Tuesday, February 4, 2020
Ethical, Professional and Cultural Issues of ICT Essay
Ethical, Professional and Cultural Issues of ICT - Essay Example 2011). When coming to entertainment, it is a large part of our daily lives. People spend some time every day for the sake of entertainment. Ethics in entertainment is more based on the mediums popularity rather than the creators need to be ethical in nature. The entertainment media is constantly under the attack by the so called guardian angels of ethical standards for portraying unethical values through the media. This attack is on films, music as well as video games industry. It is an acceptable fact that what is more corrupt is easier to get accepted. Keeping this in mind, the movie industry has moved one step forward by creating the MPAA system in which questionable stuff would be rated higher so that adult people can warn their children well in advance. Now newer industries are forced to come under the scrutiny of maintaining ethical standards. The video game industry which comes under the category of interactive entertainment industry is facing stiff challenges from gurus of et hical standards. Now the video games industry is facing challenges in ethical standards maintenance, it has been constantly accused of ruining the moral standards of children in particular. However there is a good reason behind these allegations. Since the industry is relatively new, it has resorted to some lower least common denominators to sell its games. It has used scantily clad and physically impossible women and men. Moreover questionable as well as violent subject matters are also used by the industry. The industry pundits who defend these moves are relying on the fact that other types of Medias have also used such stands before. They feel that this has to be seen as a sign of times and growing popularity. However in general sense, such actions should be viewed as a loss of production ethics or part of the inevitable routine that takes on the industry every time (Ethics and Entertainment Introduction. 2000). The banning of the video game manhunt in 2007 by the BBFC in 2007 wa s an eye opener for the gaming industry which was starting to act careless with regard to ethics in the media. Most of the technicians , artists and story tellers in the gaming industry are tuning to some blood spilling and sexist unusual themes in their products on the belief that its just fun. They also have an intentional idea behind this move that only such things sell quickly. Degradation of values has swept towards different segments in the industry. Its effect has started showing to the gaming industry as well. Primarily gaming industry is concentrated on children below eighteen years. Children are the main users of its products other than any other group. To show explicit and debatable as well as questionable content in the form of games to children on the false imagination that it is only fun is a serious crime that is done towards the society. The video game manhunt 2 was banned by the British authorities because of its relentless imagery of savage killing and slaying. Man hunt video game was very popular among children because of its violence. It even prompted in a killing of a fourteen year old boy. Banning the video game was a bold step taken by the authorities for the first time in a decade. Manhunt 2 shows sustained as well as cumulative sadism which are labeled casual in the way the killings are committed in the game. Such types of entertainment are not at all acceptable because it is targeted towards children (Censors ban
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