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History
of Video Games
By:
Jon Raphael Danao
Video Game Genre
Blaise Cedrick Gomez
Video games have evolved from the very first computer game “pong”, today video games are classified by either the type of game play (e.g. adventure, simulation, strategy etc.) or by gaming flatforms (e.g. PC, PSP, NDS, Wii, Arcade mobile phone etc.)
In this article I will be discussing the different video game genres so the next time somebody tells you he or she is into MMORPG you would not think it is some kind of military weapon.
Sub-Topic #4:
Violent Video Games Are Not Acceptable or Desirable
By Meneleo Olavides
Video games,
particularly video games with violent and sexual themes, are very popular in the
The
Personal and Social Purposes of Gaming
Ma.
Carmina Felizco
Violence in video games is not acceptable or desirable
By Gina Mizutani
"Prosecutor Detroit publishes outdated list of most violent games for 2007"
Top 10 List, since most of them are at least a year old; some are several years old:
1. Grand Theft Auto (last released on consoles 2004; PSP, 2006)
2. Manhunt (2004, we assume they mean 2007's Manhunt 2)
3. Scarface (2006)
4. 50 Cent Bulletproof (2005)
5. 300 (Feb, 2007)
6. The Godfather (PS3 - March, 2007; other versions, 2006)
7. Killer-7 (2005)
8. Resident Evil 4 (Wii, PC 2007; other versions 2005)
9. God of War (2005; we assume they mean 2007's GoW2)
10. Hitman Blood Money (2006)
(Source: Alam, 2007)
Violence in Video Games is not acceptable or desirable because it's not a good example, especially for children and also it's not appropriate for the children to watch and play that kind of video games. They are too young to be exposed to that situation. Children are pure in mind; they do not know anything. This world is not perfect. Children could not be able to think which is good or bad and which is right or wrong. If Parents accept or allow their children to watch and play this kind of violent video game, I'm afraid children will think they are right to do any violent attitude. Everything is no problem, if someone will stop my way or my enemy will appear then I will kill, this kind of feeling is sometimes dangerous and also they may become sometimes selfish attitude.
A LOOK ON THE
VIOLENT GAMES OF TODAY
Gimson S. Alemania
“There are those who say that violent video games are catalysts in
bringing about more violent behavior in individuals, young or old and there are
those who say that there is actually no correlation between violent behavior and
watching or playing violent video games.” (Pratt, 2008)
Today’s games are termed ‘high-tech’ since those games use the
newest technology available. Virtual graphics are very impressive and realistic,
thus, such setting depict a seemingly real-life situation like age of empire.
The predominance of violent games in the ‘90s, where extreme blood and gore
characterized the scenarios, greatly affected today’s paradigm of a violent
game
RESULTS
OF THE VIDEO GAME SURVEY IN
In
a survey conducted in Kostka School, Inc., a co-educational Catholic school in
Video Games and Violence
Blaise Cedrick Gomez
According to an article published in msn.com (2008), the Thailand Government has released a document containing the top ten most “dangerously violent” games today. This, after a teenager (Palawat Chinno) told the authorities that he killed a taxi driver just to see if it was as easy as it seemed in the video game that he was playing (Grand Theft Auto).
Violence in
Media and Video Games: The Two Sides of the Coin
Ma.
Carmina Felizco
Are
Violent Video Games Acceptable and Desirable?
Ma.
Carmina Felizco
In recent findings of targeted school violence from the 2004 report of the United States Secret Service and the United States Department of Education entitled ‘The Final Report and Findings of the Safe School Initiative’, it was identified that violent incidence at school during the past three decades usually displayed attackers that had targets. The first episode happened in 1974 when a student used guns and bombs while setting off the fire alarm and shooting at emergency and custodial personnel (Vossekuil et al., 2004, p.15). Since that year, there were about 37 incidents of school violence, wherein 41 school attackers were identified in the 26 states in U.S., especially in the states like Arkansas, California, Kentucky, Missouri, Georgia, and Tennessee (Vossekuil et al., 2004, p.15). With this fact we ask, do thoughts and acts of violence and aggression have anything to do with playing violent video games? Can we say that playing violent video games is acceptable and desirable?
Reality
to Fantasy or Fantasy to Reality? Either Which Way Can Give Satisfaction
to a Player Entering Cyberspace
Ma.
Carmina Felizco
THE EFFECTS OF
VIOLENT GAMES
Gimson S. Alemania
There is more at stake than the spoil of the 25 videogame industry.
Anderson and Bushman’s (2002) general aggression model (GAM) explicates both
the development of aggression and individual differences in susceptibility to be
influence of violent video games.
According to Anderson and Bushman (2002), the line between ‘simulations’ and videogames has greatly been blurred by the real-time and very realistic attributes of modern games. Correlations of aggression among boys with the amount of violent games played is rooted the notion that the player is seeing through the eye at the in-game character, and thus, seeing a situational variable affects aggressive cognitions (Anderson & Bushman, 2002).
Do Violent Video
Games Really Lead to Delinquent Behaviors?
In Bangkok, Thailand, Polwatt Chino, a high school student obsessed
with the violent video game called “Grand Theft Auto” held up and
killed Khuan Phokang, a cab driver (Wong-Anan, 2008, n.p.). According to Thomson
Reuters, he did it in a manner similar to the violent acts portrayed in the game
(Wong-Anan, 2008, n.p.). “Grand Theft Auto” provides a picture of “beatings,
carjacking, drive-by shootings, drunk driving, as well as, prostitution”
that players of all ages may emulate (Wong-Anan, 2008, n.p.).
The same incident occurred in New York City when teenagers Dylan Laird, Stephen
Attard, Samuel Philip, Brandon Cruz, Gurnoor Singh, and Jaspreet Singh were
arrested after they attacked a man and destroying vehicles using “a baseball
bat, crowbar, and broomstick” (Chayes, 2008, n.p.). When interviewed,
these teenagers admitted they were mimicking Niko Bellic, one of the main
characters of the video game, “Grand Theft Auto” (Chayes, 2008,
n.p.).
A LOOK ON THE
VIOLENT GAMES OF FUTURE
Jervis Tabangay
The
Role of Sex, Culture and Environment on Video Games
By:
Luzviminda Chan
Role of Sex on Video
Games
Since players of video
games are dominantly male, most video games are designed for them. Male
characters are being portrayed as having the more relevant role than females-a
large number of video games have males on the title role and females as
supporting roles.
It is said that female players are more interested in communication and interaction when they play a game, whereas males enjoy playing video games that involve fighting and violence.
Effect of Video
games on the Youth
Eric
Tipan
Video games have been with us for more than 3 decades. They started out as simple games that leave a lot to the imagination. Graphics were crude but then the rest of the game is in the mind. These were the arcade video machines of the late 70's. With improvement of graphics came attempts to have video games that approximate real images.