Perception of Irresponsibility
A large gap exists between the public's perception of video games’ negative effects and what the research actually shows on the contrary. The following is an attempt to separate fact from fiction. As a company, our reputation has shared its amounts of adverse hits. We hope that this paper serves as a defense on our point: that we do not serve as a direct cause of the problems, but are looking at a proposal to assist the negative lashing at the video game industry. As a company, this negative focus has impacted our company dramatically and thus we must act with precision and ensure to all our customers that we will provide solutions to assist with this perceived problem.
Our main point in the public’s perception of irresponsibility by our company is that like any other product, there is self-responsibility for each customer when they buy video games. Kids, ideally, should have parental supervision in all their activities with video games being no different. Our company prides itself in having the highest variety of games to suite all gamers. We have a vast amount of games for all ages ranging from toddlers to adults. For this reason, our company has stood alone when compared to our closest competitor.

This recent graph illustrates the actual comparison of video game sales compared to actual violent crimes by its players. The statistical data shows that for 200 video games sold there are about 10 violent crimes by youth.   With all our game developers we ensure that the ESRB rating system is applied to alert the consumer on the maturity level for each game. The primary responsibility of the ESRB is it assigns the age and content ratings displayed on all computer and video games, enforces advertising and marketing guidelines, and helps companies implement responsible online privacy practices. This gives gamers of our video game system an additional level of assurance that they games are thoroughly evaluated and adequately rated to...