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	<updated>2026-10-20T17:25:12Z</updated>
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	<entry>
		<id>https://www.conservapedia.com/index.php?title=Entertainment&amp;diff=1679788</id>
		<title>Entertainment</title>
		<link rel="alternate" type="text/html" href="https://www.conservapedia.com/index.php?title=Entertainment&amp;diff=1679788"/>
		<updated>2020-08-28T21:10:53Z</updated>

		<summary type="html">&lt;p&gt;Apostle: Fleshtainment&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Entertainment''' is that which has the primary purpose of diversion rather than education, like [[television]], [[movie]]s, or trade [[fiction]].  Some say that the dominance of entertainment over all other values is an increasing hallmark of [[American]] culture, and that [[mainstream media]] is becoming little more than another entertainment outlet (giving rise to the phrase &amp;quot;[[infotainment]]&amp;quot;). Entertaining others may be a nice thing to do, but entertaining yourself is really wasting your own time which God has given you to please and amuse yourself.&lt;br /&gt;
&lt;br /&gt;
Most of today's &amp;quot;entertainment&amp;quot; may more accurately be called &amp;quot;fleshtainment&amp;quot;. It gives people an excuse to absolve themselves from their responsibilities and realities while also going to show that they are their own god. &lt;br /&gt;
&lt;br /&gt;
[[Category:Culture]]&lt;br /&gt;
[[Category:Media]]&lt;/div&gt;</summary>
		<author><name>Apostle</name></author>
	</entry>
	<entry>
		<id>https://www.conservapedia.com/index.php?title=Entertainment&amp;diff=1679785</id>
		<title>Entertainment</title>
		<link rel="alternate" type="text/html" href="https://www.conservapedia.com/index.php?title=Entertainment&amp;diff=1679785"/>
		<updated>2020-08-28T21:08:22Z</updated>

		<summary type="html">&lt;p&gt;Apostle: Expand&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Entertainment''' is that which has the primary purpose of diversion rather than education, like [[television]], [[movie]]s, or trade [[fiction]].  Some say that the dominance of entertainment over all other values is an increasing hallmark of [[American]] culture, and that [[mainstream media]] is becoming little more than another entertainment outlet (giving rise to the phrase &amp;quot;[[infotainment]]&amp;quot;). Entertaining others may be a nice thing to do, but entertaining yourself is really wasting your own time which God has given you to please and amuse yourself.&lt;br /&gt;
&lt;br /&gt;
[[Category:Culture]]&lt;br /&gt;
[[Category:Media]]&lt;/div&gt;</summary>
		<author><name>Apostle</name></author>
	</entry>
	<entry>
		<id>https://www.conservapedia.com/index.php?title=Video_games&amp;diff=1679781</id>
		<title>Video games</title>
		<link rel="alternate" type="text/html" href="https://www.conservapedia.com/index.php?title=Video_games&amp;diff=1679781"/>
		<updated>2020-08-28T21:03:16Z</updated>

		<summary type="html">&lt;p&gt;Apostle: Sexuality Section ++,-&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''video game''' is an electronic game, which is played on a device such as a [[computer]] or console.  Video games are generally designed to be [[addiction|addictive]], as this helps to build and maintain a profitable user base, and sell the product to those who may try it.&lt;br /&gt;
&lt;br /&gt;
Violent video games are particularly addictive and harmful for teenage boys and young men.  Often the more violent a game is, the better it sells.  '''''Many of the [[young mass murderers]] have been linked to addictions to violent video games, and video games are also associated with dropping out of school, obesity, and other bad effects'''''.  The video game industry is criticized for exploiting its workers, too.&lt;br /&gt;
&lt;br /&gt;
At least one study showed that &amp;quot;young men are playing video games instead of getting jobs,&amp;quot; as reported by the ''Chicago Tribune''.&amp;lt;ref&amp;gt;https://www.chicagotribune.com/business/ct-video-games-jobs-emploment-20160923-story.html&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Nature of video games ==&lt;br /&gt;
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 One and PlayStation 4 have their own digital distribution services.&lt;br /&gt;
&lt;br /&gt;
Home consoles are classified by ''generation'' to indicate their relative power and date of release. The current major consoles (Xbox One, PS4, Nintendo Switch) are considered ''eight generation''. Handheld consoles are not generally put into generations due to their more irregular release schedules.&lt;br /&gt;
&lt;br /&gt;
== Various genres ==&lt;br /&gt;
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.&amp;lt;ref&amp;gt;https://www.idtech.com/blog/different-types-of-video-game-genres&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;https://thoughtcatalog.com/jane-hurst/2015/02/12-types-of-computer-games-every-gamer-should-know-about/&amp;lt;/ref&amp;gt; Even then, games can combine genres, such as ''Mass Effect'' (Role Playing and Third Person Shooting), 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. Some video games are based on movies, such as Star Wars.&lt;br /&gt;
&lt;br /&gt;
== Popularity &amp;amp; Controversy ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Video games are addictive activities targeted at teenagers, sometimes with tragic results.&amp;lt;ref&amp;gt;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]&amp;lt;/ref&amp;gt; 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 &amp;quot;M 17+&amp;quot; for &amp;quot;Mature,&amp;quot; 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.&amp;lt;ref&amp;gt;http://gamepolitics.livejournal.com/148962.html&amp;lt;/ref&amp;gt; After a ''Conservapedian'' filed an [[amicus brief]] with the [[U.S. Supreme Court]] to consider this issue, it surprised [[liberal]]s by granting ''[[certiorari]]''.&lt;br /&gt;
&lt;br /&gt;
