• Violence In Video Games
    301 words
    Violence in Video Games Why do kids want to see the violence in video games? Why do parents let them see the violence? Why do companies make these violent games? Why are some of the most popular video games violent ones? What are some of the ratings that are supposed to protect kids? Today kids seem to prefer games that have blood or violence in them. Most games, other than sports games, are violent games. There are even games that are based on military action or wars. In these military games th...
  • What Effect Do Violent Video Games Have
    1,410 words
    What Effect Do Violent Video Games Have On Society As the video game industry becomes more technologically sophisticated, and young people have more independent, the popularity of violent video games has grow immensely. With video games like Mortal Kombat and Night Trap making headlines the video games have turned from a toy, to an interactive movie. In the 1960 Os the seed of video games was planted. The game had no graphic or sound, and was nothing more than a story in which you could choose w...
  • Videogames Don T Kill People People Kill People
    1,232 words
    Videogames Don't Kill People, People Kill People Every generation has pointed a finger at the recreational pastimes of young persons, accusing that these activities lead our nations youth astray and induce violent or antisocial behavior. Novels, music, TV, movies, and now the finger is pointing straight at one of the newest and quickest growing youth pastimes; video games. This particular pastime differs from others in their reality and scope for direct participation, therefore allowing the crus...
  • The Game Epidemic Games Video Storyline
    661 words
    Andrew, Chuck, and Kevin played all night and skipped class the next day. They, along with thousands of others across the country, purchased Halo 2 at midnight the day the much-anticipated game was released in stores. Students and company employees called in sick that next day claiming the Halo 2 flu as their reasoning. Halo 2 is only one of a multitude of games distributed for use on Microsoft's Xbox, Sony's Playstation 2, and Nintendo's Gamecube. American society is experiencing an epidemic as...
  • Video Games As Art
    814 words
    Steven Spielberg spoke out on video games last month at the EA Game Innovation Lab at the University of Southern California. 'I think the real indicator,' he said, 'will be when somebody confesses that they cried at Level 17.' Spielberg was talking about video games and art, and the increasingly less absurd question of are-they-or-aren't-they. The mere fact that U. S. C. has a Game Innovation Lab is probably an indicator that something is afoot, but I'm here to accept Spielberg's challenge and ...
  • School Violence Games Child Video
    770 words
    Presentation #1 Topic: School Violence General Purpose: To inform Specific Purpose: To inform what needs to be done to stop school violence. Central Idea: To inform the effects, causes, and solutions of school violence. INTRODUCTION: Since the April 20, 1999 shooting at Columbine High School in Littleton, Colorado I have been looking deeper into the issue of school violence. The number of extremely violent crimes committed by students has been increasing in the last few years. These incidents ar...
  • Mortal Kombat Video Game
    814 words
    Mortal Kombat " According to Time magazine, September 27, 1993, violence in video games is on the rise especially with the release of Mortal Kombat. Over 50 million children all over the United States brought this violence into their homes. The parents and other adults of these children finally decided that the video games in the U. S. had gone too far." Mortal Kombat was the first game that brought blood and gore into the video game world. Mortal Kombat started in the arcades it was such a hit...
  • Television Violence And Its Effect On Children
    861 words
    Television Violence and Its Effect on Children The children of today are surrounded by technology and entertainment that is full of violence. It is estimated that the average child watches from three to five hours of television a day! (Neilson 1993). Listening to music is also a time consuming pastime among children. With all of that exposure, one might pose the question, 'How can seeing so much violence on television and video games and hearing about violence in in music affect a child's behavi...
  • The Videogames Industry Video Game
    1,656 words
    The video game industry has become a huge influence on society and the economy today. It is an industry that is so huge that it is estimated that 70% of U. S homes will own a Video game system by the year 2005, (Cassandra, 2002) Just one year away. But what made it the way it is? Since it is still an industry it has to follow the natural laws of economics. In this paper we will dive into the industry that now has gone beyond movies and recordings in profit. The first is that the video game conso...
  • The Effect Of Violence In The Media On Children
    1,143 words
    Television, movies, and video games are a big part of children's lives in today's technologically advanced society. However, there is a big controversy questioning the effects of these media outlets on children. Much of society claims to have proof for the belief that media violence affects children negatively. However, I am skeptical of the evidence that is stated to prove that claim. I feel that society has placed the blame on these mediums for the violent acts, however serious or trivial, tha...
