Thursday, November 13, 2008

Blood, guts n’ gore – a no-no in the outback


In Australia, the government could come out w
ith a new, standardised rating system for computer and video games then are allowed to be sold in the country. This follows the debate over the notoriously violent Grand Theft Auto 4, which was eventually allowed in after the sex scenes were edited out. The move was welcomed by those in the gaming industry and gamers themselves, claiming that Australia’s rating system was not up to date and on an average, more adults were playing computer games these days. For more information on this article, written by Simon Canning from The Australian, click here.

Australia is well known as having one of the world’s most strict rating systems for video games. According to the Office of Film and Literature Classification, the highest authority on censorship, the maximum rating when it comes to games video is MA 15+, meaning the game contains strong content and isn’t suitable for those under 15. This means that quite a number of the more violent games are banned in Australia, including the recently released Silent Hill: Homecoming and Fallout 3 (Advertiser, 2008). A more comprehensive list on what games are banned is available here.

Fallout 3

Silent Hill: Homecoming

The main reason for such controls are the effects that such games and their content have on those who play them, especially children and teens. The issue is highly debated and considered a hot potato by many. One of the most vocal advocates against violent video games, the American Psychological Association have come out with many reports such about how video games can increase aggression (Dill, 2000). An article by Anderson (2008) here, also talks bout the connection between violent video games and behaviour.

(Above: Eric Harris and Dylan Klebold, the Columbine shooters, were fans of the violent Doom video game franchise)

Despite all that, I believe that such video games are being made a scapegoat as they are the easiest target. If the effects of such video games were indeed as bad as claimed, then tens of thousands of teens all over the world, including yours truly, would have gone on a rampage, creating chaos and anarchy because of the ‘evil’ influence of such games. Most people, I believe, know the difference between entertainment and real life and will not get carried away. The theories of social semiotics apply, where people use their knowledge and intelligence to interpret and make sense of their surroundings (
Kress & van Leeuwen, 2006).

The Columbine massacre (where the blame was pinned on Doom), and the more recent case in Thailand where a cab driver was killed and robbed by a youth who was re-enacting a scene from the game (Bangkok Post, 2008), are one of the few tragic cases that were used to unfairly lambast the whole gaming industry.

For more information, please click on the following links:

Censory overload, a look at game ratings in Australia
-http://www.gamespot.com/features/6188493/index.html


Video Game Controversy (Wikipedia)
- http://en.wikipedia.org/wiki/Video_game_controversy


Source

Canning, S, 2008, Grand Theft raises R rating prospect, The Australian. Viewed on 3rd November 2008 at < http://www.theaustralian.news.com.au/story/0,,23699507-26077,00.html>

Compliance for sale or hire of computer games, Classification Board, Office of Film and Literature Classification, Australian Government. Viewed on 3rd of November 2008 at < http://www.classification.gov.au/special.html?n=294&p=191>

Ramadge, A, 2008, Video game Silent Hill: Homecoming banned in Australia, The Advertiser. Viewed on 3rd novemver 2008 at <http://www.news.com.au/adelaidenow/story/0,,24417752-5006301,00.html>

Dill, K.E., 2000, Violent Video Games Can Increase Aggression, media release, April 23, American Psychological Association. Viewed on 3rd November 2008 at <http://www.apa.org/releases/videogames.html>

Anderson, C.A., 2003, Violent Video Games: Myths, Facts, and Unanswered Questions, Psychological Science Agenda, the American Psychological Association. Viewed on on 3rd of November 2008 at < http://www.apa.org/science/psa/sb-anderson.html>

Kress, G. & van Leeuwen, T. 2006. Reading images. Chapter 1: The semiotic landscape: language and visual communication, Routledge ,Abingdon, United Kingdom.

A dangerous game to play, 2008, The Bangkok Post. Viewed on 3rd November 2008 at <http://www.bangkokpost.com/180808_News/18Aug2008_news17.php>

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