to me absolutely devoid of morality and honor. He does not consider of consequences that the game will bring.
In my opinion, we are supposed to make children benefiting from the games they play. Games should teach the child, develop him. From the early childhood, a man has to think how to make the world better, not how to destroy him.

Recommendations
The suggestion that is spoken now is to sell this game only to those, who are over 21. The question that pops up in the mind immediately to those who have suggested it: how did those who are over 21 deserve to encounter that violence and evil? Of course, they tend to be more stable on physiological level, but it does not mean that we do not have to protect them from the game. Even if the impact from the game is lower on that category of people, it still exist!
Therefore, the game has to be banned all over the world. All the humankind has to be protected from that murdering and violence that the game brings.

Conclusion
Thus,

You May Also Find These Documents Helpful

  • Good Essays

    The gaming industry has progressed the most in the past century, starting with silent ping-pong games and evolving into intense story plot and battle games liken to Final Fantasy. Games are becoming more and more realistic, characters can talk, blink, jump, wave and move individual body parts, mimicking human behavior. Parental advisory ratings are an incredibly large part of the industry. In this new age of video games, players can blow up enemies and viscerally rip them apart. They have become so realistic that it is surmised that some children have difficulties differentiating video from reality and act out mirroring the game characters behavior. It is obvious that the gaming world isn’t promoting youth violence; rather show the artistic view point of what the creator’s vision is. Also, online play allows you to have opponents who are not only not in the same room with you; they can be across the globe. It is essentially like a chat room where players can view other player’s stats and choose who to play, creating a more intense and challenging game.…

    • 991 Words
    • 4 Pages
    Good Essays
  • Good Essays

    MGT5015 Term Paper

    • 6822 Words
    • 19 Pages

    This has resulted in video game impacting American politics, television, pop music and Hollywood. However, in the past decade, there have been countless controversies surrounding the production of video games, especially games of a violent nature such as the very popular “Grand Theft Auto” and "Need for Speed" that are marketed to children and teenagers. The controversy lies on the matter of responsibility—specifically, are marketers and video games producers responsible for the contents of video games or are parents responsible for ensuring their adolescent children do not have access to games made for mature audiences. Through an objective examination of the legal, moral, and social responsibility of producing violent video games, this paper will present a thorough analysis of both sides of the debate on the matter.…

    • 6822 Words
    • 19 Pages
    Good Essays
  • Powerful Essays

    Integrating Values - The Legality, Morality, and Social Responsibility of the Violent Video Games Industry…

    • 7776 Words
    • 32 Pages
    Powerful Essays
  • Better Essays

    While many parents scoff at letting their children watch violent movies, they often consent to buying violent video games for their teenagers without checking the industry ratings. Researchers contend that a link exists between violent video games and real-life violence in teenagers and young adults. Violent images don't necessarily create violent children, but gamers learn that violence is an accepted means to solve problems, and they perfect shooting skills as though they were handling real weapons. Even though games can teach children valuable coordination skills, parents and caregivers need to make sure that their children only view age-appropriate content and are made aware of the difference between on-screen actions and socially acceptable behavior in the real world.…

    • 1360 Words
    • 6 Pages
    Better Essays
  • Satisfactory Essays

    People don’t realize that the violence in video games can cause violence in real life. Not all videogames are violent but the majority of them are getting worse as the years go on. In the past 10 years the death rates caused by videogames has gone up.…

    • 428 Words
    • 2 Pages
    Satisfactory Essays
  • Good Essays

    Logical Fallacy

    • 727 Words
    • 3 Pages

    As violent games arose at the turn of the century, many of the young adults that were children at this time have taken the morals and ideals from these games and made them pertain to everyday life and reasoning. These games often portrayed violent actions that had no repercussions or consequences that were implemented. This created the idea that violence was a part of life, and was to be embraced and implemented as solutions for problems and issues that had no easy way out.…

    • 727 Words
    • 3 Pages
    Good Essays
  • Powerful Essays

    Many people believe that violent video games should be banned, claiming that they have a negative effect on people. Some even say violent games make people commit violent acts. These games do influence human behavior, which is not always positive, but this does not mean that they should be banned. If a child began playing violent video games at a young age, then he might think that violence in real life is the same as the game violence and that it does not have a real impact on others. However, most children can distinguish between virtual violence and real violence.…

    • 1464 Words
    • 6 Pages
    Powerful Essays
  • Good Essays

    Video game consoles have made their way into the households and hearts of millions of people all around the world. New games of all different genres are continually being produced and bought by consumers from every inch of the globe, only becoming more popular as time goes on. Throughout the past couple of years technology as a whole has been on a drastic up rise. With continuous breakthroughs in the technological field the video game industry has been able to flourish into its current state. Companies now days are able to produce more and more realistic like gaming experiences. These life-like graphics and visual effects put the gamer right in the action, bringing joy to many while enraging numerous others. The way in which one views and understands the game’s contents is the way in which one perceives the video game. More often than not parents, who do not play video games, tend to focus on the negative aspects of the game, namely violence. The parents who are buying the video games for their children see only the cruelty and disgusting features making up only part of the whole. Most avid gamers would agree with the above statement, arguing the blood and gore is just a small part of the many aspects of some video games that complement the other components such as graphic quality and plot. The way in which one perceives an individual video game more often than not depends on whether or not the person is a gamer. The way in which some people perceive video games angers me because it seems as though they are over looking the big picture and viewing the game with a pessimistic point of view. By doing this, those people are doing themselves and the creators of games an injustice.…

