Game Debate Game Line
Video game controversies refers to a wide range of debates on the social effects of on players. Since the early 2000s, advocates of video games have emphasized their use as an, arguing for their protection under the laws governing and also.
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Game Debate Game Line Score
Detractors argue that video games are and therefore should be. The positive and negative characteristics and effects of video games are the subject of scientific study. Academic research has examined the links between video games and, and a variety of stereotyping and issues. Contents.Background The reports that 17% of video game players are boys under the age of eighteen and that 36% are women over the age of eighteen, with 48% of all gamers being women of all ages. They also report that the average age of a gamer is 31. A survey of 1,102 children between 12 and 17 years of age found that 97% are video game players who have played in the last day and 75% of parents checked the censor's rating on a video game before allowing their child to purchase it.
Of these children, 14% of girls and 50% of boys favored games with an 'M' (mature) or 'AO' (adult-only) rating. 32% of American adults play video games and as of 2007 the number was increasing.Since the late 1990s, some acts of violence have been highly publicized in relation to beliefs the suspect in the crime may have had a history of playing violent video games. Some research finds that violent video game use is correlated with, and may cause, increases in aggression and decreases in. Other research argues that there are no such effects of violent video games. This link between violent video games and antisocial behaviour has been denied by the president of Interactive Digital Software Association in 2005 in a PBS interview. In this interview he states that this problem is “vastly overblown and overstated” by people who “.don’t understand, frankly, this industry”.
Others theorise positive effects of playing video games including prosocial behavior in some contexts and argue that the video game industry has served as a for more generalised problems affecting some communities. Negative effects of video games Theories of negative effects of video games tend to focus on players' modeling of behaviors observed in the game. These effects may be exacerbated due to the interactive nature of these games. The most well known theory of such effects is the General Aggression Model (GAM), which proposes that playing violent video games may create cognitive scripts of aggression which will be activated in incidents in which individuals think others are acting with hostility.
Playing violent video games, thus, becomes an opportunity to rehearse acts of aggression, which then become more common in real life. The general aggression model suggests the simulated violence of video games may influence a player's thoughts, feelings and physical arousal, affecting individuals' interpretation of others' behavior and increasing their own aggressive behavior.
Some scholars have criticized the general aggression model, arguing that the model wrongly assumes that aggression is primarily learned and that the brain does not distinguish reality from fiction. Some recent studies have explicitly claimed to find evidence against the GAM.Some biological theories of aggression have specifically excluded video game and other media effects because the evidence for such effects is considered weak and the impact too distant. For example, the catalyst model of aggression comes from a perspective, implying that aggression is due to a combination of genetic risk and environmental strain. The catalyst model suggests that stress, coupled with antisocial personality are salient factors leading to aggression.
It does allow that proximal influences such as family or peers may alter aggressiveness but not media and games. Research methods Research has focused on two elements of the effects of video games on players: the player's health measures and educational achievements as a function of game play amounts; the players' behavior or perceptions as a function of the game's violence levels; the context of the game play in terms of group dynamics; the game's structure which affects players' visual attention or three dimensional constructional skills; and the mechanics of the game which affects.
Two other research methods that have been used are experimental (in a laboratory), where the different environmental factors can be controlled, and non-experimental, where those who participate in studies simply log their video gaming hours. Scientific debate A common theory is that playing violent video games increases aggression in young people. Various studies claim to support this hypothesis. Other studies find no link. Debate among scholars on both sides remains contentious, and there is argument about whether consensus exists regarding the effects of violent video games on aggression. Primary studies In 1998, Steven Kirsh reported in the journal Childhood that the use of video games may lead to acquisition of a.
Fifty-five subjects were randomised to play either violent or non-violent video games. Subjects were later asked to read stories in which the characters' behaviour was ambiguous. Participants randomised to play violent video games were more likely to provide negative interpretations of the stories. Another study done by Anderson and Dill in 2000 found a correlation in undergraduate students between playing violent video games and violent crime, with the correlation stronger in aggressive male players, although other scholars have suggested that results from this study were not consistent, and that the methodology was flawed.In 2001, the said 'We clearly associate media violence to aggressive behavior. But the impact was very small compared to other things.
