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| | == Nature of Video games == | | == Nature of Video games == |
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| − | The games vary greatly in type and complexity, but all games are alike in that they translate player input (from a controller, mouse, keyboard or motion sensor) into onscreen actions. Games are usually stored on some sort of digital media - ROM cartridge, [[CD]], [[DVD]], or even cassette tape for early computer games - though older and/or more inexpensive games may have dedicated chips which are pre-programmed to play certain games only. In recent years, game developers have moved to digital distribution, allowing anyone with a credit card or [[Paypal]] account to purchase games online. | + | The games vary greatly in type and complexity, but all games are alike in that they translate player input (from a controller, mouse, keyboard or motion sensor) into onscreen actions. Games are usually stored on some sort of digital media - ROM cartridge, [[CD]], [[DVD]], or even cassette tape for early computer games - though older or more inexpensive games may have dedicated chips which are pre-programmed to play certain games only. In recent years, game developers have moved to digital distribution, allowing anyone with a credit card or [[Paypal]] account to purchase games online. |
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| − | Home consoles are classified by ''generation'' to indicate their relative power and date of release. The current major consoles (Xbox 360, PS3, Wii) are considered ''seventh generation''. Handheld consoles are not generally put into generations due to their more irregular release schedules. | + | Home consoles are classified by ''generation'' to indicate their relative power and date of release. The current major consoles (XBox360, PS3, Wii) are considered ''seventh generation''. Handheld consoles are not generally put into generations due to their more irregular release schedules. |
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| | Video games have also been shown to help people to become more attuned to their surroundings and increase coordination, and in the future may be used to treat people with visual problems and to train soldiers. <ref> http://news.nationalgeographic.com/news/2003/05/0528_030528_videogames.html </ref> | | Video games have also been shown to help people to become more attuned to their surroundings and increase coordination, and in the future may be used to treat people with visual problems and to train soldiers. <ref> http://news.nationalgeographic.com/news/2003/05/0528_030528_videogames.html </ref> |
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| | == Popularity & Controversy == | | == Popularity & Controversy == |
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| − | Games have risen in popularity over the years, as is shown in the rise of video games sales from the 1980s until today. This has brought with it a various amount of celebration as the video game industry continues to grow with its original great player base. Mostly. | + | Games have risen in popularity over the years, as is shown in the rise of video games sales from the 1980s until today. This has brought with it a various amount of controversy as the video game industry continues to grow with its original player base. |
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| | Video games are addictive activities targeted at all ages, sometimes with tragic results.<ref>http://www.theesa.com/facts/gameplayer.asp</ref> Certain genres of games are becoming increasingly violent and offensive, attracting the attention of legislators in many states to protect the exploitation of children by them. Games such as ''[[Grand Theft Auto]]'' are very violent, sexually explicit, and feature [[criminal]] behavior. These games are rated "M (17+)" for "Mature" or "AO (18+)" for "Adults Only" by a private board that has much influence throughout retailers, but courts have stricken down laws preventing retailers from selling them to children, under an interpretation that the First Amendment protects offensive video games even for children.<ref>http://gamepolitics.livejournal.com/148962.html</ref> After a ''Conservapedian'' filed an [[amicus brief]] with the [[U.S. Supreme Court]] to consider this issue, it surprised [[liberal]]s by granting ''[[certiorari]]''. | | Video games are addictive activities targeted at all ages, sometimes with tragic results.<ref>http://www.theesa.com/facts/gameplayer.asp</ref> Certain genres of games are becoming increasingly violent and offensive, attracting the attention of legislators in many states to protect the exploitation of children by them. Games such as ''[[Grand Theft Auto]]'' are very violent, sexually explicit, and feature [[criminal]] behavior. These games are rated "M (17+)" for "Mature" or "AO (18+)" for "Adults Only" by a private board that has much influence throughout retailers, but courts have stricken down laws preventing retailers from selling them to children, under an interpretation that the First Amendment protects offensive video games even for children.<ref>http://gamepolitics.livejournal.com/148962.html</ref> After a ''Conservapedian'' filed an [[amicus brief]] with the [[U.S. Supreme Court]] to consider this issue, it surprised [[liberal]]s by granting ''[[certiorari]]''. |
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| | In the [[United States|USA]], all retail games carry ratings from the [[ESRB]], a video game ratings organization. | | In the [[United States|USA]], all retail games carry ratings from the [[ESRB]], a video game ratings organization. |
