...The Development of Children and Violent Video Games Jerry Pierre Post University Strategic analytical studies including well-identified statistics have shown that the violence between youth is increasing drastically every year. Inconsiderable amount of people blame Mainstream Musical Artists in all genres who portray abrogating actions, as something affirmative. Others might blame the guardians for not overseeing their children, but many people fail to convey technology as a bombshell. The au courant DVD that visually shows violent sex acts and violence or computers that give adolescence ingress to unauthorized sites, technology is something that many guardians need to have full introspection awareness. Annulling video games can also have a major impact on a child’s introspective and vitality. Video games have a negative impact on young children’s behavior in today’s commonality. Video games are expediently the utmost asked for when a child sits on Saint Nicholas lap the season of nativity, to include when making a wish while blowing out the candles on their birthday cake. The latest installment in the Modern Warfare 3 video game franchise Call of Duty reached outlandish sales of $775,000,000 in five days. At Sixty dollars, that means that this game is present in over 12,000,000 homes worldwide. Whereas the gaming industry is a remunerative one, it can also have contrary effects on children and adolescents. Scientific studies, done by researchers and psychologist around the...
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...INTRODUCTION Video games have come a long way since today's adults sat down at a computer to play Pong or Donkey Kong. The newest-generation gaming consoles are as powerful as personal computers, and can accomplish many of the same things. And today's games are increasingly realistic and technologically advanced. Social networking has even made its way into the video game industry with online gaming. These virtual worlds can be complicated and perplexing to parents, which is why it's important for you to understand what your child is playing and when to get worried. Did You Know? * In 2009, over 11 million people played World of Warcraft, an online, subscription fee-based multiplayer game. * According to one study, nearly 1 in 10 young gamers displayed behavior patterns similar to addiction.1 * The Kaiser Family Foundation found that 8- to 18-year-olds are exposed to an average of 10 hours and 45 minutes of media each day. Whether your child is an avid gamer or rarely picks up a controller, it's important to understand the world of video games--especially in the age of online gaming--so you can make your child's experience with games both a positive and a beneficial one. ————— 1. Douglas Gentile, “Pathological Video Game Use among Youth 8 to 18: A National Study,” CHAPTER I INTRODUCTION Background of the study The youth of today no longer seem to spend their leisure activities like in the olden days; outdoor games or playing with toys, instead...
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...How Video Games and Virtual Simulators Affect Tactical Skills of Military Members in Battle Michael Genthner National University Table of Contents Table of Contents 2 List of Tables 3 Abstract 4 Introduction 5 Background and History 5 Definition of Terms 6 Purpose and Objectives 6 Research Hypothesis 7 Method 8 Military Based Video Games 8 Shooting Simulators 10 Indoor Simulated Marksmanship Trainer 10 Long Range Precision Shooting Simulator 10 Driving Simulators 11 Flight Simulators 13 Results 14 References 17 List of Tables Figure 1: Real World Improvement Vs. Simulation Realism Military Training FAQ. (2013). In VirTra. Retrieved March 24, 2013, from http://www.virtra.com/military-faq/ 15 Table 2: Long Rang Precision Shooting Simulator Sherer, K. (2007, October 29). Laser Shot announces Personal Weapon Simulator partnership. In Gamzig. Retrieved March 28, 2013, from http://www.gizmag.com/go/8224/.........................................................................16 ABSTRACT This paper explores a brief history and the current utilization of virtual simulators and video games within the United States Department of Defense (DoD). Focusing on modern times, the US military is continuing to utilize virtual simulators and war based video games to assist in the training of troops before going on the battle front. The US Military presently uses numerous types of simulators for training, the following will include the implementation of ISMIT...