However, in 2011, the Supreme Court denied a ban on the sale of violent video games in California, claiming they were protected as they &amp;quot;qualify for First Amendment Protection&amp;quot; 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 &amp;quot;disgust is not a valid basis for restricting expression&amp;quot;, and continued that any effects of violent video games on children &amp;quot;are both small and indistinguishable from effects produced by other media&amp;quot;.&amp;lt;ref&amp;gt;[https://www.supremecourt.gov/opinions/10pdf/08-1448.pdf BROWN, GOVERNOR OF CALIFORNIA, ET AL. v. ENTERTAINMENT MERCHANTS ASSOCIATION ET AL.]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.&amp;lt;ref&amp;gt;https://www.deseretnews.com/article/700150989/Violent-games-2-Its-parents-responsibility-to-monitor-what-kids-play.html&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;https://segmentnext.com/2018/03/09/dear-parents-take-responsibility-kids-stop-blaming-video-games/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As some wake up to how harmful violent video games are, the video game industry declined in 2012,&amp;lt;ref&amp;gt;http://www.nbc12.com/story/20289219/us-video-game-sales-drop-11-pct-in-november&amp;lt;/ref&amp;gt; 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 too popular with adult males, 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.&lt;br /&gt;
&lt;br /&gt;
==Arguments against video game usage==&lt;br /&gt;
[[File:Stephen-Fry.jpg|thumbnail|200px|right|The [[Atheism|atheist]] [[Stephen Fry]] said, &amp;quot;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.'&amp;quot;&amp;lt;ref&amp;gt;[http://www.dailymotion.com/video/xeuj29_stephen-fry-talks-gaming_news Stephen Fry talks gaming]&amp;lt;/ref&amp;gt; ''See also: [[Irreligion, video game usage and obesity]] and [[Atheism and obesity]]'' ]]&lt;br /&gt;
''See [[young mass murderers]] for their connection to video games''.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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),&amp;lt;ref&amp;gt;[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]&amp;lt;/ref&amp;gt; [[atheism]], [[obesity]],&amp;lt;ref&amp;gt;[http://aspe.hhs.gov/health/reports/child_obesity/ Childhood Obesity] Department of Health and Human Services, retrieved Sept 18th 2011&amp;lt;/ref&amp;gt; and [[sexual immorality]]. Several prominent murderers in recent years were inspired by video games.&amp;lt;ref&amp;gt;https://www.dailymail.co.uk/news/article-316491/Teenager-gets-life-Manhunt-murder.html&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;Adelmann, Bob (August 5, 2019). [https://www.thenewamerican.com/usnews/crime/item/33028-search-for-motives-in-recent-mass-shootings-ignores-impact-of-violent-video-games Motives in Recent Mass Shootings Should Include Impact of Violent Video Games]. ''The New American''. Retrieved August 5, 2019.&amp;lt;/ref&amp;gt;  [[Young mass murderer]] [[Adam Lanza]] was &amp;quot;immersed in a perverse video game world&amp;quot; and &amp;quot;killed himself to prevent law enforcement from taking his 'points.'&amp;quot;  He plotted his rampage far in advance and &amp;quot;learned the principles of ... the tactical reload&amp;quot; from his [[video games]].&lt;br /&gt;
Video games has also been used as &amp;quot;murder simulators&amp;quot; by American army, in order to desensitize young man, into triggering the gun better, and with less doubt, thus killing enemies more efficiently.&lt;br /&gt;
&amp;lt;ref&amp;gt;[http://www.nydailynews.com/news/national/lupica-lanza-plotted-massacre-years-article-1.1291408#ixzz2NuWeFMNO]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After a murderous rampage by another video game user in Norway:&amp;lt;ref&amp;gt;http://www.metro.co.uk/tech/games/871121-norway-stores-pull-violent-video-games-including-call-of-duty-after-massacre#ixzz1erUdaLo5&amp;lt;/ref&amp;gt;&lt;br /&gt;
{{cquote|A number of Norway stores have pulled violent video games from sale - including several Call of Duty games and World of Warcraft - in the wake of the massacre carried out by Anders Behring Breivik on July 22.}}&lt;br /&gt;
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.&amp;lt;ref&amp;gt;http://www.texastribune.org/2015/05/27/drama-between-film-video-game-groups-dooms-funding/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Video game usage and excess weight ===&lt;br /&gt;
''See also:'' [[Video game usage and excess weight]] and [[Obesity]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
[[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. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The District of Columbia, found to have the highest percentage of overweight children, also had the highest percentage nationwide of children spending an incredible 4 hours plus in front of a screen.&amp;lt;ref&amp;gt;[http://www.nationalobesityforum.org.uk/component/content/article/1-nof-in-the-media/338-tvvideo-games-and-child-obesity.html TV Video Games and obesity]&amp;lt;/ref&amp;gt;]]&lt;br /&gt;
The National Obesity Forum indicates:&lt;br /&gt;
{{cquote|The figures highlighted by the &amp;quot;F as in Fat&amp;quot; annual report [Trust for America's Health 2007 Annual Report] were retrieved from the Data Resource Center on Child and Adolescent Health website. The analysis of these figures reveals a strong positive correlation between hours spent on TV/Video game play and the percentage of children classed as overweight per state. 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. The District of Columbia, found to have the highest percentage of overweight children, also had the highest percentage nationwide of children spending an incredible 4 hours plus in front of a screen.&amp;lt;ref&amp;gt;[http://www.nationalobesityforum.org.uk/component/content/article/1-nof-in-the-media/338-tvvideo-games-and-child-obesity.html TV Video Games and obesity]&amp;lt;/ref&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
''Slate'' reported in 2012:&lt;br /&gt;
