Entertainment Software Rating Board

Decent Essays
Improved Essays
Superior Essays
Great Essays
Brilliant Essays
    Page 6 of 8 - About 71 Essays
  • Superior Essays

    Many instances throughout the timeline of video games, there have been many cases and controversies over video games. There are also many games throughout the history of video games that have been brought up in studies and on the news questioning the content and what harm it could do to many minors and adults. I will hope to look at these studies and come up with the facts that may be wrong or exaggerated and hope to be a non-biased opinions; giving facts and opinions from all sides and hope to…

    • 1298 Words
    • 6 Pages
    Superior Essays
  • Improved Essays

    when Steve Ballmer was CEO of Microsoft. Under his leadership, he steered the company in 2011 to negotiate with Nokia on a takeover bid, which was finalized in September of 2013. The Microsoft board fought against the deal but Ballmer (sometimes verbally abusing) disregarded their opinions and ¨forced¨ the board along to complete the deal. We would argue that Ballmer was overconfident in his ability to turn Nokia around, and underestimated the risk of not succeeding. Also, as Ballmer had worked…

    • 1827 Words
    • 8 Pages
    Improved Essays
  • Improved Essays

    Violence In Media

    • 1271 Words
    • 6 Pages

    Media violence is not something that is governmentally regulated in the US. A voluntary industry system, Motion Picture Association of America or Entertainment Software Rating Board, rate video games, movies, shows, and other medias. These various medias are becoming more and more violent. People are beginning to accept violence as a means of entertainment without stopping and thinking about what their brain is absorbing (Nakaya). Over 40 years ago, former Federal Communications Commissioner,…

    • 1271 Words
    • 6 Pages
    Improved Essays
  • Superior Essays

    video game players emerged, research began (Anderson & Bushman, 2001). The concern over the influence of video games led to the creation of the Entertainment Software Rating Board in 1993, after lawmakers held a hearing concerning the matter. (ESRB; Kent, 2010). The ESRB is a self-regulatory organization whose sole purpose is to assign age and content ratings to video games (Markey, P. M., Markey, C. N., & French, J. E. 2014). There are many opposing views…

    • 1114 Words
    • 4 Pages
    Superior Essays
  • Superior Essays

    Tragedy strikes at a school, a shooting occurs and the assailant is a fan of video games, violent video games. Therefore, the hours the assailant spent enthralled in this fantasy world morphed a killing machine at least that is what some would claim. Violent videogames like Doom have been in the hot seat because according to some reports this was the favorite video game of the Columbine school shooters. Violent video games are not to blame for creating violent tendencies or creating confusion…

    • 1538 Words
    • 7 Pages
    Superior Essays
  • Improved Essays

    Pros and Cons of Video Games Video games have been around for more than 40 years and have kept advancing with each decade. According to Stastica.com1, as of 2013, the time spent playing a video game is 23.2 minutes per day. That adds up to over 150 hours a week. The video game industry is projected to grow to more than 101.6 billion in revenue in 2014 according to Gartner, Inc.’s (American information technology research and advisory) projections. Have you ever wondered how this could affect…

    • 1241 Words
    • 5 Pages
    Improved Essays
  • Improved Essays

    • The relation between degree of exposure to violent video games and negative outcomes; • The persistence of negative outcomes over time; • The relation between game ratings and types, amounts, and degrees of violence present in violent video games; • The relation between negative outcomes and game characteristics such as properties of the game, including type and degree of violence, how the game is played, and how the…

    • 1681 Words
    • 7 Pages
    Improved Essays
  • Superior Essays

    Violent Video Games Essay

    • 1436 Words
    • 6 Pages

    several decades, video gaming has become one of the most, if not the most popular form of entertainment for teenagers in America and several other countries. Video game genres can vary from the casual puzzle/ problem solver variety to a fast paced first-person shooter types. Like many other forms of entertainment media, video gaming has received a great deal of scrutiny. The Entertainment Software Rating Board (ESRB), the entity that rates video games (e.g., C, E, T, M and A), claims that in…

    • 1436 Words
    • 6 Pages
    Superior Essays
  • Great Essays

    Parents need to become more knowledgeable of content and exert greater supervision over the games their children are playing. In a study performed by Woodard and Gridina, they stated that, “While most parents (88%) report regularly supervising their children’s use of television, only about half (48%) report regularly supervising their children’s use of video games” (Woodard & Gridina). Why are parents worried about the programs that are on television more than the content in video games? Have…

    • 1455 Words
    • 6 Pages
    Great Essays
  • Improved Essays

    Violent, addicting, and frustrating are some of the characteristics used to describe video games. I’ve been playing video games for over five years now and have noticed the increase in violence. I remember one of the first really violent games I played “Grand Theft Auto: Vice City”. As an 8 year old kid playing this game, rated M for mature, filled with lots of death, sex, and abuse of drugs and alcohol it led to be the gateway into my life of playing violent video games. I believe that video…

    • 1995 Words
    • 8 Pages
    Improved Essays
  • Page 1 2 3 4 5 6 7 8