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/* Nature of video games */ better wording
A '''See [[young mass murderers]] for their link to video gamesgame''.<br>''See [[Video_game#Overcoming_addition_to_video_games|overcoming addiction is an electronic game, which is played on a device such as a computer or console. Video games started out being played almost exclusively on dedicated devices (consoles, handhelds, etc.) but due to video the advancement in computer technology and the availability of personal computers, many games]] below''now run on these instead. Video games are generally designed to be addictive, as this helps to build and maintain a strong user base, and sell the product to those who may try it.
A == Nature of video games ==Video 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 often stored on some sort of digital media - ROM cartridge, [[CD]], [[DVD]], flash memory chip, or even cassette tape for early computer games. Older or less expensive games sometimes used dedicated chips which were pre-programmed to play certain games only. In recent years, game developers have moved to digital distribution, allowing customers to purchase game licenses online, and download over the internet. On PCs, this is often done through marketplaces such as Valve corporation's Steam service, or Electronic Arts'Origin service, while the Xbox 360 and PlayStation 3 have their own digital distribution services. 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. == Various genres ==Video games in the course of their existence have grown from the simple arcade style games, and have become more detailed and separated from one another. Genres can now include [[first person shooters]], [[racing]], [[Simulation game|simulation]], [[role-playing]], [[sports]], [[action]], [[strategy]], massively multiplayer online (MMO), puzzle, Sport simulation, and many others.<ref>https://www.idtech.com/blog/different-types-of-video -game-genres</ref><ref>https://thoughtcatalog.com/jane-hurst/2015/02/12-types-of-computer-games-every-gamer-should-know-about/</ref> Even then, games can combine genres, such as ''Mass Effect' is ' (Role Playing and Third Person Shooting), or not fit nicely into any electronic gamegenre, typically like ''The Mystery of the Druids''. The most popular genres tend to be shooters, action, and roleplaying games. Some video games are based on movies, such as Star Wars. == Popularity & Controversy ==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. Video games are addictive activities targeted at teenagers, sometimes with tragic results.<ref>Some claim that 2/3rds of videogamers are over 18 years old, but far more people are over that age and a much higher percentage of minors are videogamers.[http://www.pan-o-matic.com/blog/?p=45 Only a third of videogamers are under 18]</ref> Certain genres of games are becoming increasingly violentand offensive, which is played 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," 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]]''. However, in 2011, the Supreme Court denied a ban on the sale of violent video games in California, claiming they were protected as they "qualify for First Amendment Protection" and pointing out that there has historically been no shortage of violent imagery in children's fairytales, classical literature, and comics. Writing for the majority, Justice Scalia pointed out that "disgust is not a computer or consolevalid basis for restricting expression", and continued that any effects of violent video games on children "are both small and indistinguishable from effects produced by other media". <ref>[https://www.supremecourt.gov/opinions/10pdf/08-1448.pdf BROWN, GOVERNOR OF CALIFORNIA, ET AL. v. ENTERTAINMENT MERCHANTS ASSOCIATION ET AL.]</ref> It has also been suggested that it is the role of parents to regulate what their children play, and that laws restricting video game vendors are an effort to replace parents' decisions with the government's decisions.<ref>https://www.deseretnews.com/article/700150989/Violent-games-2-Its-parents-responsibility-to-monitor-what-kids-play.html</ref><ref>https://segmentnext.com/2018/03/09/dear-parents-take-responsibility-kids-stop-blaming-video-games/</ref> As some wake up to how harmful violent video games are, the video game industry declined in 2012,<ref>http://www.nbc12.com/story/20289219/us-video-game-sales-drop-11-pct-in-november</ref> though it remains much bigger than Hollywood. '''''Video games are likely the single biggest cause of bright young men dropping out of college.''''' While video games were originally designed for children and adolescent males, video games have become all too popular with adult males who , many of whom will often neglect family and work to spend a copious number of hours playing video games including online games as World of Warcraft in a video game addiction. [[Liberal denial]] discourages people from recognizing the problem. ==Arguments against video game usage==[[File:Stephen-Fry.jpg|thumbnail|200px|right|The [[Atheism|atheist]] [[Stephen Fry]] said, "I do enjoy [[Video games|video gaming]]... In the early days of games, I would spend hours. I mean literally. I would find it would be 4AM, and I would say: 'God, I have be at work at 6.'"<ref>[http://www.dailymotion.com/video/xeuj29_stephen-fry-talks-gaming_news Stephen Fry talks gaming]</ref> See also: [[Irreligion, video game usage and obesity]] and [[Atheism and obesity]] ]]''See [[young mass murderers]] for their connection to video games''.<br />
Video games have been accused of being linked to [[Young Mass Murderers|murders by young people]] and other [[violence]], stress-induced health problems (including unexpected heart attacks),<ref>[http://www.news.com.au/world/europe/russian-teenager-dies-after-playing-online-computer-game-defence-of-the-ancients-for-22-days-in-a-row/story-fnh81p7g-1227512824314 Teenager dies from a video game addiction]</ref> [[atheism]], [[obesity]],<ref>[http://aspe.hhs.gov/health/reports/child_obesity/ Childhood Obesity] Department of Health and Human Services, retrieved Sept 18th 2011</ref> and [[sexual immorality]]. Several prominent murderers in recent years were inspired by video games.<ref>httphttps://www.dailymail.co.uk/news/article-316491/Teenager-gets-life-Manhunt-murder.html</ref> [[Young mass murderer]] [[Adam Lanza]] was "immersed in a perverse video game world" and "killed himself to prevent law enforcement from taking his 'points.'" He plotted his rampage far in advance and "learned the principles of ... the tactical reload" from his [[video games]].