Some may not be happy with that, but that's where the science is.' A 2002 US study of forty-one individuals who had been involved in school shootings found that twelve percent were attracted to violent video games, twenty-four percent read violent books and twenty-seven percent were attracted to violent films. Some scholars have indicated that these numbers are unusually low compared to violent media consumption among non-criminal youth.In 2003, a study was conducted at Iowa State University assessing pre-existing attitudes and violence in children. The study concerned children between ages 5 and 12, and were assessed for the typical amount of time they played video games per week and pre-existing empathy and attitudes towards violence. The children played a violent or non-violent video game for approximately fifteen minutes.
Afterwards, their pulse rates were recorded and the children were asked how frustrating the games were on a 1-10 scale. Last, the children are given drawings (vignettes) of everyday situations, some more likely to have aggressive actions following the depiction, while others an empathetic action. Results show that there were no significant effects of video game playing in the short term, with violent video games and non-violent video games having no significant differences, indicating that children do not have decreased empathy from playing violent video games. Conversely, children who play more violent video games over a long period of time were associated with lower pre-existing empathy, and also lower scores on the empathy inducing vignettes, indicating long-term effects. It is possible that video games had not primed children for the particular aggression scenarios. This data could indicate desensitization in children can occur after long-term exposure, but not all children were affected in the same way, so the researchers deduced that some children may be at a higher risk of these negative effects.
It is possible that fifteen minutes is not quite long enough to produce short-term cognitive effects.In 2003, Jeanne B. Funk and her colleagues at the Department of Psychology at the examined the relationship between exposure to violence through media and real-life, and (reflected by loss of empathy and changes in attitudes toward violence) in fourth and fifth grade pupils. An activist, filed lawsuits against the makers of violent games, alleging that simulated violence causes real-world violence.In the early 1980s, Ronnie Lamm, the president of the sought legislation to govern the proximity of to schools. In the 1990s, a, chaired a hearing about violent video games such as., a former psychology professor and lieutenant commander, wrote books about violence in the media including: (1996) and Stop Teaching Our Kids to Kill (1999). He described games as murder simulators, and argued that video game publishers unethically train children in the use of weapons and harden them emotionally towards commitments of murder by simulating the killing of hundreds or thousands of opponents in a single typical video game.In 2003, a researcher who testified on the topic before the U.S. Senate, said,'Some studies have yielded nonsignificant video game effects, just as some smoking studies failed to find a significant link to lung cancer. But when one combines all relevant empirical studies using meta-analytic techniques, it shows that violent video games are significantly associated with: increased aggressive behavior, thoughts, and affect; increased physiological arousal; and decreased pro-social (helping) behavior.'
In 2005, Anderson was criticized in court for failing to give balanced expert evidence.In 2008, in, and refuted claims that violent video games cause an increase in violent behavior in children. They report there is a scientifically non-significant trend showing that adolescents who do not play video games at all are most at risk for violent behavior and video game play is part of an adolescent boy's normal social setting. However, the authors did not completely deny the negative influences of violent (M-rated) video games on pre-teens and teenagers: Kutner and Olson suggested the views of alarmists and those of representatives of the video game industry are often supported by flawed or misconstrued studies and that the factors leading to violence in children and adolescents were more subtle than whether or not they played violent video games., an academic in media studies, said,'According to federal crime statistics, the rate of juvenile violent crime in the United States is at a 30-year low. Researchers find that people serving time for violent crimes typically consume less media before committing their crimes than the average person in the general population. It's true that young offenders who have committed school shootings in America have also been game players.
But young people in general are more likely to be gamers—90 percent of boys and 40 percent of girls play. The overwhelming majority of kids who play do not commit antisocial acts. According to a 2001 U.S. Surgeon General's report, the strongest risk factors for school shootings centered on mental stability and the quality of home life, not media exposure. The moral panic over violent video games is doubly harmful.
