Mothers Against Videogame Addiction and Violence
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Mothers Against Videogame Addiction and Violence
Work to help outlaw the sale of violent video games to children in your community.
Discuss values and concerns with other parents.
Teach your children how to make responsible choices.
Understand the risks of allowing your child to be exposed to violence in violent video games.
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EC means Early Childhood. These games are appropriate for ages 3 and older.
E means Everyone. These games are recommended for ages 6 and older.
E10+ stands for Everyone 10 and older.
T rated games are for Teens, 13 years and older.
The M means Mature and are for ages 17 and older.
AO stands for Adults Only. These games are meant for people ages 18 and older.
RP, or Rating Pending means the game is waiting for a final rating.
MAVAV (Mothers Against Videogame Addiction and Violence) warns parents of the dangers of video games.
CBS’s 60 minutes warns people of the consequences of violent video games, such as Grand Theft Auto when reporting about Devin Moore who killed several people after playing this game that involved killing and stealing.
Organizations such as GRB (Game Rating Board), VRC (Videogame Rating Council), RSAC (Recreational Software Advisory Council ), and ESRB (Entertaining Software Rating Board) give games ratings so that consumers can buy appropriate games.
Parents can help children avoid desensitization by talking to their children and encouraging other types of games such as educational ones.
Understanding ESBR ratings can help a parent understand the kind of game they are buying for their children and understand what games are appropriate for them to play.
There are also organizations and television shows promoting more restrictions on violent video games which could be supported to have legislation on the sale of video games which could protect a child from potential harm.
Violent video games are a bad influence since while children believe that they are being “entertained”, they are exposing themselves to violence that can seem realistic in some situations.
Supporting organizations seeking to control how these games are sold will help with supporting this point.
Parents to understand what they are letting their children see and practice so no tragedies occur.
Violent video games are a problem for a child’s developing mind since it exposes them to violence so it would be wise to not promote violent video games.
Myth 8. Unrealistic video game violence is completely safe for adolescents and older youths.
Facts: Cartoonish and fantasy violence is often perceived (incorrectly) by parents and public policy makers as safe even for children. However, experimental studies with college students have consistently found increased aggression after exposure to clearly unrealistic and fantasy violent video games.
Myths and Facts
Myth 9. The effects of violent video games are trivially small.
Facts: Meta-analyses reveal that violent video game effect sizes are larger than the effect of second hand tobacco smoke on lung cancer, the effect of lead exposure to I.Q. scores in children, and calcium intake on bone mass. Furthermore, the fact that so many youths are exposed to such high levels of video game violence further increases the societal costs of this risk factor.
RUBRIC
Excellent Quality
95-100%
Introduction 45-41 points
The background and significance of the problem and a clear statement of the research purpose is provided. The search history is mentioned.
Literature Support
91-84 points
The background and significance of the problem and a clear statement of the research purpose is provided. The search history is mentioned.
Methodology
58-53 points
Content is well-organized with headings for each slide and bulleted lists to group related material as needed. Use of font, color, graphics, effects, etc. to enhance readability and presentation content is excellent. Length requirements of 10 slides/pages or less is met.
Average Score
50-85%
40-38 points
More depth/detail for the background and significance is needed, or the research detail is not clear. No search history information is provided.
83-76 points
Review of relevant theoretical literature is evident, but there is little integration of studies into concepts related to problem. Review is partially focused and organized. Supporting and opposing research are included. Summary of information presented is included. Conclusion may not contain a biblical integration.
52-49 points
Content is somewhat organized, but no structure is apparent. The use of font, color, graphics, effects, etc. is occasionally detracting to the presentation content. Length requirements may not be met.
Poor Quality
0-45%
37-1 points
The background and/or significance are missing. No search history information is provided.
75-1 points
Review of relevant theoretical literature is evident, but there is no integration of studies into concepts related to problem. Review is partially focused and organized. Supporting and opposing research are not included in the summary of information presented. Conclusion does not contain a biblical integration.
48-1 points
There is no clear or logical organizational structure. No logical sequence is apparent. The use of font, color, graphics, effects etc. is often detracting to the presentation content. Length requirements may not be met
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