Video games has also been used as "murder simulators" by American army, in order to desensitize young man, into triggering the gun better, and with less doubt, thus killing enemies more efficiently.
<ref>[http://www.nydailynews.com/news/national/lupica-lanza-plotted-massacre-years-article-1.1291408#ixzz2NuWeFMNO]</ref>
After a murderous rampage by another video game user in Norway:<ref>http://www.metro.co.uk/tech/games/871121-norway-stores-pull-violent-video-games-including-call-of-duty-after-massacre#ixzz1erUdaLo5</ref>
Unbeknownst to many, the video game industry is partly subsidized by taxpayers, even in the [[conservative]] Texas. In 2015, a spat broke out between the video game and film industries about the millions they would receive from government.<ref>http://www.texastribune.org/2015/05/27/drama-between-film-video-game-groups-dooms-funding/</ref>
=== Video game usage and excess weight ===
''See also:'' [[Video game usage and excess weight]] and [[Obesity]]
 
Due to the sedentary lifestyle of many who abuse video games or play them for extremely long amounts of time, there is an absence of exercise - meaning [[addiction]] to video games can cause an increase in weight to unhealthy proportions.
 
[[File:Childhood obesity.JPG|thumbnail|200px|right|The state of Utah was acclaimed with the lowest percentage of children overweight, and was found to have the second lowest proportion of children spending 2 or more hours on TV/Video game play.
<br />
Although the greater weight/video game link was found in this study with girls, she noted that future studies may reveal similar findings for boys. Either way, the findings could be significant considering how many American children play electronic games.<ref>[http://news.utexas.edu/2004/03/23/nr_video_games Video games rather than TV may be linked to childhood obesity], University of Texas at Austin news</ref>}}
The ''Pittsburg Gazette'' reports: "A 2010 study from the Eastern Ontario Research Institute found video games to blame, chiefly because children, boys especially, tend to eat more when they're playing them."<ref>[http://www.post-gazette.com/news/health/2012/11/12/TV-video-games-linked-to-obesity/stories/201211120171 TV, video games linked to obesity], Pittsburg Gazette</ref>
=== Irreligion, video game usage and obesity ===
''See also:'' [[Irreligion, video game usage and obesity]] and [[Atheism and obesity]]
''Relevant Magazine '' reportedabout the journal article in ''The International Journal for the Psychology of Religion'' entitled ''No Other Gods Before Mario?: Game Preferences Among [[Atheism|Atheistic]] and Religious Individuals'':{{Cquote|[http://www.tandfonline.com/doi/abs/10.1080/10508619.2011.638606 A new study] of 228 college students found that while just about everyone prefers video games to regular board games (duh), those who claim no religion vastly prefer video games compared to the religious peers. It's a small study, but the director, Chris Burris, has an interesting hypothesis about why [[Atheism|atheists]] prefer video games. Burris believes that atheists tend to be less good at "generating emotionally evocative internal simulations of experience." Simply put, he believes that religious people tend to be more imaginative, and are able to craft their own sense of play around simple games, while non-religious people tend to prefer the concrete rules afforded by video games.<ref>[http://www.relevantmagazine.com/slices/why-do-atheists-video-games-more-religious-people-do Why Do Atheists Like Video Games More Than Religious People Do?Read more at http://www.relevantmagazine.com/slices/why-do-atheists-video-games-more-religious-people-do#IRuLkxjWFS3Pgdqb.99], ''Relevant Magazine''</ref>}}
As far as the relationship between irreligion and obesity, please examine the articles below:
=== Exergaming ===*[[Atheism and obesity]]
As far as "exergaming" (Video games which prompt the users to engage in physical activity)*[[Millennials, ''Slate'' reports:{{cquote|After three months, “there was no evidence that children receiving the active video games were more active in general or at any time,” the authors wrote. (The year before, a similar study in New Zealand had shown only minor improvement with active games; kids weighed just a pound less after six months of "exergaming".)<ref>[http://www.slate.com/articles/health_and_science/medical_examiner/2012/04/are_video_games_making_kids_fat_screen_time_and_childhood_obesity_.html Are TV irreligion and Video Games Making Kids Fat?obesity]]</ref>}}
== Overcoming addition to video games ==*[[Generation X, irreligion and obesity]]
As with any addiction, video game usage can be hard to overcome as soon as one is drawn into it. Fortunately, *[[faithBaby boom generation, irreligion and obesity]]-based efforts to overcome addiction can be effective and rewarding, and churches exist in part to help people overcome harmful vices in the world.