It has led adult authorities to be more suspicious and hostile to many kids who already feel cut off from the system. It also misdirects energy away from eliminating the actual causes of youth violence and allows problems to continue to fester.' In 2013, Corey Mead, a professor of English at, wrote about how the U.S. Military financed the original development of video games, and has long used them for both training, recruitment purposes, and treatment of. He also argues that the two industries are currently intertwined into each other in a 'military-entertainment complex'. Writing in 2013, scholars James Ivory and Malte Elson noted that, although research on video game effects remained inconclusive, the culture of the academic field itself had become very contentious and that politicians had put pressure on scientists to produce specific research findings. The authors concluded it is improper for scholars or legislators to, at present, portray video games as a public health crisis.
Research by Oxford psychologist Andrew Przybylski has shown that Americans are split in opinion on how video game violence links to gun violence. Przybylski found that older people, women rather than men, people who knew less about games and who were very conservative in ideology were most likely to think video games could cause gun violence.Several groups address video game violence as a topic that they focus on. Groups such as Parents Against Violence, Parents Against Media Violence and take stances aimed at limiting the violence in video games and other media. Groups such as the seek to refute their claims.Video games, particularly violent ones, are often mentioned as a cause for major gun crimes in the wake of school shooting by young adults. For example, Adam Lanza, the 20-year-old shooter at the, was found to have numerous video games in his possession, leading for some people to blame video games for the shooting; however, the State Attorney did not link video game to the event in their final report of the incident, though identified that may have been connected.
In February 2018, following the in Florida, President, among others, said 'the level of violence on video games is really shaping young people's thoughts'. Rhode Island state representative also proposed legislation to tax violent video games (those rated 'Mature' or higher by the ESRB) to use funds for supporting mental health programs in the state.Following the Stoneman Douglas shooting event, President Trump arranged to meet with several video game industry professionals on March 8, 2018; in attendance beyond Trump and other Congressmen included Mike Gallagher, the president and CEO of the ESA; Pat Vance, the president of the ESRB; Strauss Zelnick, CEO of, Robert Altman, CEO of;, founder of the; and Melissa Hanson, program manager for the. The meeting was not designed to come to a solution but only for the invited parties to present their stance on video games and their relationship to violent activity as to try to determine appropriate steps in the future.
See also:Support for video game regulation has been linked to. Even so, governments have enacted, or have tried to enact, legislation that regulates distribution of video games through based on or banning. In 2005, David Gauntlett claimed that grant funding, news headlines, and professional prestige more commonly go to authors who, in good faith, promote anti-media beliefs. Tom Grimes, James A.
Anderson, and Lori Bergen reiterated these claims in a 2008 book examining sociological effects on the production of media effects research.In 2013, the, the lobbying group for the video games industry, had enlisted over 500,000 members to the 'Video Game Voters Network,' a 'grassroots' lobbying group to mobilize gamers to act against public policy that may negatively impact the gaming industry. The VGV was launched in 2006 by the ESA, and uses social media sites like Facebook and Twitter to inform members of allies and opponents.
In 2013, the ESA spent over US$3.9 million on lobbying, including but not limited to against VVG legislation. This included opposing a bipartisan federal bill that would direct the to study the effects of all forms of violent media. Such bills themselves had come under criticisms from some scholars for pressuring scientists to find specific outcomes rather than studying the issues neutrallywere banned in in June 2000. This ban was finally lifted in January 2014. However, the Chinese would still police video games which would be'hostile to China or not in conformity with the outlook of China's government'. Reported by, metaphorically speaking, Cai Wu, head of China's Ministry of Culture, said 'We want to open the window a crack to get some fresh air, but we still need a screen to block the flies and mosquitoes.' Voluntary regulation Voluntary rating systems adopted by the video game industry, such as the rating system in the United States and Canada (established in 1994), and the (PEGI) rating system in Europe (established in 2003), are aimed at informing parents about the types of games their children are playing (or are asking to play).
Some ratings of controversial games indicate they are not targeted at young children ('Mature' (M) or 'Adults Only' (AO) in the US, or 15 or 18 in the UK). The packaging warns such games should not be sold to children.
