Why Are Kids Permitted to Play Violent Video Games if They Serve as a Violent Influence?

Why Are Kids Permitted to Play Violent Video Games if They Serve as a Violent Influence?

The longstanding debate about the impact of violent video games on children's behavior often centers around whether these games truly incite violent tendencies. Current research suggests that rather than directly causing violence, violent video games may contribute to desensitization to violence. This article explores this topic in greater detail, examining the role of parental responsibility and the importance of understanding game ratings.

The Myth of a Direct Link

Contrary to the belief that violent video games directly lead to violent behavior, the link is often overstated. For example, the notion that every school shooter who played Call of Duty (COD) means it's responsible for violent incidents is a gross oversimplification. Such a narrative fails to account for the myriad of factors that contribute to violent behavior.

Desensitization vs. Direct Causation

According to experts, violent video games can desensitize individuals to violence, making violent situations less traumatic and reducing the adrenaline response. However, this does not equate to direct causation. Dave Grossman, a controversial author, discusses this theory in his book On Combat. The combination of violent predisposition and desensitization can indeed be a concerning mix, but it is not the sole determinant of violent behavior.

Parental Responsibility and Game Ratings

The argument against banning violent video games rests heavily on parental responsibility. If you do not want your children playing these games, the solution lies in parental vigilance and education. Knowing the ratings and understanding what they mean is crucial.

Game Ratings Explained

Game ratings are a system implemented to inform parents and guardians about the content of video games. In Australia, for instance, sellers such as EB Games and GameStop in the U.S. adhere to strict policies regarding the sale of games. Despite the common belief that they are obliged to sell M (Mature) or R-rated games to anyone old enough to purchase them, this is not the case. Stores are required to refuse the sale of such games to customers under the appropriate age, even if the buyer claims they are purchasing for a child.

Store Policies and Practices

Interviews with retail managers in various stores, including conversations with two personal friends, have revealed that while some employees may not enforce the rules strictly, many others do. Managers in Australia and the U.S. generally adhere to the policy of not selling M-rated games to anyone under the age of 18 and R-rated games to anyone under 17, unless the purchaser is clearly buying the game for a child. This practice reflects a recognition of the importance of parental supervision.

Empowering Parents through Education

Parents bear the ultimate responsibility for their children's exposure to violent content. Instead of blaming the games, parents should take proactive steps to educate themselves and their children. They can inform their friends who have children about the importance of understanding game ratings and the significance of game content.

Efforts to Inform Parents

Parents can ask store employees about game ratings. While not all employees will care, some will be willing to help. At that point, parents are better informed and can make a choice regarding the game. Reading the rating label on the game itself is also a critical step.

Conclusion: Balancing Fun and Responsibility

The issue of allowing children to play violent video games is not about complete prohibition, but about informed decision-making. By understanding the ratings, parents can ensure that games are appropriate for their children's age and development. Ultimately, the responsibility for parenting lies with the parents themselves, who must make choices based on the best interests of their children.