[[Christianity]] recommends === Exergaming ===As far as "exergaming" (Video games which prompt the users to engage in physical activity), ''Slate'' reports:{{cquote|After three months, “there was no evidence that people give up something they like on Fridayschildren receiving the active video games were more active in general or at any time, and throughout all of [[Lent]]” the authors wrote. For some(The year before, it is easy to end a bad habit altogether once one is successful similar study in giving it up at least one day New Zealand had shown only minor improvement with active games; kids weighed just a week, or throughout the 40 days pound less after six months of Lent"exergaming".)<ref>[http://www.slate.com/articles/health_and_science/medical_examiner/2012/04/are_video_games_making_kids_fat_screen_time_and_childhood_obesity_.html Are TV and Video Games Making Kids Fat?]</ref>}}
The == Overcoming addiction to video games ==As with any [[Bibleaddiction]] can be extraordinarily helpful and inspiring. Replacing , video game usage with readings from [[Psalms]] and [[Proverbs]] can turn a vice into an enormous boost be hard to overcome as soon as one's lifeis drawn into it. One approach is to read the Proverbs chapter having the same number as the day of the month (e.g.Fortunately, on February 17 read Proverbs 17), and read five chapters in Psalms that that also correspond to the day of the month (e.g., read Psalms 81-85 on February 17 (17 times 5 is 85). Passages from the [[New Testament]] where [[Jesus]] mentions [[Hellfaith]] -based efforts to overcome addiction can also be tremendously beneficial effective and rewarding, and churches exist in combating vicepart to help people overcome harmful vices in the world.
== Nature [[Catholicism]] recommends that people give up something they like on Fridays, and throughout all of video games ==[[Lent]]. For some, it is easy to end a bad habit altogether once one is successful in giving it up at least one day a week, or throughout the 40 days of Lent.
The games vary greatly in type [[Bible]] can be extraordinarily helpful and complexity, but all games are alike in that they translate player input (inspiring. Replacing video game usage with readings from [[Psalms]] and [[Proverbs]] can turn a controller, mouse, keyboard or motion sensor) vice into onscreen actionsan enormous boost to one's life. Games are usually stored One approach is to read the Proverbs chapter having the same number as the day of the month (e.g., on some sort February 17 read Proverbs 17), and read five chapters in Psalms that that also correspond to the day of digital media - ROM cartridgethe month (e.g., read Psalms 81-85) on February 17 (17 times 5 is 85). Passages from the [[CDNew Testament]], where [[DVDJesus]], 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 mentions [[PaypalHell]] account to purchase games online. On PCs, this is often done through Valve corporation's Steam service, or Electronic Arts' Origin service, while the Xbox 360 and Playstation 3 have their own digital distribution servicescan also be tremendously beneficial in combating vice.