{{cquote|The American Academy of Pediatrics tells parents that children’s total entertainment media time should not exceed two hours daily. According to the Kaiser Family Foundation, average kids watch at least twice that much television. They also spend more than an hour per day online and another hour on video games. These activities, collectively called “screen time,” are widely blamed for the tripling of obesity rates in children since the 1980s.&amp;lt;ref&amp;gt;[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?]&amp;lt;/ref&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
The University of Texas at Austin declares:&lt;br /&gt;
{{cquote|A study by researchers at The University of Texas at Austin suggests that watching television is not associated with children’s weight, but playing electronic games may be—especially for girls.&lt;br /&gt;
&lt;br /&gt;
“Children with higher weight status spent moderate amounts of time playing electronic games, while children with lower weight status spent either a little or a lot of time playing electronic games,” said Dr. Elizabeth A. Vandewater, who led the study published in the February issue of the Journal of Adolescence.&lt;br /&gt;
&lt;br /&gt;
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.&amp;lt;ref&amp;gt;[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&amp;lt;/ref&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
The ''Pittsburg Gazette'' reports: &amp;quot;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.&amp;quot;&amp;lt;ref&amp;gt;[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&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Irreligion, video game usage and obesity ===&lt;br /&gt;
''See also:'' [[Irreligion, video game usage and obesity]] and [[Atheism and obesity]]&lt;br /&gt;
&lt;br /&gt;
''Relevant Magazine'' reported about 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'':&lt;br /&gt;
{{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 &amp;quot;generating emotionally evocative internal simulations of experience.&amp;quot; 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.&amp;lt;ref&amp;gt;[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?], ''Relevant Magazine''&amp;lt;/ref&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
As far as the relationship between irreligion and obesity, please examine the articles below:&lt;br /&gt;
&lt;br /&gt;
*[[Atheism and obesity]]&lt;br /&gt;
&lt;br /&gt;
*[[Millennials, irreligion and obesity]]&lt;br /&gt;
&lt;br /&gt;
*[[Generation X, irreligion and obesity]]&lt;br /&gt;
&lt;br /&gt;
*[[Baby boom generation, irreligion and obesity]]&lt;br /&gt;
&lt;br /&gt;
=== Exergaming ===&lt;br /&gt;
As far as &amp;quot;exergaming&amp;quot; (Video games which prompt the users to engage in physical activity), ''Slate'' reports:&lt;br /&gt;
{{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 &amp;quot;exergaming&amp;quot;.)&amp;lt;ref&amp;gt;[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?]&amp;lt;/ref&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
== Overcoming addiction to video games ==&lt;br /&gt;
As with any [[addiction]], video game usage can be hard to overcome as soon as one is drawn into it.  Fortunately, [[faith]]-based efforts to overcome addiction can be effective and rewarding, and churches exist in part to help people overcome harmful vices in the world.  (See also: [[habit]])&lt;br /&gt;
&lt;br /&gt;
[[Catholicism]] recommends that people give up something they like on Fridays, and throughout all of [[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.  &lt;br /&gt;
&lt;br /&gt;
In this regard, the [[Bible]] can be extraordinarily helpful and inspiring.  Replacing video game usage with readings from books such as [[Psalms]] and [[Proverbs]] can turn a [[vice]] into an enormous boost to one's life.  One approach is to read the Proverbs chapter having the same number as the day of the month (e.g., on February 17 read Proverbs 17), and read five chapters in Psalms that also correspond to the day of the month (e.g., read Psalms 81-85) on February 17 (17 times 5 is 85). [[New Testament]] passages in which [[Jesus]] mentions [[Hell]] can also be tremendously beneficial in combating vice.  See, e.g., Mark 9:43.&lt;br /&gt;
&lt;br /&gt;
In general, acquiring good habits can help drive out bad ones.  Setting goals helps: Give yourself a weekly or monthly report card on all aspects of life.  (See also: [[Beating NFL addiction]])&lt;br /&gt;
&lt;br /&gt;
===Violence===&lt;br /&gt;
&lt;br /&gt;
Most of the controversy comes from the rising trend toward violence in video games, as pioneered by ''[[Doom (video game series)|Doom]]'', ''[[Quake]]'', &amp;quot;[[Spring]]&amp;quot;, and the ''[[Grand Theft Auto]]'' series. &lt;br /&gt;
&lt;br /&gt;
Some people point out that violent video games cause violent behavior in children. The effects of violent video games on the developing psyches of children and adolescents vary greatly and of course depend on the mental stability of the subject in question.&lt;br /&gt;
Serious crimes have often been associated with video games. For example, a 14-year-old brutally murdered a video arcade employee one morning and his cousin stands trial for murdering the store manager when he entered the store shortly thereafter.&amp;lt;ref&amp;gt;http://www.nj.com/starledger/stories/index.ssf?/base/news-5/1212467732102240.xml&amp;amp;coll=1&amp;lt;/ref&amp;gt;&lt;br /&gt;
In the [[United States|USA]], all retail games carry ratings from the [[ESRB]], a video game ratings organization.&lt;br /&gt;
&lt;br /&gt;
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; the study, however, claims that this is a &amp;quot;risk marker&amp;quot;, not an actual cause.&amp;lt;ref&amp;gt;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&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Multiple studies have shown a correlation between violent video games and increased levels of aggression, caused by playing some of the aforementioned video games.&amp;lt;ref&amp;gt;https://journals.sagepub.com/doi/abs/10.1177/014616702237649&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;https://www.sciencedirect.com/science/article/pii/S0140197103000976&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sexuality===&lt;br /&gt;
