The Video Gamer's Dilemma: Entertainment versus Morality

By Raj, Sony Jalarajan; Kim, Jongsung et al. | Researchers World, January 2014 | Go to article overview

The Video Gamer's Dilemma: Entertainment versus Morality


Raj, Sony Jalarajan, Kim, Jongsung, Kalorth, Nithin, Researchers World


ABSTRACT

Video games today are not just an electronic extension of playing favourite games. Now it is emerged as one of mainstream mass medium and an industry worth billions. Video games and its popularity grew around the sphere regardless demographic and geographic taxonomy. Began in late 1940s, with platform of cathode ray tube television sets and specially equipped platforms are now available on mobile phones and other portable gadget with easy mobility and more live three dimensional views. The video games use user interaction and visual feedback which exercise much mental and physical attention of player. This in fact leads to develop application in day to day life of players. Video games have become a widely popular and highly profitable medium of entertainment. Animated characters with motion and multidimensionality are not only affecting the cognitive of a human but also to the tender feelings and emotions..

Keywords: Video games, Morality, Violence, Ethics, Sexual morality, Entertainment

INTRODUCTION:

ENTERTAINMENT VERSUS MORALITY:

Morality in video games continues to be one of the most controversial and worrying issues that concerns the public today. Irrespective of the demography and geography video games attained a universality and homogenisation in developing a broad audience base globally. Additionally, moral values in video games have been under academic scrutiny through psychoanalytic approach, moral management, moral disengagement, and social cognitive theory. Video games can rationally scrutinize as two streams with bearing of moral values. As playing role of entertainer, video games adapted features of other mass medium such as sex, violence, brutality from films, amines, comics and television. The games which keep away from these elements find no positive waves from both users and market. Subsequently to stick with market force and user demands producers of video games purposefully append a narrative form in video games with all such elements. As mentioned above, when gamers adapt their virtual life to real life, they bring out experience from video game atmosphere. The recent research developments in media and humanities are concerned about sexual morality of video games and it become more appropriate point of study when it interrogates with children.

RATED M FOR MATURE: NOT FOR KID:

Game genres are based on many factors such as method of game play, types of goals, art style, and interactivity. For the reason that genres are dependent on content for definition, genres have changed and evolved as newer styles of video games have come into existence. As film and media censorship, video games are also rated under age restriction classification. Most of the video games are freely available on internet with limited features for which a parent or system cannot control over a child. Even if we assume, an adult control himself or herself but the child uses experience from the virtual game world to scrutinize the real world events. The games with mere violence like 'Death Race', 'Grant Theft Auto' and, 'Fallout' are much influenced by children and continue playing habits turns to be an addiction.

The use of women as players and non - players, creating war scene, shoot out games are usual violence and sexual scene of video games. The video game like 'RapeLay' and "Battle Rapper' even go extend able to rape women to win the game. With the proposed chapter title for "M? rated collection, we aim to look on the effects on children and the effective conducts to impart a balancing model of entertainment and moral values. Commoditising of the female as mere objects of sexuality and visual pleasures are seen in all the above sample video games suggested for the study. The concept of other sex is consciously created in the above samples and portrays them as inferior and mere objects of pleasure. A perceived believability or even a superficial "credibility? is attained on these portrayals in the minor minds. …

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