In the US, ESRB ratings are not legally binding, but many retailers take it upon themselves to refuse the sale of these games to minors. In the United Kingdom (UK), the BBFC ratings are legally binding. UK retailers also enforce the PEGI ratings, which are not legally binding. US government legislation No video game console manufacturer has allowed any game marked AO to be published in North America; however, the PC gaming service Steam has allowed AO titles such as Hatred to be published on its platform.
No major retailers are willing to sell AO-rated games. However, Grand Theft Auto: San Andreas was rated AO after the presence of the Hot Coffee add-on became evident. The add-on was later removed and the game rated M. In the and, the Video Games Enforcement Act was introduced to the US House of Representatives. The act required an identification check for the purchase of M and AO rated games. The bill and others like it did not succeed because of likely violations.
Although no law mandates identification checking for games with adult content, a 2008 survey by the showed that video game retailers have voluntarily increased ID verification for M- and AO-rated games, and sales of those games to underage potential buyers decreased from 83% in 2000 to 20% in 2008. A further survey in April 2011, found that video game retailers continued to enforce the ratings by allowing only 13% of underage teenage shoppers to buy M-rated video games, a statistically significant decrease from the 20% purchase rate in 2009.On 7 January 2009, Joe Baca, representative of California's 43rd District, introduced H.R. 231, the Video game health labelling act. This bill called for a label to be placed in a 'clear and conspicuous location on the packaging' on all video games with an ESRB rating of T (Teen) or higher stating,'WARNING: Excessive exposure to violent video games and other violent media has been linked to aggressive behavior.' The proposed legislation was referred to the Subcommittee on Commerce, Trade and Consumer Protection.
On 24 January 2011, Joe Baca reintroduced the Video game health labelling act as H.R. 400 of the 112th Congress.
The bill was once again passed onto the subcommittee.On 27 June 2011, the ruled on. Video games were protected speech under the First Amendment. The case centered on a California law that sought to restrict sales of violent video games to minors. The video game industry, led by the and the, successfully obtained an injunction on the bill, believing that the definition of violence as stated in the California law was too vague and would not treat video games as protected speech. This opinion was upheld in lower courts, and supported by the Supreme Court's decision. Main article:Tolerance of sexual themes and content in video game content varies between nations.
Controversy over sexual themes has occurred in the US. For instance, in June 2005, an entire portion of unused code was found within the main script of, allowing the player to simulate sexual intercourse with the main character's girlfriends. This mode, entitled Hot Coffee, could be accessed in the PC version via, and through codes in the and versions. The scene was left on the disc and could be accessed by altering a few bytes of the game's code via a. This feature prompted the (ESRB) to change the rating of San Andreas on 20 July 2005 to 'adults only'. Furthermore, the game was withdrawn from sale in many stores.
Posted a loss of $28.8 million in that. This event was dubbed the controversy.The game, a Japanese with a storyline centering on the player's character stalking and raping a mother and her two daughters, also caused controversy. Campaigns against the sale of the game resulted in its being banned in many countries. RapeLay's publisher, which intended the game only to be available in Japan, withdrew it from distribution.For the past few months in 2018 and 2019, many of the latest games with sexual content are now being censored by Sony. For the localized release of, 'Intimacy mode', a mode where the player can play with the characters' bodies was removed, but by comparison, the same mode that was featured in previous titles like and was not removed.
PC release of Burst Re:Newal was not changed. The PS4 release of was censored for similar reasons, resulting in the game receiving an 'E' rating by the ESRB by comparison to the 'M' rating for versions on and PC. Sony claimed it was their decision to ban outside of Japan due to it's content. According to Idea Factory International, the localized release of will feature changes to certain event scenes and removal of illustrations that show characters in suggestive positions, although the PC version won't be changed.
