This document discusses issues around violence in video games. It provides definitions of violence and discusses the history of violence in games. Recent popular violent games are listed, and it is noted that almost all action games contain violence. Studies have found both positive and negative potential effects of violent video game content on players. The ESRB rating system and retailer policies aim to regulate exposure to violent content, and alternative non-violent game options are suggested. In conclusion, the author expresses a skeptical view of claims blaming video games for violence.
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This document discusses issues around violence in video games. It provides definitions of violence and discusses the history of violence in games. Recent popular violent games are listed, and it is noted that almost all action games contain violence. Studies have found both positive and negative potential effects of violent video game content on players. The ESRB rating system and retailer policies aim to regulate exposure to violent content, and alternative non-violent game options are suggested. In conclusion, the author expresses a skeptical view of claims blaming video games for violence.
This document discusses issues around violence in video games. It provides definitions of violence and discusses the history of violence in games. Recent popular violent games are listed, and it is noted that almost all action games contain violence. Studies have found both positive and negative potential effects of violent video game content on players. The ESRB rating system and retailer policies aim to regulate exposure to violent content, and alternative non-violent game options are suggested. In conclusion, the author expresses a skeptical view of claims blaming video games for violence.
Copyright:
Attribution Non-Commercial (BY-NC)
Available Formats
Download as PPT, PDF, TXT or read online from Scribd
This document discusses issues around violence in video games. It provides definitions of violence and discusses the history of violence in games. Recent popular violent games are listed, and it is noted that almost all action games contain violence. Studies have found both positive and negative potential effects of violent video game content on players. The ESRB rating system and retailer policies aim to regulate exposure to violent content, and alternative non-violent game options are suggested. In conclusion, the author expresses a skeptical view of claims blaming video games for violence.
Copyright:
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Violence in Gaming
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Where the issues are coming from. • Video Games have become increasingly realistic. • Game Dev’s are pushing the envelop on violent, graphic content in games • Fear that video game violence and realism influences its players Violence – Definitions • An Act of Aggression • Physical Force extorted for the purpose of hurting another • The infliction on people of physical injury, death, or the threat to do so. – Note definitions two and three, violence is a physical harming, Violence vs. Gore
- Gore and Violence are Often Confused
- Gore = Bloodshed - While a relation exists, the game should not be stereotyped as violent - Can be totally unassociated with the amount of violence in a game • Improbable but possible. Brief History of Violence in Video Games • 1976 – Exidy Games released “Death Race 2000”, a driving game based on a 1975 movie of the same name. The player earns points by running over stick figures. Public outcry against video game violence gains national attention and the game is taken off the market. Brief History of Violence in Video Games (Cont..) • 1981 – A man dies of a heart attack while playing Berserk, this is video gaming’s only known fatality • 1993 – Incensed by the violence in Mortal Kombat and Night Trap. Senators Joseph Lieberman of Connecticut and Herbert Kohl of Wisconsin launch a senate “investigation” into video game violence, threaten to somehow effect a ban on “violent” video games and eventually soften their demands and concede to an industry-wide rating system Mortal Kombat II, 1993 Brief History of Violence in Video Games (Cont..) • 1993 (cont..) – Id Software released DOOM into the world. DOOM would go on to change the face of gaming as we know it. • 1999 – Due to the shootings at Columbine High in Littleton, Colorado. Sega decides not release a Dreamcast light gun in the United States. Fans of “House of Dead 2” are dismayed when they learn the game will have to be played via the Dreamcast controller. Sega also prevents the imported guns from working with the domestic version. Third-party developers promise to release working light guns in Sega’s place Video Game Violence Today • Top ten most violent video games, from national press conference on violent video games. – Doom 3, Grand Theft Auto “San Andreas” Gunslinger Girls 2, Half Life 2, Halo 2, Hitman: Blood Money, Man Hunt, Mortal Kombat, Postal 2, Shadow Heart • These games have set new bars for violence and or realism in videogames. Video