Wednesday 24 April 2013

Explore the impact of regulation on the computer games industry in relation to classification and censorship


The appeal of many computer games is the active participation of the user. Often the player is placed at the centre of the action and their decisions and actions influence the narrative. One could argue that this is a more immersive experience than passively watching a film.  As such it would seem that the effects of playing a computer game on the behaviour of the audience would be greater. However, as the industry is relatively new, the study of the effects of computer games regarding such things as violence are yet to fully develop. Regulation of the industry is also less advanced than in other mediums.

The effects of violence in computer games can lead to ‘moral panics’ where the media and the public whip up a storm of indignation that threatens to censor the industry.  Tabloids love a story involving a controversial video game as it allows them to scare an older audience who have little understanding of the medium.  For example,  parents often worry about the effects on their children of spending too much time immersed in a virtual world.  However, others argue that video games help improve co-ordination, can be a source of family bonding and can be educational or improve fitness.

In this task you will explore the regulatory framework that governs the industry and suggest whether this needs to be strengthened. You will refer to controversial examples of computer games and explore how regulators have attempted to censor them.

You will explore controversies surrounding texts using the links in the resources section to help you. Here are some controversial but popular computer games that you could begin with;

·       Man-Hunt
·       Call of Duty
·       Grand Theft Auto
·       Hitman
·       Resident Evil

The British Board of Film Classification provides a classification for each game before release. This is similar to the classification for film

In the future this responsibility will be handed to the Video Standards Council (VSC), which will rate games according to the Pan European Game Information system (PEGI).  Effectively the games industry will regulate itself.

The main issue with regulation is that children are playing games rated 18, which are supposedly for adults.  Therefore it would be parents who were prosecuted if their children were playing the game.  However, it seems that parents are buying these games for their children without a full understanding of their content.

There is regulation of the industry but the debate around effectiveness of this regulation rages.   It is the controversy around the moral panics that you will explore in your answer.

You will answer the following examination question using the advert as your chosen text;

Explore the impact of regulation on the computer games industry

Use the bullet pointed questions to help you structure a response to the following question;

Explore the impact of regulation on the computer games industry 
  • ·       How effective is current regulation?
  • ·       Should parents be responsible for regulating the viewing habits of their children?
  • ·       Should there be more regulation and if so what form should it take?
  • ·       Which texts or genres of games should be regulated?
  • ·       What are the effects of playing computer games?
IN this article Dr Nick Robinson argues that the regulation is a ‘smokescreen’ allowing the government to look like it is acting but really no-one is quite sure how to regulate this relatively new industry. Ultimately it is parents who need to regulate the media texts that their children are exposed to.

An article in the tabloid ‘The Daily Mirror’ argues that the trailer for the game ‘Hitman’ shamelessly tries to provoke controversy to raise a profile

This article explores how the publicist, Max Clifford, courted controversy around the launch of this record breaking computer game to improve sales. He used the tabloids to provoke a debate in political circles which only served to raise the profile of the game amongst the public.

The ‘Daily Mail’ is a wonderful source of outraged opinion. In this article the paper feeds into the moral panic about the effects of video game violence focusing on ‘Call of Duty’

In this article the ‘Daily Mail’ links an axe murder to the effects of playing computer games

Another Daily Mail article suggesting links between computer games and violence

This article discusses moral panics in relation to computer games
http://www.guardian.co.uk/science/the-lay-scientist/2012/may/21/1


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