Difference between revisions of "Violence in computer games"

From ScenarioThinking
Jump to navigation Jump to search
 
(25 intermediate revisions by 12 users not shown)
Line 15: Line 15:


==Inhibitors:==
==Inhibitors:==
1. Governmental/parental control <br>
2. Increase in social activities <br>
3. Media promotion for outdoor activities <br>
4. Prohibition for game developers <br>


==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:==


Dorman, Steve (1997) Video and computer games: Effect on children and implications for health education. <br>
Goldstein, J. (2001) Does Playing Violent Games Cause Aggressive Behaviour?


==Timing:==
==Timing:==
Mature-rated games are now the fastest growing segment of the video game industry (Knight-Ridder Newspapers, 1/5/03). About one-third of video games now purchased are rated "M," the marketing firm NPD Funworld reports. <br>
About 40 percent of those who play Mature-rated games are under 18, according to the Federal Trade Commission. But children under 18 comprise less than 20 percent of the U.S. population, according to the US Census Bureau. <br>
45 percent of all video game players are under the age of 18, according to a Wall Street Journal survey (10/14/02). That means that of the 146 million gamers in the United States, 65.7 million are children and teens. 20 million video game players are 12 and under. <br>
The best-selling game of 2002 was M-rated: Grand Theft Auto III.
78 percent of unaccompanied children ages 13–16 were able to buy Mature-rated games at retail stores, according to a secret shopper survey conducted by the Federal Trade Commission in 2001. Even among several of those retail stores with programs in place to restrict sales, 73 percent of unaccompanied children were able to buy violent, Mature-rated games. <br>
95 percent of teenage boys play video games each month according to a survey conducted by Jupiter Research in April 2003. <br>
Children are leaving traditional toys and play at younger and younger ages in favor of electronic entertainment. Toy sales were stagnant in 2001; video game sales were up 43 percent over 2000. (The Washington Post, 2/17/02) <br>


==Web Resources:==
==Web Resources:==
<http://elspa.co.uk/about/pr/pr.asp?mode=view&t=1&id=405&ref=home>; <br>
http://www.media-awareness.ca/english/issues/violence/business_media_violence.cfm <br>
http://www.lionlamb.org/media_violence_video_games.htm <br>
http://www.apa.org/releases/videogames.html <br>
http://www.mediascope.org/pubs/ibriefs/vgv.htm <br>

Latest revision as of 06:31, 6 September 2011

Here is a template to upload driving forces.

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.

Experts:

Dorman, Steve (1997) Video and computer games: Effect on children and implications for health education.

Goldstein, J. (2001) Does Playing Violent Games Cause Aggressive Behaviour?

Timing:

Mature-rated games are now the fastest growing segment of the video game industry (Knight-Ridder Newspapers, 1/5/03). About one-third of video games now purchased are rated "M," the marketing firm NPD Funworld reports.

About 40 percent of those who play Mature-rated games are under 18, according to the Federal Trade Commission. But children under 18 comprise less than 20 percent of the U.S. population, according to the US Census Bureau.

45 percent of all video game players are under the age of 18, according to a Wall Street Journal survey (10/14/02). That means that of the 146 million gamers in the United States, 65.7 million are children and teens. 20 million video game players are 12 and under.

The best-selling game of 2002 was M-rated: Grand Theft Auto III.

78 percent of unaccompanied children ages 13–16 were able to buy Mature-rated games at retail stores, according to a secret shopper survey conducted by the Federal Trade Commission in 2001. Even among several of those retail stores with programs in place to restrict sales, 73 percent of unaccompanied children were able to buy violent, Mature-rated games.

95 percent of teenage boys play video games each month according to a survey conducted by Jupiter Research in April 2003.

Children are leaving traditional toys and play at younger and younger ages in favor of electronic entertainment. Toy sales were stagnant in 2001; video game sales were up 43 percent over 2000. (The Washington Post, 2/17/02)

Web Resources:

<http://elspa.co.uk/about/pr/pr.asp?mode=view&t=1&id=405&ref=home>;
http://www.media-awareness.ca/english/issues/violence/business_media_violence.cfm
http://www.lionlamb.org/media_violence_video_games.htm
http://www.apa.org/releases/videogames.html
http://www.mediascope.org/pubs/ibriefs/vgv.htm