Even from the early days of video-games, sexual themes have been used to keep players playing(paying). In Super-Metroid, for example, the faster you complete the game, the less clothes and more hapiness the female character will show at the end.&lt;br /&gt;
&lt;br /&gt;
Although mainstream western video-games are normally more violent than sexual, 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 to sell games carrying an &amp;quot;Adults-Only&amp;quot; rating(obviously Walmart and Game-stop are not porn stores yet). However, in the computer-gaming world where Steam is king, there are many prominent explicit and implicit sexually themed games. &lt;br /&gt;
&lt;br /&gt;
A 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 fan-made and are not the responsibility of the game's developer. Other sources of this criticism relate to the game ''[[Tomb Raider]]'',  one of the first games to depict and advertise a female character (the protagonist) as a sex symbol.&amp;lt;ref&amp;gt;Ashley, Robert. &amp;quot;The Secret History of Videogame Sex.&amp;quot; Official Playstation Magazine Feb. 2006: 96-99.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Arguments for video game usage==&lt;br /&gt;
Video games have been suspected of giving otherwise liberal people some virtual conservative viewpoints.&amp;lt;ref&amp;gt;http://kotaku.com/5764327/5764327/are-video-games-turning-liberals-into-virtual-conservatives&amp;lt;/ref&amp;gt; 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.&amp;lt;ref&amp;gt;http://news.nationalgeographic.com/news/2003/05/0528_030528_videogames.html&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
== Video Games &amp;amp; Society ==&lt;br /&gt;
&lt;br /&gt;
As video games become more popular, their impact on society becomes ever more present. A prime example of this is the massive ad campaigns for the [[Halo (game)|Halo]] series, as well as [[Grand Theft Auto]]. Advertising, merchandising, and even social pressures have changed in the ever-growing influence of video gaming.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Education in Video Games ==&lt;br /&gt;
It is unlikely that there is any educational value in video game usage, compared with better activities that could be pursued.&lt;br /&gt;
&lt;br /&gt;
But Firaxis Games, a noteworthy video game development company, has been creating a video game series called ''Civilization'' for nearly a decade.&amp;lt;ref&amp;gt;http://www.firaxis.com/company/&amp;lt;/ref&amp;gt; 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.&amp;lt;ref&amp;gt;http://www.firaxis.com/community/teacher.php&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Microsoft Flight Simulator is another example of a video game that may have some slight educational value.&amp;lt;ref&amp;gt;https://www.microsoft.com/Products/Games/FSInsider/product/Pages/InfoEducators.aspx&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Faith in Video Games ==&lt;br /&gt;
[[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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
Games may include a fictional religion as part of the setting if the use of a real religion may invite undesirable controversy.&lt;br /&gt;
&lt;br /&gt;
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]]''.&amp;lt;ref&amp;gt;http://www.gamerevolution.com/review/pc/left_behind&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Young mass murderers]]&lt;br /&gt;
*[[Video game controversy]]&lt;br /&gt;
*[[Jack Thompson]]&lt;br /&gt;
*[[Video game industry]]&lt;br /&gt;
*[[Addiction]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
{{reflist}}&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*[http://www.whattheyplay.com/ What They Play - the parent's guide to video games]&lt;br /&gt;
*[http://www.leftbehindgames.com/index.php Left Behind Games - a Christian, family-friendly video game company]&lt;br /&gt;
*[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'').&lt;br /&gt;
&lt;br /&gt;
[[Category:Entertainment]]&lt;br /&gt;
[[Category:Video Games]]&lt;br /&gt;
[[Category:Computers]]&lt;/div&gt;</summary>
		<author><name>Apostle</name></author>
	</entry>
	<entry>
		<id>https://www.conservapedia.com/index.php?title=Video_games&amp;diff=1679757</id>
		<title>Video games</title>
		<link rel="alternate" type="text/html" href="https://www.conservapedia.com/index.php?title=Video_games&amp;diff=1679757"/>
		<updated>2020-08-28T20:39:43Z</updated>

		<summary type="html">&lt;p&gt;Apostle: Removed ToysRUS as it is defunct&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''video game''' is an electronic game, which is played on a device such as a [[computer]] or console.  Video games are generally designed to be [[addiction|addictive]], as this helps to build and maintain a profitable user base, and sell the product to those who may try it.&lt;br /&gt;
&lt;br /&gt;
Violent video games are particularly addictive and harmful for teenage boys and young men.  Often the more violent a game is, the better it sells.  '''''Many of the [[young mass murderers]] have been linked to addictions to violent video games, and video games are also associated with dropping out of school, obesity, and other bad effects'''''.  The video game industry is criticized for exploiting its workers, too.&lt;br /&gt;
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At least one study showed that &amp;quot;young men are playing video games instead of getting jobs,&amp;quot; as reported by the ''Chicago Tribune''.&amp;lt;ref&amp;gt;https://www.chicagotribune.com/business/ct-video-games-jobs-emploment-20160923-story.html&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Nature of video games ==&lt;br /&gt;
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 One and PlayStation 4 have their own digital distribution services.&lt;br /&gt;
&lt;br /&gt;
Home consoles are classified by ''generation'' to indicate their relative power and date of release. The current major consoles (Xbox One, PS4, Nintendo Switch) are considered ''eight generation''. Handheld consoles are not generally put into generations due to their more irregular release schedules.&lt;br /&gt;
