Essay on video game violence

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Video Game Violence
     Video games have been a part of American culture since the arcade boom of the late 1970’s. Games were created as a form of entertainment, to relieve the stresses of everyday life. Over the years video games evolved and eventually came home in the form of Atari, Intellivision and Colecovision. Soon after, Japan followed suit and created the Nintendo Entertainment System (NES) and the Sega Master System which became extremely popular game systems in the United States. Since these games were readily available at home children started playing more and the arcades were become less and less populated. Today the average gamer is in his/her late teens and early twenties. More games are being
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ESRB ratings have two parts: rating symbols that suggest what age group the game is best for, and content descriptors that indicate elements in a game that may have triggered a particular rating and/or may be of interest or concern.” (ESRB website) The rating system starts with E: everyone all the way to A: adults.
Games with violence usually get T: teens or an M: mature. This form of rating is the equivalent to the rating systems used for motion pictures and television. Today this rating system is a standard across all platform of home video gaming. It is used for all video games including games for the home PC.
     In December 2001, Surgeon General of the United States David Satcher, M.D., Ph.D., led a study on violence in youth and determined that while the impact of video games on violent behavior has yet to be determined, findings suggest that violence in the media has a relatively small impact on violence.
"The impact of video games containing violence has recently become a focus of research because children are theoretically more susceptible to behavioral influences when they are active participants than when they are observers. To date, violent video games have not been studied as extensively as violent television or movies. The number of studies investigating the

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