Difference between revisions of "Violence in computer games"
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==Paradigms:== | ==Paradigms:== | ||
The way we used to look at computer games has been entirely changed. While computer games were mainly for children, where the aim was to get from point A to point B (Mario), or eat as many dots as you could (PacMan), the purpose and target group has shifted to adults. | |||
The increasing improvements of graphics and reality of games have changed the way we look at games today. No more are they innocent harmless computer games were all family could join. Most sellling games these days have either violence or sex. And in some cases an explosive amount of both. Where many thought that games could educate and enhance intelligence, its been shown that it also can increase aggresive behaviour. In many cases this aggresave behaviour was just expressed towards the tv screen, but unfortunately, there were cases were gamers injured themselves and other people because of the games they played. | |||
This has raised a growing concern in scociety and has changed the way we think about computer games. | |||
==Experts:== | ==Experts:== |
Revision as of 14:04, 16 March 2005
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Description:
Violence in videogames is an issue that arises on a frequent basis in news media around the world. Many critics of computer games state there are links between violent videogames and subsequent agressive and antisocial behaviour in players. Yet the opposite group states that computer games enhance the eye-hand skills of player. It even stimulates their intelligence. Just think of the numerous puzzle games. But unfortunately, we can't get around the numerous cases where computer players caused themselves or others injuries. Directly or indirectly caused by computer games. The ever increasing quality of graphics and the realness of computer games has therefore raised the concerns of not only the parents, but also the government of many countries and even the society as a whole.
Enablers:
1. Lack of governmental/parental control
2. Lack of outdoor activities
3. Increasing aggresiveness in society and media
4. Popularity for aggresive games
5. Improving graphics and realness in computer games
Inhibitors:
1. Governmental/parental control
2. Increase in social activities
3. Media promotion for outdoor activities
4. Prohibition for game developers
Paradigms:
The way we used to look at computer games has been entirely changed. While computer games were mainly for children, where the aim was to get from point A to point B (Mario), or eat as many dots as you could (PacMan), the purpose and target group has shifted to adults. The increasing improvements of graphics and reality of games have changed the way we look at games today. No more are they innocent harmless computer games were all family could join. Most sellling games these days have either violence or sex. And in some cases an explosive amount of both. Where many thought that games could educate and enhance intelligence, its been shown that it also can increase aggresive behaviour. In many cases this aggresave behaviour was just expressed towards the tv screen, but unfortunately, there were cases were gamers injured themselves and other people because of the games they played. This has raised a growing concern in scociety and has changed the way we think about computer games.