In
Video and Computer Games
BY:
De’Vaughn Rushing
CS 320
Instructor: Wasmundt K, L
Fall Semester
December 12, 2012
Abstract
It is believed that constant exposure to real life and to virtual entertainment violence may bring affective and provoke behavioral processes. Also this can possibly be leading to desensitization in adolescents. I believe that exposure to video game violence sometimes may not affect how a child acts in all cases. Some I feel this is true, and some I feel that it is not true. The nature of playing video games and all of the intense engagement in these violent video games have the tendency to be translated into virtual play and may explain some negative impact, even though causalities was not involved in a lot but very few crimes amongst youth. Children with low exposure to real life violence may have limited to realize the identification of the relationship between real life violence and virtual video game violence.
Introduction
Developments have increased many parents concerns about violent video and computer games. The surge in company sales of affordable home computers that have greater processing power and improved graphic performance year after year, and a growing number of people are playing computer games all of the time. More than half of United States population now has personal computers in their homes, or even portable lap tops and that number is rising and a speedy pace. Sales of computer games and of video game consoles like the Xbox 360 and PlayStation 3 system have skyrocketed. Sony in the month of November just announced that they have finally reached a total of 75 million Play Station 3’s sold around the world. Along with this surging increase in the number of people playing games there have been great improvements and developments in the graphic quality, making the characters in these games look very close to human, sophistication, and creativity of the games themselves.
The future
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