Regulation of Violence in MMORPG

Regulation of Violence in MMORPG

Lim Poh Heng, Lu Dong Wen, Tan Huc Huey
ISBN13: 9781613501474|ISBN10: 1613501471|EISBN13: 9781613501481
DOI: 10.4018/978-1-61350-147-4.ch028
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MLA

Heng, Lim Poh, et al. "Regulation of Violence in MMORPG." Understanding the Interactive Digital Media Marketplace: Frameworks, Platforms, Communities and Issues, edited by Ravi S. Sharma, et al., IGI Global, 2012, pp. 349-367. https://doi.org/10.4018/978-1-61350-147-4.ch028

APA

Heng, L. P., Wen, L. D., & Huey, T. H. (2012). Regulation of Violence in MMORPG. In R. Sharma, M. Tan, & F. Pereira (Eds.), Understanding the Interactive Digital Media Marketplace: Frameworks, Platforms, Communities and Issues (pp. 349-367). IGI Global. https://doi.org/10.4018/978-1-61350-147-4.ch028

Chicago

Heng, Lim Poh, Lu Dong Wen, and Tan Huc Huey. "Regulation of Violence in MMORPG." In Understanding the Interactive Digital Media Marketplace: Frameworks, Platforms, Communities and Issues, edited by Ravi S. Sharma, Margaret Tan, and Francis Pereira, 349-367. Hershey, PA: IGI Global, 2012. https://doi.org/10.4018/978-1-61350-147-4.ch028

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Abstract

This chapter looks at the MMORPG market, the impact of prolonged exposure to violent game content on children and reviews the current regulatory measures in Singapore. Complementary strategies, apart from legislation and censorship, empower all stakeholders to manage the risks while promoting the growth of the digital game industry in Singapore are recommended. It is hoped that the range of strategies will adequately ensure that children are protected while they develop the skills and capacity to make responsible choices. With the trend moving towards online distribution of game software, increasing household broadband access to the Internet and increasing connectivity via mobile devices, the extent and frequency with which the young are accessing and engaging with violent game content online in MMORPGs needs urgent attention from the authorities and society at large. Regulatory measures based on the film censorship model should be re-considered to address business models that leverage the ubiquitous outreach afforded by the Internet. The game industry, parents, and the society at large should be more participative in influencing the direction for game content development.

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