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Video Game Violence and Our Youth
By: Andy Yost
• Millions of men, women, adults and children play video
  games. However most gamers don’t realize that these video
  games can have a underlying effect on our mind and morals,
  especially on our youth.
• There is no punishment for repeated violence or aggression, it
  becomes a continuous cycle of reward.
• The violence is presented as justified and without punishment.
• What effect does this violence have on the developing brain of
  a child or a young adult. Will they mimic these behaviors in
  society?




Introduction
• Everyday adults and parents
  buy these violent video games
  without sufficient information
  as to what kind of content is in
  the game or what affect the
  game might have on their
  children.
• To inform parents that there are
  potential side effects.
• My mission is to provide them
  with information on ways to
  prevent exposure to such
  content and better ways to
  monitor their children.




Executive Summary
• To truly get an understanding of the topic I looked at literature
  reviews and did extensive secondary research.
• I used this research so I can better inform my target audience
• The research pointed out three main areas of concern for
  children and young adults playing violent video games.


Areas of Concern:
    1. Awareness
    2. Possible side effect of continued exposure
    3. General Statistics


  Secondary Research
• Parents are not aware of what they are buying their
  children.
• Parents are not aware of the ESRB rating system much
  like the TV rating system for video games.
• Parents lack information about the types of video games
  and their content.




1. Awareness
• Desensitization Theory - Through
  time we become less sensitive to
  violent things we see or hear about
  because we are so exposed to it in
  a certain medium. Continued
  exposure to content makes the
  child less sensitive to the material
  they see.
• Modeling Theory - A child models
  what they see on the TV or in
  video games.




2. Side Effects
• 45 % of all video game players are under the age of 18,
  that means that of the 146 million gamers in the United
  States, 65.7 million are children and teens. 20 million
  video game players are 12 and under, according to a Wall
  Street Journal survey (10/14/02).
• 78 % of unaccompanied children ages 13–16 were able to
  buy Mature-rated games at retail stores, according to a
  secret shopper survey conducted by the Federal Trade
  Commission in 2001. (Smith)




3. General Statistics
• The number of violent interactions in a 10-minute play
  period ranged from 2 to 124. (Smith)
• In 98 % of the games surveyed, aggression went
  unpunished. In fact, in more than half the video games the
  perpetrators were rewarded for their aggressive actions.
  (Smith)

This secondary research makes it apparent that there
should be a clear concern about our youth and violence
in video games.


3. General Statistics
(cont.)
Strengths
• Existing ESRB rating system
• Employees of retail stores
  aren’t aware of the importance
  of the ESRB rating system
Weaknesses
• Rating system is not stringent
  enough
• Rating system is not being
  enforced by retail store owners




Situational Analysis
Opportunities
• Stricter punishment for volition of selling mature
  games to underage persons.
• PSA informing video game players of possible
  psychological impact such as aggressive behavior
  especially among children.
Threats
• ESRB age limit adjustment.
• Continued lack of parents involvement in monitoring
  their child's gaming.

Situational Analysis
(cont.)
• To inform, educate and raise awareness among adults so
  they have a better understanding of the content and
  affects violence in these games could have on their
  children.
• Give parents resources to better monitor their children's
  game play.




Key Message
• My campaign is not geared toward one audience.
• My goal is to reach out to primary and secondary
  audiences, which include but are not limited to parents
  and the local media.




Target Audiences
Parents
• Since parents are the purchasers of video
  games for their children they will be my
  primary audience.
• My campaign will directly reach out to
  parents in the Jacksonville, FL metropolitan
  area




Primary Audiences
Local Media
• Violence in video games and its relationship to our youth
  should be a major concern not for our parents but also the
  community.
• Target local Jacksonville station (TV, Radio).
• Create public service announcements and press releases
  about violence in video games and give them to local
  electronic and print media.