&lt;br /&gt;
== Various genres ==&lt;br /&gt;
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.&amp;lt;ref&amp;gt;https://www.idtech.com/blog/different-types-of-video-game-genres&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;https://thoughtcatalog.com/jane-hurst/2015/02/12-types-of-computer-games-every-gamer-should-know-about/&amp;lt;/ref&amp;gt; Even then, games can combine genres, such as ''Mass Effect'' (Role Playing and Third Person Shooting), 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. Some video games are based on movies, such as Star Wars.&lt;br /&gt;
&lt;br /&gt;
== Popularity &amp;amp; Controversy ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Video games are addictive activities targeted at teenagers, sometimes with tragic results.&amp;lt;ref&amp;gt;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]&amp;lt;/ref&amp;gt; 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 &amp;quot;M 17+&amp;quot; for &amp;quot;Mature,&amp;quot; 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.&amp;lt;ref&amp;gt;http://gamepolitics.livejournal.com/148962.html&amp;lt;/ref&amp;gt; After a ''Conservapedian'' filed an [[amicus brief]] with the [[U.S. Supreme Court]] to consider this issue, it surprised [[liberal]]s by granting ''[[certiorari]]''.&lt;br /&gt;
&lt;br /&gt;
However, in 2011, the Supreme Court denied a ban on the sale of violent video games in California, claiming they were protected as they &amp;quot;qualify for First Amendment Protection&amp;quot; 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 &amp;quot;disgust is not a valid basis for restricting expression&amp;quot;, and continued that any effects of violent video games on children &amp;quot;are both small and indistinguishable from effects produced by other media&amp;quot;.&amp;lt;ref&amp;gt;[https://www.supremecourt.gov/opinions/10pdf/08-1448.pdf BROWN, GOVERNOR OF CALIFORNIA, ET AL. v. ENTERTAINMENT MERCHANTS ASSOCIATION ET AL.]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.&amp;lt;ref&amp;gt;https://www.deseretnews.com/article/700150989/Violent-games-2-Its-parents-responsibility-to-monitor-what-kids-play.html&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;https://segmentnext.com/2018/03/09/dear-parents-take-responsibility-kids-stop-blaming-video-games/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As some wake up to how harmful violent video games are, the video game industry declined in 2012,&amp;lt;ref&amp;gt;http://www.nbc12.com/story/20289219/us-video-game-sales-drop-11-pct-in-november&amp;lt;/ref&amp;gt; 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 too popular with adult males, 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.&lt;br /&gt;
&lt;br /&gt;
==Arguments against video game usage==&lt;br /&gt;
[[File:Stephen-Fry.jpg|thumbnail|200px|right|The [[Atheism|atheist]] [[Stephen Fry]] said, &amp;quot;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.'&amp;quot;&amp;lt;ref&amp;gt;[http://www.dailymotion.com/video/xeuj29_stephen-fry-talks-gaming_news Stephen Fry talks gaming]&amp;lt;/ref&amp;gt; ''See also: [[Irreligion, video game usage and obesity]] and [[Atheism and obesity]]'' ]]&lt;br /&gt;
''See [[young mass murderers]] for their connection to video games''.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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),&amp;lt;ref&amp;gt;[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]&amp;lt;/ref&amp;gt; [[atheism]], [[obesity]],&amp;lt;ref&amp;gt;[http://aspe.hhs.gov/health/reports/child_obesity/ Childhood Obesity] Department of Health and Human Services, retrieved Sept 18th 2011&amp;lt;/ref&amp;gt; and [[sexual immorality]]. Several prominent murderers in recent years were inspired by video games.&amp;lt;ref&amp;gt;https://www.dailymail.co.uk/news/article-316491/Teenager-gets-life-Manhunt-murder.html&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;Adelmann, Bob (August 5, 2019). [https://www.thenewamerican.com/usnews/crime/item/33028-search-for-motives-in-recent-mass-shootings-ignores-impact-of-violent-video-games Motives in Recent Mass Shootings Should Include Impact of Violent Video Games]. ''The New American''. Retrieved August 5, 2019.&amp;lt;/ref&amp;gt;  [[Young mass murderer]] [[Adam Lanza]] was &amp;quot;immersed in a perverse video game world&amp;quot; and &amp;quot;killed himself to prevent law enforcement from taking his 'points.'&amp;quot;  He plotted his rampage far in advance and &amp;quot;learned the principles of ... the tactical reload&amp;quot; from his [[video games]].&lt;br /&gt;
Video games has also been used as &amp;quot;murder simulators&amp;quot; by American army, in order to desensitize young man, into triggering the gun better, and with less doubt, thus killing enemies more efficiently.&lt;br /&gt;
&amp;lt;ref&amp;gt;[http://www.nydailynews.com/news/national/lupica-lanza-plotted-massacre-years-article-1.1291408#ixzz2NuWeFMNO]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After a murderous rampage by another video game user in Norway:&amp;lt;ref&amp;gt;http://www.metro.co.uk/tech/games/871121-norway-stores-pull-violent-video-games-including-call-of-duty-after-massacre#ixzz1erUdaLo5&amp;lt;/ref&amp;gt;&lt;br /&gt;
{{cquote|A number of Norway stores have pulled violent video games from sale - including several Call of Duty games and World of Warcraft - in the wake of the massacre carried out by Anders Behring Breivik on July 22.}}&lt;br /&gt;
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.&amp;lt;ref&amp;gt;http://www.texastribune.org/2015/05/27/drama-between-film-video-game-groups-dooms-funding/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Video game usage and excess weight ===&lt;br /&gt;
''See also:'' [[Video game usage and excess weight]] and [[Obesity]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