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...Video Games: Friends or Foes Individual Research Paper JRSB 311: Ethics Fundamentals Online Class Chaitanya Patel March 22, 2013 Table of Contents Introduction 1 Introduction to modern games 1 The history of gaming 2 1976 2 1985 3 Early 1990’s 3 1997 3 Modern gaming 4 Influence of violent games 5 Other Factors 6 Ethics Point of View 9 Government Policy 10 Conclusion 10 References 11 Introduction Introduction to modern games Everyone loves playing games, whether it is a two year old or a 20 year old; it is the kind of game they play is different. The younger generation has turned towards playing video games; with every generation of new graphics card comes out a new level of realism is achieved, and the developer tries to make more games that look like and has feel of a real life. We already spend hours out of our daily routine either killing zombies in walking dead, or killing other people and dealing drugs to become a crime lord in Grand Theft Auto, or sometimes just living a completely different life style in a role playing game like second life and World of Warcraft. We prefer to sit home and play video games rather than go out and play hide and seek. Most of us who are not good at physical sports like soccer or baseball, tries to play and be good at those sports in video games like NBA and Tiger Woods. We try to be a person that we are not or in some cases we cannot be, in video games. Someone tries to live their fantasy of...
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...Zach Rubin ENGL 112 4 December 2011 More than a Game In recent years a growing number of video games have been created and produced, some of the most popular of these being ones that involve war. A lot of times these games are seen as recreational, lacking any sort of substantial benefit or hazard for the gamer. What many fail to see is the adverse effects that video games do have on people, leaving many with fictitious perceptions of war, but also how they may be harnessed productively as for soldiers partaking in actual combat. Beginning with games such as Space Invaders in 1978 to today’s Gears of War, the depictions of mayhem have always been present, but today have become so realistic. Although video games may seem insignificant, they can be very beneficial for a soldiers training but also harmful to the general public creating a false sense of reality. As ongoing improvement of technology as a whole has taken place, video games have recently become incredibly realistic. Day by day, makeshift warfare in people’s living rooms is turning into reality. With such new features as vibrating controllers, HD televisions, and surround sound speakers gamers are put right in the middle of the action. War-based games have seen much recent success and have become so popular in society today because people are curious about what its like to be a soldier. By putting gamers in simulated war, simulations are as real as ever and give gamers a sense that they are actually partaking...
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...currently growing technology. Some of us have positive feelings about advances in technology, although many may fear the unknown. No one anticipates such drastic change in the way things work. We mustn’t fear change, for changes in the advancement of technology can only expand our current knowledge and apprehension of not only the modern world, but the history behind our everyday existence. However it is also important to not completely rely on technology in case of an emergency situation that might cause technology to fail. Someone who only relies on technology may find themselves, lost, or incapable of everyday life without it. It is important to have basic survival skills incase such an event was to occur. Video games had an influence on my digital literacy. The first video game system I acquired was a Super Nintendo. I started playing video games in my free time, when I was done with school, homework, and chores. When I first got my Super Nintendo I only had a few games for it. I thought it was the best game system ever. I would invite my friends over on the weekends to play Super Mario on my Super Nintendo. After a while I got many more games for the Super Nintendo. I continued to play my Super Nintendo with friends. Then one year for Christmas my parents bought me a PlayStation One. It had better graphics than the...
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...December 2014 Are Gamers Really a Threat? Within the last fifteen years, the video game industry has grown exponentially and is now arguably one of the most robust industries in the entertainment world. Video game sales have more than quadrupled in this time as well, which accounts for this multibillion dollar industry. Inside this enormous industry, hundreds of genres span the base of the industry but a few genres make up the core. Within this core are game categories, such as FPS (First Person Shooters), which have some aspect of violence to it. The popularity of these violent video games has risen greatly within the last 5 years. In 2008, from the age group 12-17 in the United States, 97% of them played video games, and 10 of the top 20 best-selling video games in the United States contained violence (ProCon.com). These violent video games are attributed to the cause of increase in school shootings as well as increases in domestic and youth violence. Critics of these violent video games argue that the because the violence is encouraged to do well in the game through reward, that the player becomes desensitized towards the violence and will teach children that violence is an acceptable way to resolve conflicts (ProCon.com). Video game advocates claim that the research is deeply flawed because there has been no link between video game violence and that of social violence. Many argue that the game actually relieves anger and aggression in a safe outlet (ProCon.com), as well as...