Portrayal of gender. Main article:Some scholars have expressed the concern that video games may have the effect of reinforcing sexist stereotypes.In 1998, a study by Dietz, conducted at the, found that of thirty-three games sampled, 41% did not feature female characters, 28% sexually objectified women, 21% depicted violence against women, and 30% did not represent the female population at all. Furthermore, characterizations of women tended to be stereotypical: highly sexualized ('visions of beauty with large breasts and hips'), dependent ('victim or as the proverbial Damsel in Distress'), opponents ('evil or as obstacles to the goal of the game'), and trivial ('females depicted in fairly non-significant roles'). However, the study is criticized for not including a wide range of video games for study and for including old games published up to twenty years ago which do not represent current industry standards , for example, an increased presence of strong female characters.In 2002, Kennedy considered the characteristics of the character, in the video game series.
She is presented as a beautiful, clever, athletic, and brave English archaeologist-adventurer. Lara Croft has achieved popularity with both males and females as an action heroine, although depending on what perspective is applied she can either represent 'a positive role model for young girls' or a 'combination of eye and thumb candy for the boys'.Dietz's findings are supported by a survey commissioned in 2003 by Children Now. The survey found that gender stereotypes pervade most video games: male characters (52%) were more likely than females (32%) to engage in physical aggression; nearly 20% of female characters were hyper-sexualized in some way, while 35% of male characters were extremely muscular.In 2004, the game developer, remodeled Lara Croft for. The character was modified to have a more believable figure with less revealing clothing. In 2005, academic, expressed a similar opinion: and stereotyping exists in many games.
Male characters are portrayed as hard bodied, muscled men while female characters are portrayed as soft bodied, nearly naked women with large breasts, portrayed in a narrowly stereotypical manner. Females are usually constructed as visual objects in need of protection who wait for male rescue, whereas men are portrayed with more power. According to Flew, such depiction of females in games reflects underlying social ideas of male dominance and themes of masculinity. Although not all video games contain such stereotypes, Flew suggests that there are enough to make it a general trait and that '.different genders have different gaming.'
LGBT characters. Further information: andLesbian, gay, bisexual, and transgender have been depicted in some video games. LGBT content has been subject to changing rules and regulations by game companies. These rules are generally examples of in that heterosexuality is normalized while homosexuality is subject to additional censorship or ridicule. And were significant in some console and PC games, with the trend being toward greater visibility of LGBT identities, particularly and games marketed to. Portrayal of race. See also:Video games may influence the learning of young players about.
The portrayal of race in some video games such as, and has been controversial. The 2002 game was criticized as promoting. The game takes place in 1986, in 'Vice City', a fictionalized. It involves a gang war between and refugees which involves the player's character.
However, it is possible to play the game without excessive killing. The 2009 game is set in Africa, and as such has the player kill numerous African antagonists. In response to criticism, promoters of Resident Evil 5 argued that to censor the portrayal of black antagonists was discrimination in itself. Portrayal of countries War-themed video games such as and have been criticized for how they portray Arab people and predominantly Islamic countries like Pakistan. Addiction.
Main article:Video game addiction is the excessive or use of computer and video games that interferes with daily life. Instances have been reported in which users play compulsively, isolating themselves from family and friends or from other forms of, and focus almost entirely on in-game achievements rather than broader life events. The first video game to attract political controversy for its 'addictive properties' was the 1978. One study from observed that other structures affected by the use of video games include the.
The results from this experiment suggest an increase in stimulation of these areas, resembling a pattern similar to those with. Researchers interpreted their results of this increase in activity of the anterior cingulate and orbitofrontal cortices to be an indication of an early stage of.In the 2000s, China introduced boot camps combining forced physical exercise and various forms of shock torture to try and cure kids who have been addicted to internet use and videogames. Most of the kids did not come there voluntary and were either forced to go either by parents or by police. This has come under great criticism by industry giants and other countries. In 2009, officials reported plans to discontinue use of electroshock therapy, though the camps still remain open. Health problems. Main article:(DRM) is a type of technology that is intended to control the use of digital content and devices after purchase.
Many companies make use of DRM to prevent and to protect an entity's intellectual property from public access. Opponents of DRM argue that it only inconveniences legitimate customers and allows big business to stifle innovation and competition. In the US, the Digital Millennium Copyright Act (DMCA) of 1998 increased the strength of DRM. Objection to DRM caused to change its DRM policy for.
