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A Policy Analysis: Banning Sexually Expilicit and Violent Computer Games to the Minors

Yıl 2011, Cilt: 6 Sayı: 2, 225 - 238, 01.06.2011

Öz

This is a case study of a policy initiative that was proposed as a bill to the state of Illinois of the United States of America concerning the banning of sexually explicit and violent computer games to the minors. The stance of the media and interest groups towards the policy initiative is discussed along with scientific findings on the issue. Then, the policy initiative was analyzed according to underlying ideological position of the Illinois governor and Stolz’s four symbolic functions of politics. This policy initiative was found to be ineffective that brought an extra burden to the criminal justice system. As a result, it is advised that to protect minors’ education based policies are better strategies than banning and punishing

Kaynakça

  • Absoluteastronomy. (n.d). Rod R. Blagojevich. Retrieved February 12, 2006 from http://www.absoluteastronomy.com/reference/rod_blagojevich
  • Ballard, M. E. ve J. R. Wiest (1996). Mortal kombattm: The effects of violent videogame play on males’ hostility and cardiovascular responding. Journal of Applied Social Psychology, 26,717–730.
  • Bartholow, B. D. and C.A. Anderson (2002). Effects of violent video games on aggressive behavior: potential sex differences. Journal of Experimental Social Psychology, 38, 283–290.
  • Bradley, E. (Executive Producer). (2005, June 19). Can a video game lead to murder? [Television broadcast]. New York: CBS Broadcasting Inc.
  • Bowers, C. (Interviewer). (2005, July 19). Why he wants to control minors’ access to some video games. [Television broadcast]. New York: CBS Broadcasting Inc.
  • Bowers, C. (2005, June 19). Pols target videogame violence. CBS News. Retrieved February 15, 2006, from http://www.cbsnews.com/stories/ 2005/07/19/eveningnews
  • Cigler, A. J., & Loomis, B. A. (2000). Interst group politics.Washington D.C: CQ Press.
  • Discount retailers resist efforts to limit sales of violent video games. (2000, May 25). The Associated Press. Retrieved February 15, 2006 from http://www.freedomforum.org/templates/
  • Dolu, O. Buker, H., & Uludag, S. (2010). Effects of violent video games on children: An assessment on aggression, violence and delinquency. Adli Bilimler Dergisi, 9 (4), 54-75.
  • Elliot, J. (1995, March). Drug prevention placebo: How DARE wastes time, Money and police. Reson, 14-21.
  • Ennett, S. T., Tober, N.S., Ringwalt, C. L., & Flewelling, R. L. (1994). How effective is DARE? A meta-analysis of project DARE outcome evaluations. American Journal of Public Health, 84, 1394-1401.
  • Ferris, D. (2005, October 12). The truth about violent youth and video games. Retrieved February 9, 2006 from http://www.gamerevolution.com/oldsite/articles
  • Funk, J., J. Hagan, & J. Schimming (1999). Children and electronic games: A comparison of parents' and children's perceptions of children's habits and preferences in a United States sample. Psychological Reports, 85, 883–888.
  • Funka, J. B., Buchman, D. D., Jenks J., and Bechtoldt, H. (2003). Playing violent video games, desensitization, and moral evaluation in children. Applied Developmental Psychology, 24, 413–436.
  • Gerstein, J. (2005, July 15). Clinton calls for federal controls on explicit video games. The New York Sun. Retrieved February 15, 2006, from http://www.nysun.com
  • Gest, T. (2001). Crime & Politics:Big Governmet’s Erratic Campaign for Law and Order., New York, NY: Oxford University Press.
  • Greenfield, P. M., Gross, E.F., Subrahmanyam K, Kraut R. E., (2000) The impact of home computer use on children's activities and development. The Future of Children. 10 (2), 112-123
  • Grossman, D. ve G. DeGaetano (1999). Stop teaching our kids to kill: A call to action against TV, movie and video game violence. New York: Crown Publishers.
  • Hemmer, B. (2003, May 15). Violent Video Games. AMERICAN MORNING. Retrieved February 15, 2009, from http://gamepolitics.livejournal.com
  • House Bill H.R 4093, LRB 094, 2005.