[[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. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The District of Columbia, found to have the highest percentage of overweight children, also had the highest percentage nationwide of children spending an incredible 4 hours plus in front of a screen.&amp;lt;ref&amp;gt;[http://www.nationalobesityforum.org.uk/component/content/article/1-nof-in-the-media/338-tvvideo-games-and-child-obesity.html TV Video Games and obesity]&amp;lt;/ref&amp;gt;]]&lt;br /&gt;
The National Obesity Forum indicates:&lt;br /&gt;
{{cquote|The figures highlighted by the &amp;quot;F as in Fat&amp;quot; annual report [Trust for America's Health 2007 Annual Report] were retrieved from the Data Resource Center on Child and Adolescent Health website. The analysis of these figures reveals a strong positive correlation between hours spent on TV/Video game play and the percentage of children classed as overweight per state. 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. The District of Columbia, found to have the highest percentage of overweight children, also had the highest percentage nationwide of children spending an incredible 4 hours plus in front of a screen.&amp;lt;ref&amp;gt;[http://www.nationalobesityforum.org.uk/component/content/article/1-nof-in-the-media/338-tvvideo-games-and-child-obesity.html TV Video Games and obesity]&amp;lt;/ref&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
''Slate'' reported in 2012:&lt;br /&gt;
{{cquote|The American Academy of Pediatrics tells parents that children’s total entertainment media time should not exceed two hours daily. According to the Kaiser Family Foundation, average kids watch at least twice that much television. They also spend more than an hour per day online and another hour on video games. These activities, collectively called “screen time,” are widely blamed for the tripling of obesity rates in children since the 1980s.&amp;lt;ref&amp;gt;[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?]&amp;lt;/ref&amp;gt;}}&lt;br /&gt;
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The University of Texas at Austin declares:&lt;br /&gt;
{{cquote|A study by researchers at The University of Texas at Austin suggests that watching television is not associated with children’s weight, but playing electronic games may be—especially for girls.&lt;br /&gt;
&lt;br /&gt;
“Children with higher weight status spent moderate amounts of time playing electronic games, while children with lower weight status spent either a little or a lot of time playing electronic games,” said Dr. Elizabeth A. Vandewater, who led the study published in the February issue of the Journal of Adolescence.&lt;br /&gt;
&lt;br /&gt;
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.&amp;lt;ref&amp;gt;[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&amp;lt;/ref&amp;gt;}}&lt;br /&gt;
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The ''Pittsburg Gazette'' reports: &amp;quot;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.&amp;quot;&amp;lt;ref&amp;gt;[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&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Irreligion, video game usage and obesity ===&lt;br /&gt;
''See also:'' [[Irreligion, video game usage and obesity]] and [[Atheism and obesity]]&lt;br /&gt;
&lt;br /&gt;
''Relevant Magazine'' reported about 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'':&lt;br /&gt;
{{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 &amp;quot;generating emotionally evocative internal simulations of experience.&amp;quot; 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.&amp;lt;ref&amp;gt;[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?], ''Relevant Magazine''&amp;lt;/ref&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
As far as the relationship between irreligion and obesity, please examine the articles below:&lt;br /&gt;
&lt;br /&gt;
*[[Atheism and obesity]]&lt;br /&gt;
&lt;br /&gt;
*[[Millennials, irreligion and obesity]]&lt;br /&gt;
&lt;br /&gt;
*[[Generation X, irreligion and obesity]]&lt;br /&gt;
&lt;br /&gt;
*[[Baby boom generation, irreligion and obesity]]&lt;br /&gt;
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=== Exergaming ===&lt;br /&gt;
As far as &amp;quot;exergaming&amp;quot; (Video games which prompt the users to engage in physical activity), ''Slate'' reports:&lt;br /&gt;
{{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 &amp;quot;exergaming&amp;quot;.)&amp;lt;ref&amp;gt;[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?]&amp;lt;/ref&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
== Overcoming addiction to video games ==&lt;br /&gt;
As with any [[addiction]], video game usage can be hard to overcome as soon as one is drawn into it.  Fortunately, [[faith]]-based efforts to overcome addiction can be effective and rewarding, and churches exist in part to help people overcome harmful vices in the world.  (See also: [[habit]])&lt;br /&gt;
&lt;br /&gt;
[[Catholicism]] recommends that people give up something they like on Fridays, and throughout all of [[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.  &lt;br /&gt;
&lt;br /&gt;
In this regard, the [[Bible]] can be extraordinarily helpful and inspiring.  Replacing video game usage with readings from books such as [[Psalms]] and [[Proverbs]] can turn a [[vice]] into an enormous boost to one's life.  One approach is to read the Proverbs chapter having the same number as the day of the month (e.g., on February 17 read Proverbs 17), and read five chapters in Psalms that also correspond to the day of the month (e.g., read Psalms 81-85) on February 17 (17 times 5 is 85). [[New Testament]] passages in which [[Jesus]] mentions [[Hell]] can also be tremendously beneficial in combating vice.  See, e.g., Mark 9:43.&lt;br /&gt;
&lt;br /&gt;
In general, acquiring good habits can help drive out bad ones.  Setting goals helps: Give yourself a weekly or monthly report card on all aspects of life.  (See also: [[Beating NFL addiction]])&lt;br /&gt;
&lt;br /&gt;
===Violence===&lt;br /&gt;
&lt;br /&gt;
Most of the controversy comes from the rising trend toward violence in video games, as pioneered by ''[[Doom (video game series)|Doom]]'', ''[[Quake]]'', &amp;quot;[[Spring]]&amp;quot;, and the ''[[Grand Theft Auto]]'' series. &lt;br /&gt;
&lt;br /&gt;
