Video Game Rating System

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Updated: Dec 05, 2024
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Category:Entertainment
Date added
2019/01/28
Pages:  2
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The video game rating system has come under scrutiny, particularly in the wake of mass shooting incidents. Critics argue that the violence depicted in video games may contribute to real-world violence, prompting calls for government regulation of the industry. In contrast, Patricia Vance, in her article "The Video Game Ratings is an Effective Regulation," contends that the Entertainment Software Rating Board (ESRB) rating system is a suitable mechanism for self-regulating the video game industry. Established in 1994 by video game creators, the ESRB aims to prevent federal oversight by providing a structured system for rating game content.

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This essay examines Vance's arguments, evaluating the strengths and weaknesses of the ESRB rating system, and explores the broader implications of video game regulation.

Effectiveness of the ESRB Rating System

Vance asserts her credibility by noting that millions of parents rely on ESRB ratings to select games appropriate for their families. She bolsters her argument by presenting various facts, statistics, and partnerships that support the ESRB's mission. For instance, the ESRB employs six rating symbols and over twelve content descriptors, covering potential sensitive topics such as violence, sex, language, and gambling. Despite the comprehensive nature of these ratings, their effectiveness relies heavily on active parental involvement. Research indicates that parents must be informed and engaged in their children's media choices for the ratings to be truly effective. Thus, while Vance argues for the efficacy of the ESRB system, its success hinges on parental participation.

Limitations of the Rating Process

An essential aspect of Vance's article is her description of the rating development process. The ESRB does not review every game in detail, as logistical challenges such as incomplete games or their complexity make comprehensive examination impractical. This limitation is particularly concerning for M-rated games, intended for mature audiences, which may contain unlabeled content that could adversely affect young players. Such gaps in the rating process weaken Vance's claim that the ESRB can effectively shield consumers from inappropriate content.

Furthermore, the enforcement of ESRB ratings is a significant point of contention. The system's penalties, such as fines or temporary suspensions, are insufficient deterrents against violations. One notable incident involving the game Grand Theft Auto highlighted this weakness when undisclosed explicit content became accessible online. Although the ESRB acted swiftly to mitigate the fallout, the incident underscored the system's limitations in controlling content distribution, especially in the digital age. This lack of rigorous enforcement diminishes the ESRB's credibility as a self-regulating body and raises questions about the need for government intervention.

Logos, Pathos, and Ethos in Vance's Argument

Vance effectively utilizes appeals to logos, presenting compelling statistics to support her argument. For example, a 2006 study revealed that "83% of parents surveyed were aware of the ESRB ratings, and 74% used them regularly when choosing games for their families." Moreover, "91% of respondents indicated they trust ESRB ratings," suggesting that the system provides valuable guidance for parents. However, these figures also underscore the necessity of parental involvement, which remains a central theme in Vance's argument.

In addition to logos, Vance appeals to pathos by emphasizing the critical role parents play in determining suitable games for their children. Campaigns such as "OK to Play?-Check the Ratings" emotionally engage parents, encouraging them to rely on ESRB ratings. Vance also highlights the ESRB's outreach efforts, aiming to educate parents about the rating system and its benefits for family media consumption.

Finally, Vance strengthens her credibility through appeals to ethos. She cites the ESRB's partnerships with retailers, the national Parent Teacher Association (PTA), and state and local governments, all of which enhance the organization's authority and trustworthiness. These collaborations demonstrate the ESRB's commitment to educating consumers and maintaining the effectiveness of its rating system.

Conclusion

In conclusion, Patricia Vance's article presents a compelling case for the ESRB rating system as an effective means of regulating the video game industry. While the system's success largely depends on active parental involvement, Vance provides ample evidence of its value in guiding family media choices. However, the limitations in the rating process and enforcement mechanisms highlight areas where the ESRB could improve. Ultimately, while the ESRB serves as a useful tool for self-regulation, questions remain about the need for more robust oversight to protect consumers from potentially harmful content. Addressing these concerns is crucial for ensuring the continued efficacy and credibility of the ESRB rating system in an increasingly digital world.

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Video Game Rating System. (2019, Jan 28). Retrieved from https://papersowl.com/examples/video-game-rating-system/