    • 1476 Words
    • 6 Pages
    Good Essays
  • Good Essays

    The key issue is simply that Rockstar Games (a subsidiary of Take Two Interactive) does not have the intent for the “greatest good for all people.” Your strategy solely focuses on financial gain and being the market leader, regardless of how you execute this strategy (1). Rockstar Games is not only marketing violence and illegal activities to children, but you are lying while doing so. Children cannot make rational decisions. Therefore directly marketing violent games to children encourages children that it is “okay” to participate in such illegal activities. Your games are interactive, therefore, children are being shown directly how to plan and execute these illegal activities. This is unethical and shows Rockstar Games only motive of financial gain and to be the market leader.…

    • 962 Words
    • 4 Pages
    Good Essays
  • Good Essays

    Video Games Cause Violence

    • 1009 Words
    • 5 Pages

    When the game Mortal Kombat was first released in 1992 and the sudden implement of major blood and violence was seen in the gaming industry many people began to complain because anyone could pick up this game without knowing what they were going to see. This led to the implement and creation of a rating system for video games just like the movies which categorized games with letters and was mandatory for all games to have a rating. The simple ratings are ‘E” for everyone, “T’ for teen and “M” for mature. When purchasing a game that is not suitable for the age a parent has to be present with the child in order for it to be purchased. Many parents still blame video games for exposing their children to violence when their the ones buying it for them and not even checking the game to see of it s safe for their children. The media has focused on these very few games that involve violence and has made them the face of video games without even taking notice of the countless innocent games that are still available.…

    • 1009 Words
    • 5 Pages
    Good Essays
  • Good Essays

    This real life violence can lead to crimes, killing, and more. In the article “High-jinks: shoot-out” it says that “Ik’m looking for some good massacres early” Lots of games teach about killing, and that is not safe for a young child to learn. Bad behavior and fake crimes can screw some kids up into thinking what’s right and what’s wrong. Some may say that it teaches them to be careful of the outside world, or where you can always keep in mind where it is safe in the world.…

    • 562 Words
    • 3 Pages
    Good Essays
  • Good Essays

    The problem is ours because we have the caused the demand for such games. And without the demand there would be no need for them. But since we do have them just as we have guns, the parents should take back control. Just as you don’t allow your children to listen to offensive rap music, or play with guns. The same way you don’t want your child to look at pornographic material we should censor the games our children play. Why is this, the parent’s problem? Well you did bring them into this world, and are therefore responsible for their well-being including their mental growth. When a child plays violent games, studies show that their brain is stimulated. But don’t books do the same thing. Being a parent means you live by example…

    • 998 Words
    • 4 Pages
    Good Essays
  • Satisfactory Essays

    No there is no ethical issue in this case. It is a game, make believe, not real. It is being market as “Mature” so only those who are 17yrs old and over should be allowed to purchase it. It is not the companies fault that 85% of children aged 13-16 were able to purchase violent video games. That is the responsibility of the storeowners and the parents who buy for younger kids.…

    • 309 Words
    • 2 Pages
    Satisfactory Essays
  • Good Essays

    In July of 2004, Cody Posey played the game obsessively before murdering his father, stepmother, and stepsister on a ranch in Albuquerque, New Mexico. In 2009, a six-year-old boy, who claimed he had learned to drive from the game, took his family's car on a 10-mile trip before he crashed. Ryan Chinnery, 19, prowled streets in his car targeting females he thought were prostitutes after becoming obsessed with the video game. These are just a few examples in which Grand Theft Auto has had morally negative effect on children; these are prime examples why kids should be prohibited from playing video games that promote graphic violence and immorality like murder, stealing cars and sex offenses. Children do not have the mental capacity or ability to know what is morally right and morally wrong. Their frontal lobes, located in the front of the brain just under the skull, are responsible for planning, reasoning, social judgment, and ethical decision making, and at this age, it is not fully developed until early to late 20’s. They see that since it is okay to promote such acts in video games, and that they are allowed to buy these games, it is okay to go out in the general public to reenact immoral…

    • 711 Words
    • 3 Pages
    Good Essays
  • Better Essays

    Even though video games are thought to make young people lazy, resistant, and feed bad habits, games sales continue to grow. Even the top ten most played and sold games are violent. Take GTA (Grand Theft Auto) for example. A game series that was started in 1997 is one the most played and popular game series of all time. Last fall, in GTA 5’s release is sold 1 billion copies in a matter of three days. The main point of the game from the initial game was only to steal cars, make money, and cause as much chaos as possible while doing it. However, as the games…

    • 1357 Words
    • 4 Pages
    Better Essays

Related Topics