Who invented violent video games




















Buckley, publish Violent Video Game Effects on Children and Adolescents: Theory, Research, and Public Policy , in which they claim that exposure to violent video games and other forms of media violence constitutes a significant risk factor for later aggressive and violent behavior. They argue that society should begin a more productive debate about whether to reduce the high rates of exposure to media violence, and delineate the public policy options that are likely be most effective.

In their introduction the authors also claim: "…. Anderson's research has been widely criticized for overstating his results and failing to adequately acknowledge alternate views or limitations of the data on media violence. Swanson , the 8th Circuit Court of Appeals strikes down a Minn. Louis County ordinance in that bars the sale or rental of video games with violent content. That should make sense to anyone who thinks about it.

After all, millions of children and adults play these games, yet the world has not been reduced to chaos and anarchy. None of the research establishes or suggests a causal link between minors playing violent video games and actual psychological or neurological harm, and inferences to that effect would not be reasonable.

In fact, some of the studies caution against inferring causation. Group Alleges Violent Media Present Health Risk The American Academy of Pediatrics's Council on Communications and Media writes in policy statement titled " Media Violence ": "Exposure to violence in media, including television, movies, music, and video games, represents a significant risk to the health of children and adolescents.

Extensive research evidence indicates that media violence can contribute to aggressive behavior, desensitization to violence, nightmares, and fear of being harmed…". The California law limited distribution of video games with certain violent content and barred the sale or rental of video games with violent content.

The Supreme Court heard oral argument on Nov. Entertainment Merchants Association that the California law restricting the sale and distribution of violent video games to minors was unconstitutional.

The majority opinion established video games as protected under the First Amendment, saying that "speech about violence is not obscene" and that they are "as much entitled to the protection of free speech as the best of literature. Mass shootings stir debate over media violence The tragic shooting at Sandy Hook elementary in Newtown, CT, in December of , reopened the debate over the effects of media violence and especially the playing of violent video games.

Community groups organized drives to remove video games and a number of libraries curtailed the playing of video games in their branches. The Massachusetts Department of Transportation pulled arcade games with plastic guns from rest areas along the Massachusetts turn-pike, replacing them with more "appropriate" games.

Debate had already been stirred earlier in the year after a mass shooting in July in Aurora, CO. A Timeline of Video Game Controversies. Video game violence: a review of the empirical literature. Aggression Violent Behav. Funk JB. The Impact of Interactive Violence on Children. March 21, Accessed August 7, In: Eisenberg N, ed. Thousand Oaks, CA: Sage; Bensley L, Van Eenwyk J. Video games and real-life aggression: review of the literature.

J Adolesc Health. Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: a meta-analytic review of the scientific literature.

Psychol Sci. Video games do affect social outcomes: a meta-analytic review of the effects of violent and prosocial video game play.

Pers Soc Psychol Bull. The effect of video game violence on physiological desensitization to real-life violence. J Exp Soc Psychol. Sherry JL. The effects of violent video games on aggression: a meta-analysis. Hum Commun Res. Ferguson CJ, Kilburn J. The public health risks of media violence: a meta-analytic review. J Pediatr. Ferguson CJ. Evidence for publication bias in video game violence effects literature: a meta- analytic review.

A longitudinal test of video game violence influences on dating and aggression: a 3-year longitudinal study of adolescents. J Psychiatr Res.

Vulnerability to violent video games: a review and integration of personality research. Rev Gen Psychol. Examining the validity of the modified Taylor competitive reaction time test of aggression.

J Exp Criminol. Violent video games, catharsis-seeking, bullying, and delinquency: a multivariate analysis of effects. Crime Delinq.

Social context and video game play: impact on cardiovascular and affective responses. Mass Commun Soc. Tear MJ, Nielsen M. Failure to demonstrate that playing violent video games diminishes prosocial behavior. PLoS One. It was the first video game that could be played on multiple computer installations.

In , developers at Sanders Associates, Inc. Over the next few years, the primitive Odyssey console would commercially fizzle and die out. In , Atari released a home version of Pong , which was as successful as its arcade counterpart.

Magnavox, along with Sanders Associates, would eventually sue Atari for copyright infringement. In , Atari released the Atari also known as the Video Computer System , a home console that featured joysticks and interchangeable game cartridges that played multi-colored games, effectively kicking off the second generation of the video game consoles.

The video game industry had a few notable milestones in the late s and early s, including:. Lasting a couple of years, the crash led to the bankruptcy of several home computer and video game console companies. The NES had improved 8-bit graphics, colors, sound and gameplay over previous consoles. Nintendo, a Japanese company that began as a playing card manufacturer in , released a number of important video game franchises still around today, such as Super Mario Bros.

Additionally, Nintendo imposed various regulations on third-party games developed for its system, helping to combat rushed, low-quality software. In , Nintendo made waves again by popularizing handheld gaming with the release of its 8-bit Game Boy video game device and the often-bundled game Tetris.

With its technological superiority to the NES, clever marketing, and the release of the Sonic the Hedgehog game, the Genesis made significant headway against its older rival.

The early- to mids saw the release of a wealth of popular games on both consoles, including new franchises such as Street Fighter II and Mortal Kombat , a fighting game that depicted blood and gore on the Genesis version of the game. In response to the violent game as well as congressional hearings about violent video games , Sega created the Videogame Rating Council in to provide descriptive labeling for every game sold on a Sega home console.

The council later gives rise to the industry-wide Entertainment Software Rating Board, which is still used today to rate video games based on content. Numerous movies based on video games have been released since. With a much larger library of games, lower price point, and successful marketing, the Genesis had leapfrogged ahead of the SNES in North America by this time. But Sega was unable to find similar success in Japan.

With a leap in computer technology, the fifth generation of video games ushered in the three-dimensional era of gaming. In , Sega released in North America its Saturn system, the first bit console that played games on CDs rather than cartridges, five months ahead of schedule. The following year, Nintendo released its cartridge-based bit system, the Nintendo Simply put: Sony dominated the video game market and would continue to do so into the next generation.

In fact, the Playstation 2, released in and able to play original Playstation games, would become the best-selling game console of all time. Sega pulled the plug on the system in , becoming a third-party software company henceforth. Though the Playstation 3—the only system at the time to play Blu-rays—was successful in its own right, Sony, for the first time, faced stiff competition from its rivals.

The Xbox , which had similar graphics capabilities to the Playstation 3, was lauded for its online gaming ecosystem and won far more Game Critics Awards than the other platforms in ; it also featured the Microsoft Kinect, a state-of-the-art motion capture system that offered a different way to play video games though the Kinect never caught on with core gamers or game developers.



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