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...The Impact of Technologies on Teenagers An Assignment Submitted by Name of Student Name of Establishment Class XXXX, Section XXXX, Spring 2013 Nowadays, information technologies play a significant role in the modern world. Information technologies have a long history. Some technologies were created a few years ago, while some technologies are comparatively new. Technologies have penetrated all spheres of human activities: education, politics, trade, medicine, and this list can be prolonged. Television and phones are considered to be the primary technologies which appeared in the life of human beings. New technologies were produces in great amounts. Nonetheless, people used those technologies to simplify the process of fulfilling domestic duties. T. K. Derry et. al. mentioned that “domestic housing, though it followed on the whole traditional forms, made use of new materials and new techniques of mass production” (Derry et. al., 1961, p. 403). With further development of information technologies, many other technologies appeared. The main of them are the following ones: iPhones, iPads, and many others. Technologies have produced a great impact on teenagers: phones, television, Internet, and video games have many advantages and disadvantages; they are able to make people technologically informed, but they produce a negative impact on people’s health simultaneously. The invention of mobile phones has produced a great impact on people all over the world:...
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...PC game "Personal computer game" redirects here. For video games in general, see video game. For other uses, "Computer Games" redirects here. For the album by George Clinton, see Computer Games (album). PC games, also known as computer games, are video games played on a general-purpose personal computer rather than a dedicated video game console or arcade machine. Their defining characteristics include a lack of any centralized controlling authority and greater capacity in input, processing, and output. PC games reached widespread popularity following the video game crash of 1983, particularly in Europe, leading to the era of the "bedroom coder". From the mid-90s onward they lost mass-market traction to console games before enjoying a resurgence in the mid-2000s through digital distribution. The uncoordinated nature of the PC game market and its lack of physical media make precisely assessing its size difficult. Contents 1 History 1.1 Early growth 1.2 Industry crash 1.3 New genres 1.4 Contemporary gaming 2 Platform characteristics 2.1 Fidelity 2.2 Openness 2.2.1 Mods 2.3 Dominant Software 2.3.1 Digital Distribution Services 3 PC gaming technology 3.1 Hardware 3.2 Software 3.3 Multiplayer 3.3.1 Local area network gaming 3.3.2 Online games 3.4 Emulation 4 Controversy 5 Computer games museums History Early growth Spacewar!, developed for the PDP-1 in 1961, is often credited as being the second ever computer game. The game consisted of two player-controlled...
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...admire the most in video game design is Shigeru Miyamoto, Nintendo’s lead game designer. Shigeru Miyamoto merits many titles and has created well over a hundred commercially successful games and holds arguably some of the most iconic characters in video game history. On just about every game series he has always been the lead developer and designer and also accomplished many achievements and awards. Aside from creating games, he really understood how the business of gaming worked. Although Shigeru Miyamoto had plenty of talents, his greatest seemed to be in work and creation in video games. The Legend of Zelda, Super Mario Brothers, and Donkey Kong fans all have Shigeru Miyamoto to thank for these games creation. Back in 1981, after Nintendo was suffering a possible financial collapse, they released Miyamoto’s first game known as Donkey Kong. For the time, Donkey Kong dominated the market leading to Miyamoto ultimately saving Nintendo (Hiroko, 2013). When the Nintendo 64 was first being released, Super Mario 64 launched as one of the first Nintendo 64 games. The game was revolutionary and set a new standard for gaming completely (Carlson, 2013). He has made many game series which many children love and adults will never forget. Shigeru Miyamoto understood how the business world of gaming worked. Many people have wondered as to why Nintendo can sometimes be slow with making major releases (Bui, 2010). However, his response is that in order to make a game fun, creative and...