Game Violence Today • Almost all action games released into the market contain violence. • These games deemed violent because of the nature of killing in the game genre, not necessarily the game itself. • Thus, they become very stereotyped as unsuitable for minors • Unfortunately, this stereotype sometimes blinds pep’s as to the amount of violence that other non-action games have. Video Game Violence Today • When dealing with violence in video games – All Genre’s need to be considered • Unless the picture is looked at in a whole, – Blame will be placed on only a handful of companies while the remaining get away with.. murder What they all have in common • They involved a constant hurting and or killing of others • There is no punishment for killing • The more you kill the more you are rewarded • The killing is almost always seen as justified Effects of Video Game Violence • U.S. Surgeon General C. Everett Koop – Home video games are among the top three causes of family violence. • Many cases have been found were this is not true. – Some kids play violent video games and become violent – Some kids play violent video games and don’t become any more aggressive. • Very difficult to analyze the effect of video games violence when not direct relation is found. Effects of Video Game Violence • Col. David Grossman – Spent 25 years learning and studying how to enable soldiers to kill. – Used video games as a training tool. – States that “children don’t naturally kill; they learn from violence in the home and from violence as entertainment in television, movies and video games. We are teaching children to associate pleasure with human death and suffering. We are rewarding them for killing people. And we are teaching them to like it.” Effects of Video Game Violence • Popularity in video games increased dramatically in the 1990’s – If violent video games cause violent behavior, one would think that an increase in violent video games would lead to an increase in violence. – However, between 1994 and 1999, violent crime among 15-39 year old decreased dramatically. – During this period, a 39% decrease came from the ages 15 - 17 • This doesn’t support the idea that video game violence negatively effects its players – Does it help? The Pro’s and Con’s or Video Game Violence • Pro’s – May provide a means of releasing aggression or tension – May help people deal with death in the real- world – Can simulate scenarios of war for combat training The Pro’s and Con’s or Video Games • Con’s – Practicing violent acts may contribute to aggressive behavior more then passive TV watching. – Many games offer an area of weapons, killing, kicking, stabbing, and shooting. – Games can confuse reality and fantasy – In Many violent games, players must become more violent to win. Regulating Exposure to Video Game Violence • ESRB – Established in 1994 – Designed to monitor and rate every video game that goes onto the market. – Rating system is based • Age of the Possible player • 20 other special areas of content Regulating Exposure to Video Game Violence • More retail stores are taking the initiative to prevent minors from buying Mature rated games – Wal-Mart • Spent 3 million on store signs and advertising to educate people on the ESRB Rating system – K-Mart • Uses the Sunday circular to reach out to 72 million homes to better educate its customers – Wal-Mart, K-Mart, and Toys R Us • Require photo ID for the purchase of mature games – Other stores stopped carrying mature games and up altogether. Alternatives • Since Violence sells, companies aren’t going to stop making violent games any time soon. So… • The National Press Conference also released a top 9 list of alternative non-violent video games. – Antigrav, EyeToyAntivgrav, Jak3, Karaoke Revolution Vol. 3, Madden NFL 2005, Mario Power Tennis, Prince of Persia, Rollercoaster Tycoon 3, SimCity 4 Alternatives • THE PARENTS (#1 problem) – Be informed, doesn’t that cover it all? – If the parent is buying something for the kid without checking it out first. I think theirs more at fault here then the video games. • The parent doesn’t care • The child lied to the parent Outlook • As Technology advances, so will the nature of graphics and violence. • The fine line between videogame and reality will diminish • How will the players handle distinguishing reality from the videogame when the only difference is that one doesn't die while playing the game? What Do I think • Much of what I read seems very biased / narrow minded. • People would rather put the blame on video games rather then admit problems in the home or in life. • There is no hard proof that video games cause violent behavior • Maybe pep’s are already violent, video games are keeping at bay rather then encouraging them to go out and be evil. • In any case.
Download Full Serious Game Design and Development Technologies for Training and Learning Premier Reference Source 1st Edition Janis Cannon-Bowers PDF All Chapters
United States v. Anthony Salerno, Carmine Persico, Gennaro Langella, Anthony Corallo, Salvatore Santoro, Ralph Scopo, Christopher Furnari and Anthony Indelicato, 868 F.2d 524, 2d Cir. (1989)