NO USE BANNING VIOLENT GAME
MY deepest condolences to the families of the victims of the mosque shootings in Christchurch, New Zealand. The suspect who allegedly committed this heinous act, Brenton Tarrant, 28, advocated white supremacy.
He also plays PlayerUnknown Battlegrounds, or PUBG, an online game that lets 100 players fight in a virtual battlefield.
The player who survives is the winner.
After Tarrant’s gaming habit was revealed, there have been attempts to link the tragedy to PUBG or similar violent games.
Negri Sembilan Mufti Datuk Mohd Yusof Ahmad even suggested banning the game.
Several images from the game went viral. One image was of a carpet that looked like a prayer mat. This was associated with Islamophobia.
As an academic and a gamer who has played computer games since 1983, I feel there is a need to discuss this.
There have been studies that have different results on the effect of violent games on children. Most of them also discuss other mitigating factors.
To counter the negative effects of computer games on society, education and parental awareness about such games are needed. Computer games have rating systems introduced since 1994. Different countries have different rating systems.
These ratings are to guide gamers and parents on the suitability of the games for different age groups. Even Indonesia has a games rating system.
Most parents here are unaware of this. Some are not bothered. Parents allow their children to buy, download and play games that are not suitable for them. PUBG is a game given a 16+ age rating, but I have seen children younger than 16 playing the game.
Games like PUBG and other shoot-and-survival games have been rated for play by young adults and grown-ups. The players include doctors, lawyers, engineers, academics and professionals who seek an entertainment outlet that is safe and enjoyable.
Banning PUBG will result in other games replacing it, which may have the same gameplay and level of violence.
If the government is serious in tackling the perceived negative side effects of games, it could do so through education.
There is a need to educate the public, specifically parents, through campaigns and the media on which games are suitable for which age group.
Games like Minecraft, Roblox and other kid-rated games can become educational tools.
Malaysia is a significant player in the games industry in Asia. With more than 50 games development companies, the country is estimated to generate US$116 million in revenue from the industry this year.
Electronic sports, or eSports, have taken hold of the Malaysian public where top players earn up to millions of ringgit in prize money and sponsorship.
PUBG is one of the games featured in eSports tournaments. Banning it would be detrimental to Malaysia’s efforts to develop eSports.
It is counterproductive to ban PUBG or any computer game just because of the actions of one individual.
Malaysia can grow from the development of the games industry and eSports. The government has even pledged RM10 million to develop eSports.
Let’s focus on educating the public on the age-rating system for games so that children can enjoy them while being protected from content that’s not suitable for them.