Wright. Will Wright discusses in his article “Dream Machines” that video games “benefit rather than denigrate culture” (212). For years‚ many people have blamed video games for the violence among white youth‚ however Will Wright presents an outstanding argument on how video games can be a positive influence on the world such as progressive new ways of thinking and new technology. For years people have blamed violent video games for violent behavior problems with white youth. In fact‚ many journalist
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article “Do Video Games Kill?” author‚ Karen Sternheimer‚ brings up an interesting and controversial subject about video games. “If we want to understand why young people‚ particularly middle class or other stable environments‚ become homicidal‚ we need to look beyond the games they play.” Sternheimer starts her article by giving an example of the video game “Doom” that became a target for critics. Shooting at the schools in Kentucky‚ Oregon‚ and Colorado were most probably caused by video games. The author
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Focus in the Video Game Industry The video game industry has gone through six generations of consoles‚ and the seventh is now underway with new consoles from Nintendo‚ Sony‚ and Microsoft. Atari led the first generation of the video game industry. They were able to create the first home video game Pong in 1972‚ and they were the first to develop the interchangeable cartridge and the joystick. The creation of the interchangeable cartridges allowed for third party independent video game developers
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Ethics and Entertainment: Video Game Censorship Athena Falconer COM/450 Ethics and Commuinication February 16‚ 2015 University of Phoenix‚ Courtney Shobert‚ BAAG1FHV59 Ethics and Entertainment: Video Game Censorship Ethics refers to standards‚ morals‚ beliefs‚ and behaviors that follows to help guide one in situations they may face. Ethics are not gained in one day but are built over time from memorable experiences. From childhood to adulthood these learned behaviors add to traits that help shape
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Microeconomics of the Video Game Industry Video games have been around for years with many different types of consoles and games. The video game industry has grown into a $20 billion dollar industry over the past ten years‚ and it only shows signs of growing larger in the years to come. In the United States alone‚ the market has grown considerably where 60% of all Americans play video games‚ 40% are women‚ and 60% of all gamers are between the ages of 25 through 44 years old (games-advertising.com)
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Violent Video games are not the problem and you know it. Should violent video games be banned? Many say that say they shouldn’t‚ these people include Christopher J. Ferguson‚ PhD‚ of Texas A&M International University‚ Patrick Markey‚ PhD and Kierkegaard. They are professionals who know what they are talking about. Therefore their opinion is quite relevant to the issue. There actual opinion is that‚ if anything‚ violent video games reduce violence in the real world because they let out their
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Violent Video Games Over the past five decades there has been a discussion over violent media. This has included movies‚ music‚ music videos and television. Since 1990‚ there has been another venue on the chopping block‚ video games. Although video games have been around since the 70’s‚ the ones mainly considered in this argument have only been around for the last ten years. Some of the titles of these games are Doom‚ Grand Theft Auto‚ Warcraft and Manhunt. These are some of the games that have
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Danger of Violent Video Games in Children The links between increased aggressive and violent behaviour and the content of video games is a controversial subject. Increased scientific evidence demonstrates that violent video games are linked to increases in aggressive cognitions‚ feelings and behaviours (e.g.‚ Anderson and Bushman‚ 2001; Anderson‚ 2004; Anderson‚ Gentile & Buckley‚ 2007) However‚ there is still much resistance to the evidence among the public and by the video game industry (e.g.‚ Entertainment
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Video games Video games are one of the things that started to be important these days and started to increase like movies and novels. A lot of people plays video games‚ total usa sales of video games increased 204% from 1994 to 2014 reaching 13 billion in 2014 this means that video games started to grow widely‚ but there is a bad side of video games‚ in some cases it effects negatively on children’s behavior as some times they act violently‚ but a lot of researches proved that video games is not
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So the question that is brought towards us today is whether or not video games have a negative or positive impact on emerging adults. Emerging adults is a stage in life that most young people go through. These groups of young people contain the age groups of 18-25 year olds according to Jeffrey Jenson Arnett (Arnett‚ 2000). Those that in this age group are defined as going through emerging adulthood‚ which means they are exploring what their identity is in society. These emerging adults are looking
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