Video Game Violence Violence is happening all around us and it is said that one of the biggest reason for teen violence‚ is because of playing video games. It is true that there are many games that due show or portray violence; however the intention was not to promote teens to doing more violence as they are rated for mature adults. Personally I believe that if parents were more active or aware of what games they are purchasing‚ and became responsible for what games their children are playing
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Mehnaaz Momen Political Class and Gender Roles 27 March 2011 Gender Roles in the Video Game Industry We often reflect on our lives and realize that not everything in our worlds outlines life as fair game. I see many facets of life that benefit one gender role better than the other. I also see parts of our lives where one gender role isn’t treated as equally as others. Me being part of the video game community for so long never opened my eyes to these realizations. I never wanted to believe
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Do Violent Video Games Converge With Real Life? Recently in America‚ there has been an explosion of anti-gun sentiment due to recent shootings‚ however no one has looked at the cause. What conditions a human being to preform these horrendous acts? Well‚ according to a myriad of parents‚ it’s video games. The claim is video games are actually psychological conditioners that cause a child‚ or player of any age‚ to lash out and perform violent acts. The scope of this paper will be violent video
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Video games today are most commonly viewed as a way for students of high schools and colleges to slack off and procrastinate on homework and studies. What most people are not aware of though‚ is the social benefits that video gaming has on individuals. Video games can have positive effects on a gamers social life when it comes to teamwork‚ helping people‚ multitasking‚ and communicating efficiently. Educational Benefits for Students A recent study from the Education Development Center and the
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You Read The Hunger Games One of the most influential‚ albeit controversial‚ book series of 2008 is written by Suzanne Collins‚ an author who previously had been a children’s television writer. Collins‚ in her new series The Hunger Games‚ delves into the dark‚ questionable subject of child versus child combat. The heroine of the book‚ Katniss Everdeen‚ is someone to be admired and looked up to. Time and time again she makes the tough choices required of her. The Hunger Games also has an exciting
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in the US played video games in 2008‚ thus fueling an $11.7 billion domestic video game industry. In 2008‚ 10 of the top 20 best-selling video games in the US contained violence. Violent video games have been blamed for school shootings‚ increases in bullying‚ and violence towards women. Critics argue that these games desensitize players to violence‚ reward players for simulating violence‚ and teach children that violence is an acceptable way to resolve conflicts. Video game advocates contend
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As a group we chose to investigate gendered aspects within video games and how those games embody military values‚ behaviours and discourse. I am going to argue that children can internalise gender stereotypes and military discourse through the medium of gaming and that this can have wider social implications. Analysing gender demarcation‚ which is the process by which gender boundaries are set I looked at how video games encourage the stereotyping of genders‚ with a focus on the male archetype
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many grossly popular video games today‚ and they have one main thing in common: violence. Whether one is shooting down Nazi soldiers on the beaches of Normandy or sawing apart Locust drones on the planet Sera with his or her lancer‚ one is engaging in extremely violent video-game action‚ and probably having a lot of fun doing so. With the rapid growth of intensely violent games‚ parents and politicians across the nation have begun to protest against violence in video games and have even gone as
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argument of whether video games are good or bad for society is a clear example. Opponents believe they are a bad contribution to society while proponents believe they are a necessary and supportive addition to society. "William Higinbotham‚ who in 1958 created a game called Tennis for Two " (The Beginning)‚ is the one credited for the invention of the video game. At this stage in time‚ this new innovation did not spark much interest with the public. "Computer and video games themselves did not
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Nature‚ in the broadest sense‚ is equivalent to the natural‚ physical‚ or material world oruniverse. "Nature" refers to the phenomena of the physical world‚ and also to life in general. It ranges in scale from the subatomic to the cosmic. The word nature is derived from the Latin word natura‚ or "essential qualities‚ innate disposition"‚ and in ancient times‚ literally meant "birth".[1] Natura was a Latin translation of the Greek word physis (φύσις)‚ which originally related to the intrinsic characteristics
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