  • Illinois governor sets sights on violent video games, (2004, December 16) The Associated Press. Retrieved February 15, 2006 from http://www.firstamendmentcenter.org/news.aspx?id=14556
  • Illinois General Assembly. (2005). Bill Status of HB 4023. Retrieved February 15, 2006 from http://www.ilga.gov/legislation/publicacts/
  • Illinois Government News Network. (2006). Bio of Governor. Retrieved February 12, 2006 from http://www.illinois.gov/gov/bio.cfm
  • Illinois Government News Network. (2006, February, 28). Gov. Blagojevich introduces legislation to keep excessively violent and sexually explicit video games out of the hands of Illinois children. Retrieved February 12, 2006, from http://www.illinois.gov/PressReleases
  • Illinois Government News Network. (2005, May 30) Gov. Blagojevich applauds Senate for passing his landmark video game legislation). Retrieved February 12, 2006, from http://www.illinois.gov/PressReleases
  • Killian, S. (2003). Violent video game players mysteriously avoid killing selves, others. Retrieved February 15, 2006, from www.ncac.org/cen_news/
  • Lipsey, M. (1992). Juvenile delinquency treatment:A meta-analytic inquiry into the variability of effects. In T. Cook et al. (eds), Meta Analysis for explanation: A casebook. New York:Russel Sage Foundation.
  • Mossberger, K. (2000). The politics of ideas. Washington, D.C. Georgetown University Press.
  • Oliver, W. M. (2000). The third generation of community policing: Moving through innovation, diffusion, and institutionalization. Police Quarterly 3 (4), 367-388.
  • O'Connor, J.(2005, March 17). Illinois House OK's governor's video-game ban. USA Today. http://www.usatoday.com/tech/news/techpolicy/2005.
  • Stolz, B. (2002). Criminal justice policy making: Federal roles and process, Westport, CT: Prager Publishers.
  • Thompson, K. & K. Haninger (2001). Violence in e-rated video games. JAMA, 286, 591–598.
  • Villani, S. (2001). Impact of media on children and adolescents: a 10-year review of the research. Journal of the American Academy of Child & Adolescent Psychiatry. 40 (4,392-401)
  • Yildirim, A.; Simsek, H. (2008). Sosyal Bilimlerde Bilimsel Araştırma Yöntemleri. Ankara: Seçkin Yayınevi (Translated by the author into English as ‘Scientific Research Methods in Social Sciences’)
  • Yin, R. (1979). Changing in urban bureaucracies: How new practices become routinized. Lexington, MA: Lexington Books.
  • Yin, R. K. (2004). Case Study Research: Design and Methods. London: Sage Publications.
  • Wakefield, M. A.;Terry, Y. M.; Chaloupka, F. J.; Barker, D. C. (2000). Changes at the point-of-sale for tobacco following the 1999 tobacco billboard ban. Impact Teen. Chicago University.
  • Wikipedia. (n.d). Rod Blagojevich. Retrieved February 12, 2010, from http://en.wikipedia.org/wiki/Rod_Blagojevich.
  • The Entertainment Software Rating Board uses a collection of seven categories in rating the content of video games.
  • EARLY CHILDHOOD (EC): Suitable for ages 3 and older. These games contain no material that parents would find inappropriate.
  • EVERYONE (E): Suitable for ages 6 and older. Titles in this category may contain minimal cartoon, fantasy or mild violence and/or infrequent use of mild language.
  • EVERYONE 10+ (E10+): Suitable for ages 10 and older. Titles in this category may contain more cartoon, fantasy or mild violence, mild language, and/or minimal suggestive themes.
  • TEEN (T): Suitable for ages 13 and older. Titles in this category may contain violence, suggestive themes, crude humor, minimal blood and/or infrequent use of strong language.
  • MATURE (M): Suitable for persons ages 17 and older. Titles in this category may contain intense violence, blood and gore, sexual content, and/or strong language.
  • ADULTS ONLY (AO): Should only be played by persons 18 years and older. Titles in this category may include prolonged scenes of intense violence and/or graphic sexual content and nudity.
  • RATING PENDING (RP): Submitted to the ESRB and awaiting final rating. This symbol appears only in advertising prior to a game's release. Source: Entertainment Software Rating Board