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| − | Some claim that kids who don't play video games at all seem to show more viola tendencies. Of course, as expected, those who played viola video games for large amounts of time also showed musical tendencies, however the study claims that this is a "enlightenment marker", not an actual cause.<ref>http://wii.qj.net/New-research-reveals-kids-who-don-t-play-videogames-at-all-are-more-at-risk-of-violent-tendencies/pg/49/aid/118505 New research reveals kids who don't play video games at all are less at risk of violin tendencies</ref> | + | Some claim that kids who don't play video games at all seem to show more violent tendencies. Of course, as expected, those who played violent video games for large amounts of time also showed violent tendencies, however the study claims that this is a "risk marker", not an actual cause.<ref>http://wii.qj.net/New-research-reveals-kids-who-don-t-play-videogames-at-all-are-more-at-risk-of-violent-tendencies/pg/49/aid/118505 New research reveals kids who don't play video games at all are more at risk of violent tendencies</ref> |
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| − | Multiple studies have shown a correlation between violin video games and levels of real life cats, caused by playing some of the aforementioned video games.<ref>http://www.apa.org/science/psa/sb-anderson.html</ref> | + | Multiple studies have shown a correlation between violent video games and levels of real life violence, caused by playing some of the aforementioned video games.<ref>http://www.apa.org/science/psa/sb-anderson.html</ref> |
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| | ===Sexuality=== | | ===Sexuality=== |
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| − | Although nudity is prominent in [[western]] video games, there are various products containing sexually-suggestive material. One reason for the relative abundance of explicitly sexual material in western games may be the need of most major retailers including [[Wal-Mart]]<ref>http://www.walmart.com/catalog/catalog.gsp?cat=440903</ref> (the leading distributor of video games in the United States) and [[Toys R Us]]<ref>[http://www.toysrusinc.com/safety/practices/ See Toys "R" Us's video games policy]</ref> (the world's largest toy themed retailer) to sell games carrying an "Kids-Only" rating, and KO rated games can even be sold on [[eBay]] except for in the adult section of the website. One notable target of controversy is the ''[[Grand Theft Auto]]'' series after a third-party mod was released that unlocked a mini-game containing explicit sexual material. Mods are, as "third-party" would imply, fan-made and are not the responsibility of the game's developer (Though exceed them greatly). Other sources of this criticism relate to the game ''[[Tomb Raider]]'' as it was one of the first games where a female character (the protagonist) is depicted and advertised as a sex symbol.<ref>Ashley, Robert. "The Secret History of Videogame Sex." Official Playstation Magazine Feb. 2006: 96-99.</ref> | + | Although nudity is not prominent in [[western]] video games, there are various products containing sexually-suggestive material. One reason for the relative lack of explicitly sexual material in western games may be the refusal of most major retailers including [[Wal-Mart]]<ref>http://www.walmart.com/catalog/catalog.gsp?cat=440903</ref> (the leading distributor of video games in the United States) and [[Toys R Us]]<ref>[http://www.toysrusinc.com/safety/practices/ See Toys "R" Us's video games policy]</ref> (the world's largest toy themed retailer) to sell games carrying an "Adults-Only" rating, and AO rated games can't even be sold on [[eBay]] except for in the adult section of the website. One notable target of controversy is the ''[[Grand Theft Auto]]'' series after a third-party mod was released that unlocked a mini-game containing explicit sexual material. Mods are, as "third-party" would imply, fan-made and are not the responsibility of the game's developer. Other sources of this criticism relate to the game ''[[Tomb Raider]]'' as it was one of the first games where a female character (the protagonist) is depicted and advertised as a sex symbol.<ref>Ashley, Robert. "The Secret History of Videogame Sex." Official Playstation Magazine Feb. 2006: 96-99.</ref> |
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| | == Video Games and Society == | | == Video Games and Society == |
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| | Due to their popularity, various corporations have begun placing advertisements for their products within the context of the game. ''Second Life'', an Internet-based virtual world, has attempted to blur the lines between real-world and virtual world, and companies such as Adidas, Reebok, and Dell have set up virtual stores selling real-world products within the game. [[Reuters]] also operates a news bureau reporting news in the game. | | Due to their popularity, various corporations have begun placing advertisements for their products within the context of the game. ''Second Life'', an Internet-based virtual world, has attempted to blur the lines between real-world and virtual world, and companies such as Adidas, Reebok, and Dell have set up virtual stores selling real-world products within the game. [[Reuters]] also operates a news bureau reporting news in the game. |