Always-on digital rights management (DRM), also known as persistent online authentication, is a type of controversial technology relating to video games. This technology requires a consumer to maintain a connection to a host server in order to use a particular product or play a game. Those against Always-on DRM focus on server connection difficulties, single player offline preferences, and game playability once companies shut down a server. Online harassment.
See also:, andA further issue that can occur through gaming is online harassment or bullying behaviors. A specific example of harassing behavior occurring within a game can be found in services.
With its online chat and party system, this leaves the service open to unwanted harassment, trolling, or bullying to occur between players. To address these concerns, Microsoft made improvements with reputation levels for a player's Xbox Live account.
The system is set to warn, then punish bad behavior in hopes of better regulating Xbox Live accounts.The anonymous nature of the internet may be a factor of encouraging anti-social behavior. This type of behavior expands to other parts of the internet separate from gaming, such as online forums, social media sites, etc. Lack of accountability for one's actions on the internet may encourage others to engage in harassing behavior. Without minimal threat of punishment, some may find it easier to carry out negative behavior over online gaming.Regarding whether attitudes towards women in games and gaming culture extend as far as, opinions have been divided. For example, writer Rus McLaughlin sees it as a status quo 'ingrained in video-game DNA', while Joe Yang (writing for the same source) regards such claims to be misleading, and sees misogyny as a problem where it does occur, but disputes that it is inherent or normative, or that the whole culture should be described that way. Alt-right and far-right associations With the rise of and political positions related to and in the 2010s, video games have been said to contribute towards those positions. Part of this criticism comes from previously-established concerns that video games give rise to violent behavior, and that video game communities may be misogynistic and extol toxic behavior, elements common with the alt- and far-right.
Video gaming's connection to the right as also been tied to the in 2014, which contributed to a at that time that continued with the election of as United States President. A large number of popular video games include gameplay elements that would be commonly associated with alt- and far-right movements, such as wiping out aliens or invaders, territorial and border control, and empire building. Coupled with the interactivity of video games, players can gain enjoyment of these activities which may potentially lead them to be more open to the extreme right positions, effectively being an incubator for the right.
Based on this, some alt- and far-right groups have been discovered to be organizing efforts to reach out to other players in various competitive online games and forums, typically to the younger and male ones, to indoctrinate them into their ways of thinking. Since these game chats and forums typically go unmoderated, it has been difficult to detect and prevent such recruitment from occurring. This has further been pushed by violent events, such as the 2017 where the chat application developed for video game players was found to be hosting the far-right groups that were planning the rally, or the, where the suspected perpetrator asserted that video games helped him accept ethno-nationalism and violence.Video game advocates have challenged the notion that video games are inherently right-wing. They argue games may allow to play towards what would be alt- or far-right actions, but they can also be played to more liberal goals as well, and it is how the player chooses to play that should be of concern. Advocates caution that there is a lack of scale in the concerns raised; not all games foster the environments that would promote alt-right ideals or recruits, and many games are apolitical, simply meant to be enjoyed. Criminal activity Other common occurrences include online casino scams, phishing, cell phone dialers, malware in illegal downloads,.
Religion and video games.
When it comes to naming horses, there’s a fine line between a clever name that’s a humorous play on words and one that crosses the boundaries of good taste. Owners want something that’s unique, but they also need to get it approved by the appropriate breed registry.Recently, a Minnesota breeder took to Facebook to express her frustration when a name she paid to reserve for a Western performance-bred American Quarter Horse foal — an offspring of $173,000-earning reined cow horse stallion — was denied by the American Quarter Horse Association (AQHA).Many asked why the proposed name — which the breeder said was Good Sum Mitch — didn’t pass muster when seemingly similar names had been allowed.
The incident also sparked vigorous debate about what was appropriate and what was too politically correct.The issue spawned hundreds of Facebook comments when the breeder said she was told by the AQHA registration staff that the association was going to revoke previously approved registrations for names that, in hindsight, were considered inappropriate. The AQHA told Quarter Horse News ( QHN) that is not going to happen.AQHA Executive Vice President Craig Huffhines said the organization has no plans to go back and revoke any horse registrations due to names.