Secondary Audiences
Objective 1: Raise 5000 parents awareness towards video game
violence between the months of December 1st and March 1st.
Tactics:
1.     Distribute pamphlets with information on violence in video games.
     • Take pamphlets to a video game store.
     • Pass pamphlets at the St. Johns Towncenter.
2.     Contact local news media
     • Pitch the campaign idea to TV and Radio that appeal to my target audience.
     • Have newspaper run an article including my research.
3.     Create a Blog
     • Include video game feedback with player rating the amount of violence in a
       particular game on a scale of 1-10.
     • Use statistics, charts and graphs that pertain to video game violence.




Campaign Outline
Objective 2: Educate 300 parents as to the effect violent content can have on
their children in the month of December.
Tactics:
1.     Community Meetings
     • Hold 5 community meetings discussing the different theories involved with
       continued exposure to violent video games in young adults.
     • Inform parents of the ESRB rating system and why it is used.
2.     Newsletter
     • Print out 200 newsletters and put them in doors at my apartment complex.
     • Print out 200 newsletters and put them in near by subdivision mailboxes.
3.     Family Fun Night
     • Post flyers to educate parents about the affects violent content can have at
       local YMCA and Boys and Girls Club and also promotes family fun night.
     • For parents and kids to play non-violent video games together.




Campaign Outline
Objective 3: Educate 500 parents about the ESRB rating system in the month of January.
Tactics:
1.    Video Game Stores
     • Ask sales associates to put a ESRB rating scale in customers bag after purchase.
     • Had out a list of the ESRB ratings outside of the store.
2.     Localize the efforts of esrb.org
     • Create a website that includes information about the ESRB rating system.
     • Provide a link on the website to the ESRB website.
3.     Use Social Media
     • Create a Facebook group for parents to post updates to one another about ESRB updates
       and content.
     • Create a Twitter account that parents can follow to keep updated with the latest ratings
       assigned by ESRB.




Campaign Outline
• Number of TV viewers and
  Radio listeners at the time
  broadcast.
• Number of hits on blog.
• Turn out to community
  meetings.
• Number of visits to website.
• Number of active Facebook
  group members.
• Number of Twitter
  followers.




Evaluation Method
Conclusion
• Smith, S.L., Lachlan, K.A., & Tamborini, R. (2003).
  Popular Video Games: Quantifying the Presentation
  of Violence and its Context. Journal of Broadcasting
  and Electronic Media, 47 (1).




Works Cited

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Video game violence and our youth by Andy Yost

