Why Are Violent Video Games Legal in Todays Society?

Why Are Violent Video Games Legal in Today's Society?

The legalization of violent video games, while contentious, is rooted in the principles of free speech and the realities of a media-saturated world. Governments often grapple with the balance between protecting public safety and upholding the rights of individuals to express themselves through various media forms.

Free Speech and Media Censorship

The argument against the legalization of violent video games often revolves around the potential for such games to contribute to real-world violence. However, supporters of legalization maintain that censorship is a slippery slope. When governments censor media, critical problems can arise, leading to severe and unforgivable crimes as issues reach critical levels.

Historically, there have been individuals and groups who have risked their lives to defend the rights of free speech. It is not the role of the government to decide what can and cannot be expressed in media. The tension between government control and individual freedom remains a central theme in discussions about the legalization of violent video games.

Dual Standards and Media Violence

One common argument against violent video games is the perceived double standards when other media forms are concerned. For instance, violent Hollywood movies are often criticized for their impact, yet individuals who watch these films are not subjected to similar bans or restrictions. This inconsistency raises questions about the selective nature of media scrutiny.

The rating systems designed to guide consumers on age-appropriate content play a crucial role in mitigating the potential negative impacts of these games. For example, GTA, Call of Duty, Doom, and PlayerUnknown's Battlegrounds ( PUBG) are rated for players over 18 due to their explicit violent content and graphic gore. On the other hand, Fortnite is rated at 12, reflecting its less realistic and cartoonish depiction of violence.

The rating system is essential in ensuring that consumers are aware of the content they are exposing their children to. Parents and guardians are advised to carefully consider the age rating before purchasing games for children. Games rated for adults contain content that is more likely to affect younger audiences adversely.

Comparison with Other Violent Media

It is also important to compare violent video games with other forms of media that contain similar violence but are not subjected to the same scrutiny. For example, Mario Kart and Super Mario Odyssey are considered violent games, as the gameplay involves active aggression against opponents. However, the violence in these games is stylized and cartoonish, making it less likely to have a detrimental impact on younger players.

Another example is FIFA soccer games or Rocket League, which also involve competitive elements that can lead to feelings of competition and loss. It is argued that the intensity of these emotions is a more significant risk factor than the presence of violence in the game.

Ultimately, it is the responsibility of parents to monitor and guide their children's game choices based on the age ratings provided. The concept of appropriate age ratings guides consumers in making informed decisions that ensure the safety and well-being of their children.

Conclusion

The legal status of violent video games reflects a complex interplay between free speech, media censorship, and societal concerns. While the potential for real-world impact is a legitimate consideration, the historical and legal precedents suggest that freedom of expression is paramount. The role of government in regulating media consumption should be carefully scrutinized to ensure that it does not infringe upon individual freedoms without strong justification.