Bir Politika Analizi: Müstehcenlik ve Şiddet İçeren Bilgisayar Oyunlarının Çocuklara Satışının Yasaklanması

Yıl 2011, Cilt: 6 Sayı: 2, 225 - 238, 01.06.2011

Öz

Bu çalışma, Amerika Birleşik Devletleri’nin Illinois eyalet meclisine sunulan, çocuklara müstehcen ve şiddet içerikli bilgisayar oyunları satışını yasaklamayı öngören politika hareketini inceleyen bir vaka analizidir. Çalışmada, bu politika hareketi ile ilgili bilimsel çalışma sonuçlarıyla birlikte medya ve lobilerin duruşu tartışılmıştır. Daha sonra, bu politika hareketi Illinois valisinin ideolojik pozisyonu açısından ve Stolz’un ileri sürmüş olduğu “politikaların dört sembolik fonksiyonu” perspektifinden incelenmiştir. Çocuklara müstehcen ve şiddet içerikli bilgisayar oyunu satışının yasaklanmasının, ceza adalet sistemine ekstra yük getiren ve etkisiz bir politika olduğu sonucuna ulaşılmıştır. Sonuç olarak, çocukları korumak için eğitim temelli politikaların yasaklama ve cezalandırmadan daha iyi bir politka stratejisi olacağı önerilmiştir