Home consoles are classified by ''generation'' to indicate their relative power and date of release. The current major consoles (XBox360In general, PS3, Wii) are considered ''seventh generation''. Handheld consoles are not generally put into generations due to their more irregular release schedules. Video games have also been shown to acquiring good habits can 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 soldiersdrive out bad ones. <ref> http Setting goals helps://news.nationalgeographic.com/news/2003/05/0528_030528_videogames.html </ref> == Various genres == Video games in the course of their existence have grown from the simple arcade style games, and have become more detailed and separated from one another. Genres can now include [[first person shooters]], [[racing]], [[Simulation game|simulation]], [[role-playing]], [[sports]], [[action]], [[strategy]], [[masssively multiplayer online]], [[puzzle]] and many others. Even then, games can combine genres, such as ''Mass Effect'' (Role Playing and Third Person Shooting), give yourself a weekly or not fit nicely into any genre, like ''The Mystery of the Druids''. The most popular genres tend to be shooters, action, and roleplaying games. Many video games are based off of movies, such as Star Wars. == Popularity & Controversy == 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. Video games are addictive activities targeted at teenagers, sometimes with tragic results.<ref>Some claim that 2/3rds of videogamers are over 18 years old, but far more people are over that age and a much higher percentage of minors are videogamers.[http://www.pan-o-matic.com/blog/?p=45 Only a third of videogamers are under 18]</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," 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]]''. However, in 2011, the Supreme Court denied a ban monthly report card on the sale all aspects of violent video games in California, claiming they were protected as they "qualify for First Amendment Protection" and pointing out that there has historically been no shortage of violent imagery in children's fairytales, classical literature, and comics. Writing for the majority, Justice Scalia pointed out that "disgust is not a valid basis for restricting expression", and continued that any effects of violent video games on children "are both small and indistinguishable from effects produced by other media".<ref>[http://www.supremecourt.gov/opinions/10pdf/08-1448.pdf BROWN, GOVERNOR OF CALIFORNIA, ET AL. v. ENTERTAINMENT MERCHANTS ASSOCIATION ET AL.]</ref> It has also been suggested that it is the role of parents to regulate what their children play, and that laws restricting video game vendors are an effort to replace parents' decisions with the government's decisions.<ref> http://www.theepochtimes.com/n2/content/view/45083/ </ref> <ref> http://www.gameculture.com/2010/11/10/editorial-parental-responsibility-and-today039s-media </ref> <ref> http://www.latimes.com/news/printedition/opinion/la-ed-games28-2009feb28,0,1556900life.story </ref>
===Violence===
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>
Multiple studies have shown a correlation between violent video games and increased levels of real life violenceaggression, caused by playing some of the aforementioned video games.<ref>httphttps://journals.sagepub.com/doi/abs/10.1177/014616702237649</ref><ref>https://www.apasciencedirect.orgcom/science/psaarticle/sb-anderson.htmlpii/S0140197103000976</ref>
===Sexuality===
 
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 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. One notable target of controversy is the ''[[Grand Theft Auto]]'' series after a third-party mod was released that allowed the player to engage in 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>
 
==Arguments for video game usage==
Video games have been suspected of giving otherwise liberal people some virtual conservative viewpoints.<ref>http://kotaku.com/5764327/5764327/are-video-games-turning-liberals-into-virtual-conservatives</ref> They 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>
 
While evidence is somewhat conflicting, some also say that video games keep the participants engaged and more mentally active than alternative entertainment, such as watching television.
== Video Games & Society ==
== Education in Video Games ==
 
It is unlikely that there is any educational value in video game usage, compared with better activities that could be pursued.
But Firaxis Games, a noteworthy video game development company, has been creating a video game series called ''Civilization'' for nearly a decade.<ref> http://www.firaxis.com/company/ </ref> Civilization is a simulation game that allows the player to lead a nation from ancient times to modern day. It features a dynamic military system, politics, trading, and historical content. It has been recognized for its unintentional educational properties.<ref> http://www.firaxis.com/community/teacher.php </ref>
Microsoft Flight Simulator is another example of a video game that may have some slight educational value.<ref> httphttps://www.microsoft.com/Products/Games/FSInsider/product/Pages/InfoEducators.aspx </ref>
== Faith in Video Games ==Some games are also created specifically as teaching tools. While they may not offer detailed, useful knowledge, they typically attempt at least to teach useful concepts or general information. An example of these is the now dated game, Oregon Trail.
== Faith in Video Games ==
[[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.
Games may include a fictional religion as part of the setting if the use of a real religion may invite undesirable controversy.
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>.
==See Alsoalso==
*[[Young mass murderers]]
*[[Video game controversy]]
*[[Jack Thompson]]
*[[Video game industry]]
*[[Addiction]]
==References==<References/> ==External Linkslinks==
*[http://www.whattheyplay.com/ What They Play - the parent's guide to video games]
*[http://www.leftbehindgames.com/index.php Left Behind Games - a Christian, family friendly video game company]
 ==References== <References*[https:/>/www.theepochtimes.com/chapter-fourteen-popular-culture-a-decadent-indulgence_2685394.html Chapter Fourteen: Popular Culture–A Decadent Indulgence], ''The Epoch Times'' (from ''How the Specter of Communism Is Ruling Our World'').
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