The entertainment industry is expanding every year and bringing in billions of dollars. One area of concern in the entertainment industry is video games, an industry that brought in $20 billion dollars last year in global sales (Gentile 543-544). Online gaming participation expands by 50% every year. As game graphic and imagery get closer to motion picture quality, the games become more realistic. The added realism helps to build a virtual world where anything is possible, without the limitations of laws of any kind. The gaming industry has admitted that now more than ever there is evidence to show that the potential for harm from video games is much greater than previously understood. The gaming industry is slipping backwards by standing still. New games that promote violence to women are being sold to gamers of all ages without any restrictions. Now more than ever must the video game industry enforce strict rules regulating the type of video games and the type of marketing of video game companies put out.
New gaming genres appear about only once every year but the ones that are currently out give rewards to gamers who can kill the most opponents. "First Person Shooters (FPS)" have the player advance through the many levels by killing enemies that range from demons from hell to Nazis to Saddam Hussein. In the past twelve months the best selling games have been the ones that market the most violence exceedingly so in cases towards women. In addition, a growing number of non-violent games like BMX XXX (Strasburber 23-30), a game that rewards players with videos of real women stripping to the nude, degrade women and reinforce dangerous stereotypes by treating them as sexual objects.
This problem has been around for many years, dating as far back as fifteen years ago on the Atari 2600 with Custer's Revenge. This game featured a U.S. soldier trying to get past a field of arrows. The final goal was to rape a Native Ame...