Kaynakça

  • Absoluteastronomy. (n.d). Rod R. Blagojevich. Retrieved February 12, 2006 from http://www.absoluteastronomy.com/reference/rod_blagojevich
  • Ballard, M. E. ve J. R. Wiest (1996). Mortal kombattm: The effects of violent videogame play on males’ hostility and cardiovascular responding. Journal of Applied Social Psychology, 26,717–730.
  • Bartholow, B. D. and C.A. Anderson (2002). Effects of violent video games on aggressive behavior: potential sex differences. Journal of Experimental Social Psychology, 38, 283–290.
  • Bradley, E. (Executive Producer). (2005, June 19). Can a video game lead to murder? [Television broadcast]. New York: CBS Broadcasting Inc.
  • Bowers, C. (Interviewer). (2005, July 19). Why he wants to control minors’ access to some video games. [Television broadcast]. New York: CBS Broadcasting Inc.
  • Bowers, C. (2005, June 19). Pols target videogame violence. CBS News. Retrieved February 15, 2006, from http://www.cbsnews.com/stories/ 2005/07/19/eveningnews
  • Cigler, A. J., & Loomis, B. A. (2000). Interst group politics.Washington D.C: CQ Press.
  • Discount retailers resist efforts to limit sales of violent video games. (2000, May 25). The Associated Press. Retrieved February 15, 2006 from http://www.freedomforum.org/templates/
  • Dolu, O. Buker, H., & Uludag, S. (2010). Effects of violent video games on children: An assessment on aggression, violence and delinquency. Adli Bilimler Dergisi, 9 (4), 54-75.
  • Elliot, J. (1995, March). Drug prevention placebo: How DARE wastes time, Money and police. Reson, 14-21.
  • Ennett, S. T., Tober, N.S., Ringwalt, C. L., & Flewelling, R. L. (1994). How effective is DARE? A meta-analysis of project DARE outcome evaluations. American Journal of Public Health, 84, 1394-1401.
  • Ferris, D. (2005, October 12). The truth about violent youth and video games. Retrieved February 9, 2006 from http://www.gamerevolution.com/oldsite/articles
  • Funk, J., J. Hagan, & J. Schimming (1999). Children and electronic games: A comparison of parents' and children's perceptions of children's habits and preferences in a United States sample. Psychological Reports, 85, 883–888.
  • Funka, J. B., Buchman, D. D., Jenks J., and Bechtoldt, H. (2003). Playing violent video games, desensitization, and moral evaluation in children. Applied Developmental Psychology, 24, 413–436.
  • Gerstein, J. (2005, July 15). Clinton calls for federal controls on explicit video games. The New York Sun. Retrieved February 15, 2006, from http://www.nysun.com
  • Gest, T. (2001). Crime & Politics:Big Governmet’s Erratic Campaign for Law and Order., New York, NY: Oxford University Press.
  • Greenfield, P. M., Gross, E.F., Subrahmanyam K, Kraut R. E., (2000) The impact of home computer use on children's activities and development. The Future of Children. 10 (2), 112-123
  • Grossman, D. ve G. DeGaetano (1999). Stop teaching our kids to kill: A call to action against TV, movie and video game violence. New York: Crown Publishers.
  • Hemmer, B. (2003, May 15). Violent Video Games. AMERICAN MORNING. Retrieved February 15, 2009, from http://gamepolitics.livejournal.com
  • House Bill H.R 4093, LRB 094, 2005.
  • Illinois governor sets sights on violent video games, (2004, December 16) The Associated Press. Retrieved February 15, 2006 from http://www.firstamendmentcenter.org/news.aspx?id=14556
  • Illinois General Assembly. (2005). Bill Status of HB 4023. Retrieved February 15, 2006 from http://www.ilga.gov/legislation/publicacts/
  • Illinois Government News Network. (2006). Bio of Governor. Retrieved February 12, 2006 from http://www.illinois.gov/gov/bio.cfm
  • Illinois Government News Network. (2006, February, 28). Gov. Blagojevich introduces legislation to keep excessively violent and sexually explicit video games out of the hands of Illinois children. Retrieved February 12, 2006, from http://www.illinois.gov/PressReleases
  • Illinois Government News Network. (2005, May 30) Gov. Blagojevich applauds Senate for passing his landmark video game legislation). Retrieved February 12, 2006, from http://www.illinois.gov/PressReleases
  • Killian, S. (2003). Violent video game players mysteriously avoid killing selves, others. Retrieved February 15, 2006, from www.ncac.org/cen_news/
  • Lipsey, M. (1992). Juvenile delinquency treatment:A meta-analytic inquiry into the variability of effects. In T. Cook et al. (eds), Meta Analysis for explanation: A casebook. New York:Russel Sage Foundation.
  • Mossberger, K. (2000). The politics of ideas. Washington, D.C. Georgetown University Press.
  • Oliver, W. M. (2000). The third generation of community policing: Moving through innovation, diffusion, and institutionalization. Police Quarterly 3 (4), 367-388.
  • O'Connor, J.(2005, March 17). Illinois House OK's governor's video-game ban. USA Today. http://www.usatoday.com/tech/news/techpolicy/2005.
  • Stolz, B. (2002). Criminal justice policy making: Federal roles and process, Westport, CT: Prager Publishers.
  • Thompson, K. & K. Haninger (2001). Violence in e-rated video games. JAMA, 286, 591–598.
  • Villani, S. (2001). Impact of media on children and adolescents: a 10-year review of the research. Journal of the American Academy of Child & Adolescent Psychiatry. 40 (4,392-401)
  • Yildirim, A.; Simsek, H. (2008). Sosyal Bilimlerde Bilimsel Araştırma Yöntemleri. Ankara: Seçkin Yayınevi (Translated by the author into English as ‘Scientific Research Methods in Social Sciences’)
  • Yin, R. (1979). Changing in urban bureaucracies: How new practices become routinized. Lexington, MA: Lexington Books.
  • Yin, R. K. (2004). Case Study Research: Design and Methods. London: Sage Publications.
  • Wakefield, M. A.;Terry, Y. M.; Chaloupka, F. J.; Barker, D. C. (2000). Changes at the point-of-sale for tobacco following the 1999 tobacco billboard ban. Impact Teen. Chicago University.
  • Wikipedia. (n.d). Rod Blagojevich. Retrieved February 12, 2010, from http://en.wikipedia.org/wiki/Rod_Blagojevich.
  • The Entertainment Software Rating Board uses a collection of seven categories in rating the content of video games.
  • EARLY CHILDHOOD (EC): Suitable for ages 3 and older. These games contain no material that parents would find inappropriate.
  • EVERYONE (E): Suitable for ages 6 and older. Titles in this category may contain minimal cartoon, fantasy or mild violence and/or infrequent use of mild language.
  • EVERYONE 10+ (E10+): Suitable for ages 10 and older. Titles in this category may contain more cartoon, fantasy or mild violence, mild language, and/or minimal suggestive themes.
  • TEEN (T): Suitable for ages 13 and older. Titles in this category may contain violence, suggestive themes, crude humor, minimal blood and/or infrequent use of strong language.
  • MATURE (M): Suitable for persons ages 17 and older. Titles in this category may contain intense violence, blood and gore, sexual content, and/or strong language.
  • ADULTS ONLY (AO): Should only be played by persons 18 years and older. Titles in this category may include prolonged scenes of intense violence and/or graphic sexual content and nudity.
  • RATING PENDING (RP): Submitted to the ESRB and awaiting final rating. This symbol appears only in advertising prior to a game's release. Source: Entertainment Software Rating Board
Toplam 46 adet kaynakça vardır.

