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Video game vs. Violence
Transcript of Video game vs. Violence
What do you believe has the most impact on the News Media and their broadcasts?
Violent juvenile crime in the United States has been declining as violent video game popularity has increased. The arrest rate for juvenile murders has fallen 71.9% between 1995 and 2008. The arrest rate for all juvenile violent crimes has declined 49.3%. In this same period, video game sales have more than quadrupled.
SOME GAMING HISTORY
Not too long after the Newtown massacre, a committee in Southington Connecticut organized an event on Jan. 12 called the "Violent Video Games Return" in which they collected violent video games and other forms of violent media to be snapped, trashed, and incinerated in exchange for a $25 gift card.
They later stated that "the group's actions were not intended to be construed as statement declaring that violent video games were the cause of the Newtown tragedy".
Pressing the buttons on a PlayStation controller cannot cause people to commit mass homicides.
in our HISTORY
In 1958, Physicist Willy Higinbotham (1910-1994) invents the first "video game" called "Tennis for Two" which was a table tennis-like game that was played on an oscilloscope.
The first fighting game to hit the market was called Heavyweight Champ (1976)
The first video game console debut was called the "Brown Box".
On May 18, 1927, a school massacre took place at Bath Consolidated School (Bath Township, MI). A farmer named Andrew Kehoe set two explosions killing himself, six adults, and 38 children.
Since the beginning of time, violence have spread through the world in numerous forms and has been disrupting the peace. The factors of violence usually include mental disorders, trauma, social withdrawal or social misconduct.
DID YOU KNOW?
Examples of Violence:
Video games became popular towards the early 80's and were mostly played in arcades. The graphics at that time were seen as harmless entertaining 8-bit images such as PAC-Man or Space invaders.
BACK IN THE 80'S
Video games have been known to help aid in:
The Positives of Gaming in General
Relieving Chronic illness
Enhance Reflex Agility
The video game industry have advanced to the point of were no one thought possible. Game consoles have online gaming, an internet browser, and a store to buy items right to it.
PSYCHOLOGICAL IMPACTS OF VIOLENT VIDEO GAMES
When youth view violence in video games, they are more likely to fear becoming a victim of acts of violence.
In a 2005 study, violent video game exposure has been linked to reduced P300 amplitudes in the brain which is associated with desensitization to violence and increase aggressive behavior.
Violent video games could cause some players to become frustrated and/or aggressive
It was America's first and deadliest school massacre
On Sept. 1, 1994 the Entertainment Software Rating Board (ESRB) was established in response to criticism of violent content found in video games such as Night Trap, Mortal Kombat, and other controversial video games portraying excessively violent or sexual situations.
The News Media were appalled, some saying the game was
“sick & morbid”
, stating that
and promoted violence.
The debate over violent video games can be traced back to the 1976 release of the game Death Race in which the objective for this game was to run over gremlins and turn them into tombstones.
There are an immense amount of psychological factors that tie-into why they commit such crimes.
They list the type of themes involved that are and are not suitable for specific age groups.
Each Video game has a health and safety warning at the start of the game
VIOLENT VIDEO GAME CONTROVERSY
Most of all the game developers have advanced their graphics awarding consumers with realistic imagery that creates an illusion of "actually" being part of the game.
The media glorified this issue so much that it sparked the protesters to take it upon themselves to pull these machines from arcades and burn them in the parking lots, deterring the manufacture of further games.
That objective did not settle well within the News Media
Although . . . some games are built to be influenced by the players progress.
PAYING IT FORWARD
On Thanksgiving of 2013, four hundred gamers of the PDXLAN gathered in Portaland Organ to play video games and raise food for those in need.
This resulted in 37,500 lbs of food donated to the homeless in 48 hours
By: Tylauna Gilder