Nowadays, brutality has become an accelerating trend in Computer games and TV medias. There are certain causes to this trend, and most noticeable of them is due to the engagement that have led to these scenes bring to the audiences. This essay will discuss some reasons that have led to the problem as well as the methods that can be used to tackle it.
There are many reasons why violence has become such a popular elements in video games. Firstly, it is due to the engagement that fighting scenes bring to the players since it is something that isn’t morally accepted in in society norms, which is also why people find these scenes interesting and cool. In addition, it helps players relieve stress and anger. Its competitiveness is the main factor that brings in satisfaction when you win. This is evident as how some fighting games such as Free Fire, Valorant and Call of duty are so common among both teens and adults. Secondly, it increases the revenue, which is the goal for many videogames company. We can take a really popular otome game such as Love and Deepspace as an example. Although it is supposed to be a romantic game, there are still fighting elements in it to target a wider audiences of both males and females to double the profits.
Luckily, there are many measures that can be taken to reduce this problem. The first method is parental control. Parents and adults in general should keep a closer eye on their children and young ones, especially in what they watch or play. This can be done by monitoring their phones and managing their kids phone usage time. A second method that can be used is law implementation. The government should add policies such as forcing games and movies companies to add a targeted age or banning some games or TV shows that are too gruesome. However, laws and policies implementation is not enough, if the government want these laws to work, there must be punishment for those who go against it.
In conclusion, personal engagement and revenue increase are the main two reasons that trigger the rising level of violence in games and TV programs. Therefore, the obligation of reducing them should fall onto parental monitoring and governmental implementations on handling the exposure to brutal content on games and medias.