  • 1. Video Game Violence and Our Youth By: Andy Yost
  • 2.
  • 3. • Millions of men, women, adults and children play video games. However most gamers don’t realize that these video games can have a underlying effect on our mind and morals, especially on our youth. • There is no punishment for repeated violence or aggression, it becomes a continuous cycle of reward. • The violence is presented as justified and without punishment. • What effect does this violence have on the developing brain of a child or a young adult. Will they mimic these behaviors in society? Introduction
  • 4. • Everyday adults and parents buy these violent video games without sufficient information as to what kind of content is in the game or what affect the game might have on their children. • To inform parents that there are potential side effects. • My mission is to provide them with information on ways to prevent exposure to such content and better ways to monitor their children. Executive Summary
  • 5. • To truly get an understanding of the topic I looked at literature reviews and did extensive secondary research. • I used this research so I can better inform my target audience • The research pointed out three main areas of concern for children and young adults playing violent video games. Areas of Concern: 1. Awareness 2. Possible side effect of continued exposure 3. General Statistics Secondary Research
  • 6. • Parents are not aware of what they are buying their children. • Parents are not aware of the ESRB rating system much like the TV rating system for video games. • Parents lack information about the types of video games and their content. 1. Awareness
  • 7. • Desensitization Theory - Through time we become less sensitive to violent things we see or hear about because we are so exposed to it in a certain medium. Continued exposure to content makes the child less sensitive to the material they see. • Modeling Theory - A child models what they see on the TV or in video games. 2. Side Effects
  • 8. • 45 % of all video game players are under the age of 18, that means that of the 146 million gamers in the United States, 65.7 million are children and teens. 20 million video game players are 12 and under, according to a Wall Street Journal survey (10/14/02). • 78 % of unaccompanied children ages 13–16 were able to buy Mature-rated games at retail stores, according to a secret shopper survey conducted by the Federal Trade Commission in 2001. (Smith) 3. General Statistics
  • 9.
  • 10. • The number of violent interactions in a 10-minute play period ranged from 2 to 124. (Smith) • In 98 % of the games surveyed, aggression went unpunished. In fact, in more than half the video games the perpetrators were rewarded for their aggressive actions. (Smith) This secondary research makes it apparent that there should be a clear concern about our youth and violence in video games. 3. General Statistics (cont.)
  • 11. Strengths • Existing ESRB rating system • Employees of retail stores aren’t aware of the importance of the ESRB rating system Weaknesses • Rating system is not stringent enough • Rating system is not being enforced by retail store owners Situational Analysis
  • 12. Opportunities • Stricter punishment for volition of selling mature games to underage persons. • PSA informing video game players of possible psychological impact such as aggressive behavior especially among children. Threats • ESRB age limit adjustment. • Continued lack of parents involvement in monitoring their child's gaming. Situational Analysis (cont.)
  • 13. • To inform, educate and raise awareness among adults so they have a better understanding of the content and affects violence in these games could have on their children. • Give parents resources to better monitor their children's game play. Key Message
  • 14. • My campaign is not geared toward one audience. • My goal is to reach out to primary and secondary audiences, which include but are not limited to parents and the local media. Target Audiences
  • 15. Parents • Since parents are the purchasers of video games for their children they will be my primary audience. • My campaign will directly reach out to parents in the Jacksonville, FL metropolitan area Primary Audiences
  • 16. Local Media • Violence in video games and its relationship to our youth should be a major concern not for our parents but also the community. • Target local Jacksonville station (TV, Radio). • Create public service announcements and press releases about violence in video games and give them to local electronic and print media. Secondary Audiences
  • 17. Objective 1: Raise 5000 parents awareness towards video game violence between the months of December 1st and March 1st. Tactics: 1. Distribute pamphlets with information on violence in video games. • Take pamphlets to a video game store. • Pass pamphlets at the St. Johns Towncenter. 2. Contact local news media • Pitch the campaign idea to TV and Radio that appeal to my target audience. • Have newspaper run an article including my research. 3. Create a Blog • Include video game feedback with player rating the amount of violence in a particular game on a scale of 1-10. • Use statistics, charts and graphs that pertain to video game violence. Campaign Outline
  • 18. Objective 2: Educate 300 parents as to the effect violent content can have on their children in the month of December. Tactics: 1. Community Meetings • Hold 5 community meetings discussing the different theories involved with continued exposure to violent video games in young adults. • Inform parents of the ESRB rating system and why it is used. 2. Newsletter • Print out 200 newsletters and put them in doors at my apartment complex. • Print out 200 newsletters and put them in near by subdivision mailboxes. 3. Family Fun Night • Post flyers to educate parents about the affects violent content can have at local YMCA and Boys and Girls Club and also promotes family fun night. • For parents and kids to play non-violent video games together. Campaign Outline
  • 19. Objective 3: Educate 500 parents about the ESRB rating system in the month of January. Tactics: 1. Video Game Stores • Ask sales associates to put a ESRB rating scale in customers bag after purchase. • Had out a list of the ESRB ratings outside of the store. 2. Localize the efforts of esrb.org • Create a website that includes information about the ESRB rating system. • Provide a link on the website to the ESRB website. 3. Use Social Media • Create a Facebook group for parents to post updates to one another about ESRB updates and content. • Create a Twitter account that parents can follow to keep updated with the latest ratings assigned by ESRB. Campaign Outline
  • 20. • Number of TV viewers and Radio listeners at the time broadcast. • Number of hits on blog. • Turn out to community meetings. • Number of visits to website. • Number of active Facebook group members. • Number of Twitter followers. Evaluation Method
  • 22. • Smith, S.L., Lachlan, K.A., & Tamborini, R. (2003). Popular Video Games: Quantifying the Presentation of Violence and its Context. Journal of Broadcasting and Electronic Media, 47 (1). Works Cited