International Olympics Committee is claiming that esports portray too much violence. The president of IOC believes, even though there are no physical moves to determine pragmatic violence, it can not be overlooked.
IOC president Thomas Bach said, The red line would be eGames which are killer games, where you have the promotion of violence or any kind of discrimination as a content. They can never be recognized as a part of the Olympic movement because they would be contrary to our values and principles.
Contrary to experts, it is not fulfilling right to say Counter Strike: Global Offensive affects a child’s brain and Boxing Match doesn’t.
However, it’s not new that violence is frequently singled out as a defining and negative feature of video games. For instance, Call of Duty, Battlefield, CS:GO, are among the top esports games which possess violence as their poster-stand.
Computer game viciousness is regularly in view of hyper-practical bleeding fights and shootouts. Players (by and large kids and youngsters) regularly select from an arms stockpile of weapons to execute first-individual style, in war or road wrongdoing related accounts. Most brutal computer games incorporate avocations of the depicted viciousness, a misshaped depiction of results, and dehumanization of adversaries.
At the forefront of the on-field sport violence conversation is the number of injuries – estimated at more than 600,000 per year in US sports. Concussions, which are a serious form of head trauma, are not just being seen among professional athletes but among school-aged children too.
About 90% of children younger than 12 years, and 95% of children aged 12 and older, play video games. More than 85% of video games on the market contain some form of violence.
For spectators, the majority of on-field professional sport is watched on a screen. At the same time, professional sport has become increasingly commodified and detached from everyday life.
The celebrity lifestyles of many leading athletes (and their the wives and girlfriends) can “dehumanise” athletes to the point where they seem like characters in a game. Watching professional sport often provides a sense of freedom and escape from modern life and, in this manner, can be viewed as being somehow less “real”.
In some studies, violent game play was found to have no effect, while other research has suggested that it increased aggressive behavior and reduced prosocial behavior, empathy and moral engagement.