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...blimps; flying billboards (signs in tow of airplanes); placards or kiosks placed inside and outside of buses, commercial buildings, shops, sports stadiums, subway cars, or trains; signs; or skywriting.[1] Print media transmit information via physical objects, such as books, comics, magazines, newspapers, or pamphlets.[2] Event organizing and public speaking can also be considered forms of mass media.[3] The organizations that control these technologies, such as movie studios, publishing companies, and radio and television stations, are also known as the mass media.[4][5] Contents 1 Issues with definition 1.1 Characteristics 1.2 Mass vs. mainstream and alternative 1.3 Mass vs. local and speciality 2 Forms of mass media 2.1 Broadcast 2.2 Film 2.3 Video games 2.4 Audio recording and reproduction 2.5 Internet...
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...realization that violence existed long before video games and television. In fact, violence has actually been steadily decreasing since these things have been growing in popularity. Critics of violent media seem to long for the “good old days”; a time before there was violence in the media. These critics fail to acknowledge that those “good old days” were actually far more violent than today. While violence is still present in modern society, it pales in comparison to the violence that was once a part of daily life. For most of human history, people have lived lives dominated by violence. From primitive hunters killing for food through centuries of society built around warfare, violence has never been less a part of the human experience than it is today. Horrific acts of violence such as the holocaust, the Salem witch trials, and lynchings all took place before the advent of modern violent media. The people of Salem didn’t listen to Tupac, violent racists didn’t all play Grand Theft Auto, and Hitler never watched Saw III. Even relatively recently, violence has been more tolerated in society than it is today. Violent hazing, domestic violence, and child abuse were all even more common in society before the increase in popularity of violent media. Historically, real life violence has been declining at almost the same rate as violence in entertainment has been increasing. It’s almost an inverse relationship between the two. “History alone should call a link into question ....
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...by such things as having TV ads that link to a website, or distributing a QR Code in print or outdoor media to direct a mobile user to a website. In this way, they can utilise the easy accessibility that the Internet has, and the outreach that Internet affords, as information can easily be broadcast to many different regions of the world simultaneously and cost-efficiently. The organizations that control these technologies, such as television stations or publishing companies, are also known as the mass media.[4][5][need quotation to verify] Contents * 1 Issues with definition * 1.1 Characteristics * 1.2 Mass vs. mainstream * 1.3 Mass vs. local * 2 Forms of mass media * 2.1 Broadcast * 2.2 Film * 2.3 Video games * 2.4 Audio recording and...
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...If I were Senator for a day I would take and thoroughly solve many conflicts but there are a few that I notice that are highly effective today. More than at any other time in history, the future of humankind is being shaped by issues that are beyond any one nation’s ability to solve. Wars are fought over politics, religion, and resources, and the current fought-over resource is oil (Fossil Fuels). Also most of our power plants are run by coal that’s still problematic because it’s polluting in the finite supply, coals are natural resources that are given to us by nature when that’s over we must learn to survive without it. Fossil Fuels may not be a relevant and meaningful topic but soon Americans will have to start learning how to conserve and save natural resources so we could use them as long as we can. One of the main causes of Global warming is human activity and daily life decisions because nobody thinks of the environment where we live they think of themselves. The effect on earth from its inhabitants is causing the temperatures to rise and, problems in effect in the upcoming decades. The greenhouse effect is the absorption of energy radiation from the earth’s surface by carbon dioxide and other gases in the atmosphere which causes the temperature to get warmer. Many animals in Antarctica are dying because the ice is melting and they have nowhere to go. People are causing the ozone layer to be destroyed when they release C02 in the atmosphere; the ozone layer keeps...
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...As the modern-day method of storytelling evolves, writers and creators have sought to adapt to the changing trends. The days of thick novels, with countless passages tying together global intrigue and enticing characters, are rapidly dwindling in the past. Now with movies, books and video games all fighting for their spot around the proverbial camp fire, storytelling has devolved into a hook ‘em quick gimmick parade. Writers and story tellers will delve countless hours into either the characters or the setting, whichever they believe will give them the best retention to seeing through the plot. Video games are especially prone to having to make this choice, since the player is supposed to have some impact on the protagonist actions and thoughts....
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