NvJoe : Look at the thread topic please, people are discussing the FOX News item, NOT FOX News opinion
as 'boiled down' by YOU. You've been so brainwashed by that sensationalist style of reporting (which btw is awful by real journalistic standards) that you actually believe them and then don't go looking for facts. Now, as you can't actually stay on topic I've been forced to go down this road with you. So for the moment let's take sex out of the equation and concentrate on the market itself and how violent games affect children
So here we go:-
1. Demographics - for this I went to the source, the ESA :-
"The Entertainment Software Association (ESA) is the U.S. association exclusively dedicated to serving the business and public affairs needs of companies that publish video and computer games for video game consoles, personal computers, and the Internet. ESA members collectively account for more than 90 percent of the $7.4 billion in entertainment software sold in the U.S. in 2006, and billions more in export sales of U.S.-made entertainment software.
The ESA offers a range of services to interactive entertainment software publishers including a global anti-piracy program, business and consumer research, government relations and intellectual property protection efforts. ESA also owns and operates the E3 Media & Business Summit."
Originally Posted by The Entertainment Software Association
TOP 10 INDUSTRY FACTS
1. US computer and video game software sales grew six percent in 2006 to $7.4 billion – almost tripling industry software sales since 1996.
2. Sixty-seven percent of American heads of households play computer and video games.
3. The average game player is 33 years old and has been playing games for 12 years.
4. The average age of the most frequent game buyer is 38 years old. In 2007, 92 percent of computer game buyers and 80 percent of console game buyers were over the age of 18.
5. Eighty-five percent of all games sold in 2006 were rated "E" for Everyone, "T" for Teen, or "E10+" for Everyone 10+. For more information on ratings, please see www.esrb.org
6. Eighty-six percent of game players under the age of 18 report that they get their parents’ permission when renting or buying games, and 91 percent say their parents are present when they buy games.
7. Thirty-six percent of American parents say they play computer and video games. Further, 80 percent of gamer parents say they play video games with their kids. Sixty-six percent feel that playing games has brought their families closer together.
8. Thirty-eight percent of all game players are women. In fact, women over the age of 18 represent a significantly greater portion of the game-playing population (31%) than boys age 17 or younger (20%).
9. In 2007, 24 percent of Americans over the age of 50 played video games, an increase from nine percent in 1999.
10. Forty-nine percent of game players say they play games online one or more hours per week. In addition, 34 percent of heads of households play games on a wireless device, such as a cell phone or PDA, up from 20 percent in 2002.
read it yourself here : http://www.theesa.com/facts/top_10_facts.php
2. Games & Violence
Originally Posted by The ESA again
# Parents are involved in the purchase or rental of games 83 percent of the time, according to a September 2000 FTC report, and industry research in the shows that 90 percent of games are actually purchased by adults over 18. In other words, in an overwhelming majority of instances, parents are ultimately making the decisions about what games their kids acquire.
# Ninety-one percent of parents report that they monitor the content of the games their children are playing.
# Game players under the age of 18 report that they get their parent’s permission 87 percent of the time before purchasing a computer or video game.
# Computer and video games are rated by the Entertainment Software Ratings Board (ESRB) whose system includes age recommendations and content descriptors. Even entertainment industry watchdogs such as Senator Joseph Lieberman and the National Institute on Media and the Family, call the ESRB system the best media rating system in existence. In short, if people object to games that contain violence, the information is available so they can avoid buying them for themselves and their families.
# Just as there is a wide spectrum of movies, music and books available to consumers, the video game industry provides a variety of entertainment choices for people of all ages. In 2005, only 14% of games sold were rated “Mature (M),” as compared to the 85% of games sold rated “Everyone (E)”, “Teen (T)”, or Everyone 10+ (E10+) [49% rated “E”, 32% rated “T”, and 4% rated "E10+"].
So from that we glean that the average computer game and video game player is aged 33
and that the most consistent purchasers of such product are 5 years older at 38. Therefore its LOGICAL to conclude that computer and video games are marketed to ADULTS as it would be fiscally stupid for game development companies and distributors to ignore their largest market and make and market these games to kids.
In 2007 most games were purchased by people over the age of 18. Therefore we see that mostly Kids don't buy games themselves, so if these games are marketed and sold to adults then it's parents who purchase adult games with adult content and then probably make them available to their children, MS and other companies are not selling these games directly (nor through the retail streams) to children, adult purchasers are.
Why then should the game developers and marketers be responsible for the games being disseminated to kids if the adult parties who do purchase games with sexual and violent content are actually those that are likely sharing them with children? They shouldn't be. The parents should be. Frankly put, if you as a parent are not strong enough to lay down the law and monitor your own child's consumption of well, anything, then you're being irresponsible as a parent. Consoles and PCs are not electronic dummies or nannies to distract or mind your children while you don't have to
. Blame your parenting skills and be more adult in your approach. To complain about adult marketed and designed games reaching kids and therefore harming them is to cut of your nose to spite your face. You're the regulator in your home and the market statistics show that you're in the majority age group that purchases adult games with adult content, not your kids.
There are many studies into video game violence and its affect on children and their results are often varied if not inconclusive but personally I think that violent video games ARE harmful to children ESPECIALLY when the consumption of this content isn't regulated or managed by respected adult figures in their lives. The same is true of many adult pastimes that children also (often illegally) engage in, such as drinking, driving, smoking and watching porn. Ultimately it's the adults that have to monitor their child's behaviour, you're not going to stick your child in the family car alone and say 'go for it' are you? No, you'll sit by the child's side and monitor the way they drive, if in fact they're allowed to drive at all. Why should using a games machine be any different? It shouldn't be. There are laws protecting children from adult marketed games, just as there are laws protecting them from the consumption of alcohol and driving without a license.
While I agree that the games market could do with more stringent regulation of the ESRB's ratings systems the ratings have been in effect since late 1993, which is almost 20 years so adults really have no excuse to complain when kids who can't legally purchase adult oriented games somehow get their hands on them - generally via the same adults who raised them.