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Games

Effects of Violence in Movies and Video Games

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Effects of Violence in Movies and Video Games

Emerging controversies on the real social effects of movie and video game violence create never-ending debates between the game industry, broader society, and players. Scientific studies continue to examine the links between violent films and video games and stereotyping, sexual morality, violence, aggression, addiction, and general sexual development (Drummond & Sauer, 2019). Makers of violent movies and video games defend them as expressive media. In their arguments, the protagonists of extreme films and video games argue they are educational tools that should enjoy protections that govern free speech (Tsesis, 2016). Antagonists reason that movies and video games with violent content bear harmful effects on social development, especially for children (Ferguson, 2015). If a product carries harm to society, restrictions and legislative oversights apply to its sales. Detractors pray for regulations to the sale and usage of violent movies and video games as harmful products. It is inconclusive whether extreme films and video games have positive or adverse effects.

While some researchers found no evidence of intemperate human behavior associated with movie and video game violence, activists draw a direct correlation between the two elements. As movie and video game technologies improve, the realism of violent scenes causes concern to a wide variety of stakeholders. Various actors, including government agencies, expressed concern that violent video games catalyzed the Columbine High School massacre in 1999 (Newman & Hartman, 2019). Researchers studying the correlation between killings and violent video games could not find direct empirical links (Przybylski & Weinstein, 2019). It begs the question of if the legends that movies and video games that depict violence cause harm are true.

Conflicting policy positions and statements by major government agencies and scientific bodies create a divergent on regulating movies and video games with violence. The American Psychological Association (APA) concluded that due to scant evidence, they could not draw a direct causal connection between violent video games and actual incidences of extreme activities (Markey & Ferguson, 2017). Even with the APA conclusions, activists and politicians continue to call for the restrictions of movies and video games that depict violence. Blue Whale Challenge came under scathing global condemnation for causing suicidal ideation and leading to an Indian boy committing suicide. Given the issues about video games such as violence, the United States from the Entertainment Software Rating Board (ESRB) to oversee sales and distributions (Markey & Ferguson, 2017). ESRB ensures content in movies and video games does not harm consumers of certain ages due to violence and foul language, among others.

In sum, various stakeholders have divergent views on whether movies and video games that depict violence cause harm to society. In general, government agencies, social welfare groups, and consumer protection agencies advance the notion that violence in movies and video games causes damage. Consequently, members of these groups call for more excellent controls and restrictions on the production, distribution, and consumption of films and video games. Conversely, scientists conducting various empirical studies conclude that violence in movies and video games does not lead to adverse behavioral changes in consumers. Given the divergent views, it remains inconclusive whether violence in films and video games causes harmful effects on consumers.

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