Video game industry

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The video game industry is a major entertainment industry that has over $20 billion in annual sales.[1] Video game sales surpassed Hollywood revenue in the year 2007.[2]

Contents

Video Games and the Spreading of Liberal Values

Unfortunately, the video game industry has a long history of unintentionally spreading liberal values and ideals at odds with traditional conservative values.

Examples

  • Excessive profanity, many times to the point of being added for "shock value"
  • Meticulous designs of blood and gore (Virtually every game rated for 17+ players)
  • Allowing players to be terrorists and perform terrorism (Call of Duty: Modern Warfare 2)
    • This level may be skipped, is not present in all versions of the game, and the player is not compelled to kill any civilian during the first half of the level one plays as a terrorist. The second half of the level does force the player to fight police as a terrorist, and this is not avoidable.
  • Allowing players to have fornication with prostitutes (All Grand Theft Auto video games)
    • It should be noted this is optional, as no GTA game has ever forced the player to fornicate with a prostitute as an unavoidable storyline event, but it does provide the player some other gameplay bonus with no in-game downside like a sexually transmitted disease, inadvertently encouraging the idea of unprotected sexual relations outside of marriage.
  • Welcoming to more violence, such as providing bonus points for extra murders (almost every single game that provides bonus points or some other gameplay advantage for upping the player's "kill count")
  • Over reliance on violence than story (Gears of War)
  • Overtones of Hollywood Values (Grand Theft Auto: The Ballad of Gay Tony)
  • Allowing players to gamble in Las Vegas themed casinos and borrow money from mafia bosses (Grand Theft Auto: San Andreas after completing a flight school).
  • Encourages radical terrorism (Red Faction: Guerrilla)
  • Promotes the idea of the player being worshipped like an idol or as a deity. (Black and White)
  • Homosexual relationships (The Ville and Bully)

Anders Breivik and Call of Duty Modern Warfare 2

Anders Breivik, the Norwegian gunman and bomber who killed 77 people in a terrible massacre in Oslo on July 22, 2011, was apparently very fond of the 2009 FPS (First Person Shooter) Call of Duty Modern Warfare 2 (MW2). He considered it to be his "training" for the bloody act he was going to commit. In his "manifesto," he wrote that the videogame: "... is probably the best military simulator out there and it’s one of the hottest. I see MW2 more as part of my training-simulation than anything else."[3]

In fact, the Utoya island massacre bears a striking resemblance to the fourth level of MW2, named No Russian. In the level, the player is a U.S. soldier undercover inside a terrorist cell, where he is given the option to join the other terrorists in shooting helpless civilians in a Moscow airport during an acknowledged terrorist act (the player can elect not to shoot the civilians, but the other terrorists will kill them regardless of the player's actions). Said level is extremely graphic and gives the player (even if they choose not to shoot civilians) no option to stop the terrorists, as it would blow their cover as an undercover agent.

The game offers twice the opportunity to skip the level if the player thinks he or she will find it disturbing, but this obviously has no impact on those who enjoy simulated violence against the helpless. It would be like putting a "Don't take this if you are an alcoholic" on a liquor bottle when alcoholics are all around.

It may be speculated that Breivik was inspired by the videogame for his shooting massacre. It is extremely unlikely the game served as a "training simulator" for his later acts of murder, since target acquisition with a video game weapon and a real world weapon are two highly different things, but the themes in the game obviously appealed to his predilection for violence, and for those with preexisting desires for violent, immoral tendencies, video games (much like violent books or movies or other media) promoting themes in line with their values are very likely a negative influence on those who might later commit violent acts.


References

  1. http://www.npd.com/press/releases/press_100114.html
  2. http://seekingalpha.com/article/89124-the-video-game-industry-an-18-billion-entertainment-juggernaut
  3. http://www.telegraph.co.uk/news/worldnews/europe/norway/8663329/Norway-Anders-Behring-Breivik-used-online-war-games-as-training.html
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