Game over: A proposal to regulate access and enjoyment of video games to minors
The video game industry has gone leaps and bounds beyond its initial purpose. Today the industry is worth over $150 billion worldwide. Needless to say it has also brought about new discussions and discoveries with its developments. The concerns pertaining to the industry range from its content (e.g....
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Main Authors: | , , |
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Format: | text |
Language: | English |
Published: |
Animo Repository
2021
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Subjects: | |
Online Access: | https://animorepository.dlsu.edu.ph/etdb_comlaw/4 https://animorepository.dlsu.edu.ph/cgi/viewcontent.cgi?article=1002&context=etdb_comlaw |
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Institution: | De La Salle University |
Language: | English |
Summary: | The video game industry has gone leaps and bounds beyond its initial purpose. Today the industry is worth over $150 billion worldwide. Needless to say it has also brought about new discussions and discoveries with its developments. The concerns pertaining to the industry range from its content (e.g. violence, gambling, etc.) to the consequences of playing said instrument (i.e. addiction and desensitization). While there exists several approaches in response to video game regulation, the Philippines currently does not have an existing body to perform the same actions. Additionally, while the US-based Entertainment Software Rating Board’s (ESRB) ratings of video games is included in the packaging of the hard copies of games sold in the Philippines, the ESRB’s rating has no legal consequence in the country. In compliance with statutory obligations and international treaties, this thesis believes that the State, as parens patriae, has a compelling interest to enact certain measures in order to protect the interests of the youth, who are the future of the country. |
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