Some people point out that violent video games cause violent behavior in children. The effects of violent video games on the developing psyches of children and adolescents vary greatly and of course depend on the mental stability of the subject in question.&lt;br /&gt;
Serious crimes have often been associated with video games. For example, a 14-year-old brutally murdered a video arcade employee one morning and his cousin stands trial for murdering the store manager when he entered the store shortly thereafter.&amp;lt;ref&amp;gt;http://www.nj.com/starledger/stories/index.ssf?/base/news-5/1212467732102240.xml&amp;amp;coll=1&amp;lt;/ref&amp;gt;&lt;br /&gt;
In the [[United States|USA]], all retail games carry ratings from the [[ESRB]], a video game ratings organization.&lt;br /&gt;
&lt;br /&gt;
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; the study, however, claims that this is a &amp;quot;risk marker&amp;quot;, not an actual cause.&amp;lt;ref&amp;gt;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&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Multiple studies have shown a correlation between violent video games and increased levels of aggression, caused by playing some of the aforementioned video games.&amp;lt;ref&amp;gt;https://journals.sagepub.com/doi/abs/10.1177/014616702237649&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;https://www.sciencedirect.com/science/article/pii/S0140197103000976&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sexuality===&lt;br /&gt;
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]]&amp;lt;ref&amp;gt;http://www.walmart.com/catalog/catalog.gsp?cat=440903&amp;lt;/ref&amp;gt; to sell games carrying an &amp;quot;Adults-Only&amp;quot; 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 &amp;quot;third-party&amp;quot; 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]]'',  one of the first games to depict and advertise a female character (the protagonist) as a sex symbol.&amp;lt;ref&amp;gt;Ashley, Robert. &amp;quot;The Secret History of Videogame Sex.&amp;quot; Official Playstation Magazine Feb. 2006: 96-99.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Arguments for video game usage==&lt;br /&gt;
Video games have been suspected of giving otherwise liberal people some virtual conservative viewpoints.&amp;lt;ref&amp;gt;http://kotaku.com/5764327/5764327/are-video-games-turning-liberals-into-virtual-conservatives&amp;lt;/ref&amp;gt; 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.&amp;lt;ref&amp;gt;http://news.nationalgeographic.com/news/2003/05/0528_030528_videogames.html&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
== Video Games &amp;amp; Society ==&lt;br /&gt;
&lt;br /&gt;
As video games become more popular, their impact on society becomes ever more present. A prime example of this is the massive ad campaigns for the [[Halo (game)|Halo]] series, as well as [[Grand Theft Auto]]. Advertising, merchandising, and even social pressures have changed in the ever-growing influence of video gaming.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Education in Video Games ==&lt;br /&gt;
It is unlikely that there is any educational value in video game usage, compared with better activities that could be pursued.&lt;br /&gt;
&lt;br /&gt;
But Firaxis Games, a noteworthy video game development company, has been creating a video game series called ''Civilization'' for nearly a decade.&amp;lt;ref&amp;gt;http://www.firaxis.com/company/&amp;lt;/ref&amp;gt; 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.&amp;lt;ref&amp;gt;http://www.firaxis.com/community/teacher.php&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Microsoft Flight Simulator is another example of a video game that may have some slight educational value.&amp;lt;ref&amp;gt;https://www.microsoft.com/Products/Games/FSInsider/product/Pages/InfoEducators.aspx&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Faith in Video Games ==&lt;br /&gt;
[[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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
Games may include a fictional religion as part of the setting if the use of a real religion may invite undesirable controversy.&lt;br /&gt;
&lt;br /&gt;
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]]''.&amp;lt;ref&amp;gt;http://www.gamerevolution.com/review/pc/left_behind&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Young mass murderers]]&lt;br /&gt;
*[[Video game controversy]]&lt;br /&gt;
*[[Jack Thompson]]&lt;br /&gt;
*[[Video game industry]]&lt;br /&gt;
*[[Addiction]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
{{reflist}}&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*[http://www.whattheyplay.com/ What They Play - the parent's guide to video games]&lt;br /&gt;
*[http://www.leftbehindgames.com/index.php Left Behind Games - a Christian, family-friendly video game company]&lt;br /&gt;
*[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'').&lt;br /&gt;
&lt;br /&gt;
[[Category:Entertainment]]&lt;br /&gt;
[[Category:Video Games]]&lt;br /&gt;
[[Category:Computers]]&lt;/div&gt;</summary>
		<author><name>Apostle</name></author>
	</entry>
	<entry>
		<id>https://www.conservapedia.com/index.php?title=Pok%C3%A9mon&amp;diff=1679750</id>
		<title>Pokémon</title>
		<link rel="alternate" type="text/html" href="https://www.conservapedia.com/index.php?title=Pok%C3%A9mon&amp;diff=1679750"/>
		<updated>2020-08-28T20:26:01Z</updated>

		<summary type="html">&lt;p&gt;Apostle: Added to Dangers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[image:Pokemon.jpg|right|200px]]&lt;br /&gt;
'''Pokémon''' is a highly successful Japanese franchise that was introduced in the 1990s. Owned by [[Nintendo]], it has risen to become the second most successful video game franchise, behind Nintendo's own Mario. It spread to several other countries in a short time.&lt;br /&gt;
&lt;br /&gt;
The series focuses on capturing, training, battling, collecting and trading various monster species, known as Pokémon. While the mechanics vary from incarnation to incarnation, the player generally takes on the role of a Pokémon trainer, seeking to capture wild monsters, raise them, and defeat other trainers in duels using the captured monsters in order to become a champion.&lt;br /&gt;