  • Videogame Violence Video Game
    1,098 words
    With the upcoming release of the ultra-violent video game 25 to Life, game developers are once again under fire by politicians and activist to rethink the content of their games. 25 to Life is an action shooting game that pits law enforcement against gang members in battle. Sen. Charles Schumer (D-NY) has taken the developer E dios to task for the questionable content of the game. The senator wants this "cop killer" game boycotted by retailers and has even went so far as to appeal to Microsoft a...
  • Television Violence And It's Effect On Children
    857 words
    The children of today are surrounded by technology and entertainment that is full of violence. It is estimated that the average child watches from three to five hours of television a day! (Neilson 1993). Listening to music is also a time consuming pastime among children. With all of that exposure, one might pose the question, "How can seeing so much violence on television and video games and hearing about violence in in music affect a child's behavior" Obviously these media have a big influence ...
  • Violence In Video Games
    961 words
    You open your eyes to a narrow hallway with various passages opening to the left and right. The walls seem to be made of some pseudo-stucco material. You ignore the passages as you head forward to the opening at the end of the hallway. A spacious chamber opens up before you, with three passageways that open to the left, forward, and right respectively. After a few steps forward, you turn around and see another floor above the original hallway you came in, about twenty feet up. There are ramps fr...
  • Does Video Game Violence Affect Children
    613 words
    Does Video Game Violence Affect Children? Abstract Does Video Game Violence Affect Children? This project shows if video game violence affects children. Many children between the ages of eight years old and ten years old will be observed before, during, and after playing violent video games. Looking for violent behavior before, during, and after playing violent video games is the whole experiment. The conclusion is that most children have no problems after playing the. I think that most of the ...
  • Government Regulation On The Internet
    477 words
    How involved should the Government be when it comes to regulation of the Internet? There are many different issues regarding internet regulation. Should Internet users be responsible for controlling how they use the Internet? Since the internet has been introduced to Americans there have been many debates on how involved the Government should be in regulating topics such as violent games, gambling, and sexual content. The Internet is a very useful source for many things. It has almost become a w...
  • Music In Video Games
    1,361 words
    Music In Video Games Throughout the history of the video game industry, there has been many changes concerning music in video games. Music in video games progressed greatly within the life of the industry from 1972 to the present. These progressions can be seen as improvements in quality which includes an increase in the number of output channels, an increase in song length, a great improvement in the quality of timbres, and also a general shift from non-programmatic music to programmatic music ...
  • Video Game Character Player Games
    686 words
    James Newman wrote an interesting paper concerning the issue of video games. The paper is called The myth of the ergodic video game and it expresses the authors attitudes towards the development of the game industry within the conceptual frameworks of the whole e-commerce industry. This paper can actually be classified as descriptive essay with the elements of explanation in it. Academics have recently begun to devote much-needed attention to a cultural form in which the processes of testing, ha...
  • Video Game Children Games Violence
    442 words
    Gregg Easterbrook writes, "Children who don't yet understand the difference between illusion and reality may be highly affected by video violence" (467). This quotation suggests that children who are not taught the difference between right and wrong, and good or evil will not understand the difference of illusion versus reality. Because of this, parents should educate their children on violence so that they will be able to make that distinction between what is right and what is wrong. Today, in ...
  • Video Game Violence Games Real Play
    1,091 words
    What effect does the violence in video games have on the users? So what effect does videogame violence have on children or older users, We have PlayStation's 2, Nintendo Gamecube's, Xbox's, PCs, and more. All of these mediums offer people of all ages, including children, access to interactive violent experiences such as driving around a detailed simulated world and be free to run over or to get out and beat a civilian with a bat. From the media's favorite example "Grand theft auto" which the abo...
  • Video Game Violent Behavior Anderson
    2,477 words
    In recent years, children are exposed to violent behaviors at a significantly young age and as a result, the effects of media violence on aggression, and other antisocial behaviors, may be greater in children than in adults (Bushman & Anderson, 2001). Similarly, Anderson and Dill (2001) state that repeated exposure to violent video games and television appears to affect aggression in children. In this study, Anderson and Dill found that video game play was positively related to increases in aggr...