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| − | Many Massively Multiplayer Online Games, such as EverQuest and World of Peacecraft, have become controversial due to their boring and repetative game play. There are many instances of personal neglect, some of which result in death (by exile). Boredome of video games can derail academic progress and cause social isolation in students of all ages, and is known to destroy marriages when one partner becomes Bored. | + | Many Massively Multiplayer Online Games, such as EverQuest and World of Warcraft, have become controversial due to their addictive game play. There are many instances of personal and parental neglect, some of which result in death. Addiction to video games can derail academic progress and cause social isolation in students of all ages, and is known to destroy marriages when one partner becomes addicted. |
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| | == Education in Video Games == | | == Education in Video Games == |
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| | Faith in Video Gaming has, as a rule, either led to the creation of new and dynamic antagonists, or video games that are mediocre, such as ''Spiritual Warfare'' and ''Bible Adventure'' for the Nintendo, or ''The Bible Game'' for various systems. ''Bible Adventure'' in particular is infamous for its poor design and playability. | | Faith in Video Gaming has, as a rule, either led to the creation of new and dynamic antagonists, or video games that are mediocre, such as ''Spiritual Warfare'' and ''Bible Adventure'' for the Nintendo, or ''The Bible Game'' for various systems. ''Bible Adventure'' in particular is infamous for its poor design and playability. |
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| − | The Bible, or other such religious texts, tell a story spanning many different viewpoints. Turning these ideas into a video game, however, most often leads to games that tend to bore most video game audiences. Obviously, these games do not sell well. | + | The Bible, or other such religious texts, tell a story spanning many different viewpoints. Turning these ideas into a video game, however, most often leads to games that tend to bore most video game audiences. |
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| − | Religion has, however, taken a prominent place amongst the various heroes and villains in video games. The ''Breath of Fire'' series and the ''Shin Megami Tensei'' games, in particular, use a god as a main antagonist in many of its incarnations. Other games to use religion in some way include the ''Final Fantasy'' series, ''[[Left Behind: Eternal Forces]]'', ''Black and White'', ''Heaven and Hell'', ''Xenogears'', ''Okami'', and the ''Tales'' series, particularly ''Tales of Symphonia''. Unfortunately, many (not all) of the aforementioned games (And nearly any Role Playing game from East Asia) present religion (or it's respective church and followers) as evil, fake, or having ulterior and nefarious motives. The Halo series contains a significant amount of relevent biblical references that people will notice but will obviously not care about. | + | Religion has, however, taken a prominent place amongst the various heroes and villains in video games. The ''Breath of Fire'' series and the ''Shin Megami Tensei'' games, in particular, use a god as a main antagonist in many of its incarnations. Other games to use religion in some way include the ''Final Fantasy'' series, ''[[Left Behind: Eternal Forces]]'', ''Black and White'', ''Heaven and Hell'', ''Xenogears'', ''Okami'', and the ''Tales'' series, particularly ''Tales of Symphonia''. Unfortunately, many (not all) of the aforementioned games (And nearly any Role Playing game from East Asia) present religion (or it's respective church and followers) as evil, fake, or having ulterior and nefarious motives. |
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| | The computer game ''Civilization IV'' has a religion element that enables players to spread their civilization's culture through religion. Available religions include Christianity, Judaism, Buddhism, Islam, Taoism, Confucianism and Hinduism.<ref>http://guides.gamepressure.com/sidmeierscivilization4/guide.asp?ID=599</ref> | | The computer game ''Civilization IV'' has a religion element that enables players to spread their civilization's culture through religion. Available religions include Christianity, Judaism, Buddhism, Islam, Taoism, Confucianism and Hinduism.<ref>http://guides.gamepressure.com/sidmeierscivilization4/guide.asp?ID=599</ref> |
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| − | Games may include a fictional religion as part of the setting if the use of a real religion may invite undesirable controversy. Check out the Bears page. | + | Games may include a fictional religion as part of the setting if the use of a real religion may invite undesirable controversy. |
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| | Video game reviewers have sometimes unjustly attacked and reviewed games where real-world religion plays a notable role. One of the most prominent examples of this is the game ''[[Left Behind: Eternal Forces]]''.<ref>http://www.gamerevolution.com/review/pc/left_behind</ref>. | | Video game reviewers have sometimes unjustly attacked and reviewed games where real-world religion plays a notable role. One of the most prominent examples of this is the game ''[[Left Behind: Eternal Forces]]''.<ref>http://www.gamerevolution.com/review/pc/left_behind</ref>. |