Ayrıntılar

Birincil Dil İngilizce
Bölüm Research Article
Yazarlar

M Alper Sözer Bu kişi benim

Yayımlanma Tarihi 1 Haziran 2011
Yayımlandığı Sayı Yıl 2011 Cilt: 6 Sayı: 2

Kaynak Göster

APA Sözer, M. A. (2011). A Policy Analysis: Banning Sexually Expilicit and Violent Computer Games to the Minors. Sosyal Bilimler Araştırmaları Dergisi, 6(2), 225-238.
AMA Sözer MA. A Policy Analysis: Banning Sexually Expilicit and Violent Computer Games to the Minors. SBAD. Haziran 2011;6(2):225-238.
Chicago Sözer, M Alper. “A Policy Analysis: Banning Sexually Expilicit and Violent Computer Games to the Minors”. Sosyal Bilimler Araştırmaları Dergisi 6, sy. 2 (Haziran 2011): 225-38.
EndNote Sözer MA (01 Haziran 2011) A Policy Analysis: Banning Sexually Expilicit and Violent Computer Games to the Minors. Sosyal Bilimler Araştırmaları Dergisi 6 2 225–238.
IEEE M. A. Sözer, “A Policy Analysis: Banning Sexually Expilicit and Violent Computer Games to the Minors”, SBAD, c. 6, sy. 2, ss. 225–238, 2011.
ISNAD Sözer, M Alper. “A Policy Analysis: Banning Sexually Expilicit and Violent Computer Games to the Minors”. Sosyal Bilimler Araştırmaları Dergisi 6/2 (Haziran 2011), 225-238.
JAMA Sözer MA. A Policy Analysis: Banning Sexually Expilicit and Violent Computer Games to the Minors. SBAD. 2011;6:225–238.
MLA Sözer, M Alper. “A Policy Analysis: Banning Sexually Expilicit and Violent Computer Games to the Minors”. Sosyal Bilimler Araştırmaları Dergisi, c. 6, sy. 2, 2011, ss. 225-38.
Vancouver Sözer MA. A Policy Analysis: Banning Sexually Expilicit and Violent Computer Games to the Minors. SBAD. 2011;6(2):225-38.


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