&lt;br /&gt;
In Japan, Pokémon is referred to as Pocket Monsters. The name was changed in North America due to another franchise called  Monster In My Pocket.  Pokémon is a romanization of Pocket Monster.&lt;br /&gt;
&lt;br /&gt;
==Video Games==&lt;br /&gt;
&lt;br /&gt;
Pokémon was originally released in [[Japan]] in 1996 as a pair of cartridges, ''Pocket Monsters Red'' and ''Pocket Monsters Green'', for the original [[Game Boy]] system. Three years later, the games were released as ''Pokémon Red'' and ''Pokémon Blue'' in the United States and worldwide. The games feature similar gameplay, differing primarily in what monsters are available in each version. New versions of the game are released periodically, normally in pairs, to introduce new monsters and to take advantage of improving hardware technology. As of Generation VIII, there are 890 species of Pokémon available.&lt;br /&gt;
&lt;br /&gt;
Players take the role of a Pokémon trainer, seeking to capture wild Pokémon with &amp;quot;Pokéballs&amp;quot;, small spheres in which captured creatures live.  In each game (excluding Pokémon Yellow and Pokémon Let's Go Pikachu/Eevee), the trainer begins by selecting one of three &amp;quot;starter Pokémon&amp;quot; that are either Grass, Fire, or Water types.  These Pokémon each evolve twice. The player travels across the region challenging other trainers while raising their own Pokémon and capturing new ones. The games normally feature a sub-plot where the player, with the help of their Pokémon, foil the schemes of a criminal organization or terrorist group. The player must also challenge eight advanced trainers known as &amp;quot;Gym Leaders&amp;quot; before they can challenge the &amp;quot;Elite Four&amp;quot; and the &amp;quot;League Champion&amp;quot;, five of the strongest trainers in the region. The games also challenge the player to see and capture as many species as possible. However, this is made difficult due to different game versions having exclusive Pokémon, requiring the player to trade with other people who have the opposite game version. Certain Pokémon deemed &amp;quot;Legendary&amp;quot; have power far superior to other Pokémon, and only appear once in each game. Some Pokémon are only given in [[Nintendo]]-held events, and while most of these events give away &amp;quot;Mythical&amp;quot; Pokémon that cannot be obtained otherwise, there are many exceptions.&lt;br /&gt;
&lt;br /&gt;
In a battle with a wild Pokémon or a match against a trainer, the player's Pokémon and the foe alternate using up to four learned moves, with the ultimate goal being to knock out all of the opponent's Pokémon. If the player encounters a wild Pokémon, they can choose to attempt to capture it or run away, rather than knocking it out. Players cannot run-away from a trainer battle. A captured Pokémon joins the player, and this is the entire premise behind the series. However, this is not the only way a trainer can have Pokémon on his team. Pokémon can be given by in-game events (such as Eevee in the original games), an in-game trade (such as Mr. Mime) or can be hatched from an egg. Pokémon can also be bred, in specialized day care centers. &lt;br /&gt;
&lt;br /&gt;
Originally, Pokémon could  be classified in one or two of 15 types.  This number was expanded to 17 in Generation II. This is later increased in Generation VI to 18 with the introduction of the Fairy type. Pokémon moves are further subdivided into physical and special moves each of which is controlled by a specialized attack and defense stat. Prior to the introduction of Generation IV, this split was originally based upon the moves type; however in Generation IV it became based upon developer designation. Most moves are mono-type; however, Generation VI introduced a dual type move, which deals different damage, than a move of its two constituent types. Generation 7 introduced Z Moves, moves that can be used once a battle (twice after using a Roto-Power in ''Ultra Sun'' or ''Ultra Moon'') and unleash devastating damage. To use a Z Move, a Pokémon is equipped a Z-Crystal, and several unique Z-Crystals are used for certain species of Pokemon (like Pikachu, Lycanroc, and Mimikyu).&lt;br /&gt;
&lt;br /&gt;
Many Pokémon, with sufficient training, use of stones, high friendship, or any other requirement depending on the Pokémon, will spontaneously change form, developing into a larger, stronger species. This process is called &amp;quot;Evolution&amp;quot;, however some Pokémon don't have this. Despite the term's name, it more closely resembles growing up and maturing, or the metamorphosis of insects, and has little to nothing to do with the [[Theory of Evolution]]. Many Pokémon species can evolve multiple times, and many species can only be obtained by evolving more basic ones. In addition, some Pokémon can evolve in more than one different path instead of the linear evolutionary path most Pokémon take, and a good number of Pokémon have gained the ability to evolve in a game after their introduction. Generation VI introduced a special form of evolution called &amp;quot;Mega Evolution&amp;quot;. In order to &amp;quot;Mega Evolve&amp;quot; a Pokémon must be holding its respective &amp;quot;Mega Stone&amp;quot;. This process typically results in the increase in all of the Pokémon's stats other than HP. Some stats may be lowered, such as in the case of Mega Garchomp, which suffers a drop in speed, in exchange for a large increase in most of its other stats. However, there are restriction on this, Players can only have a single Mega-evolved Pokémon on their team at a time and the Pokémon also loses the ability to hold other items, which may be more useful due to certain effects such as healing. This restriction, however, is not held by Mega Rayquaza, which only has to know a certain move to Mega Evolve. Players may also breed their Pokémon with each other by leaving them in a daycare, where the player can eventually obtain an egg. Eggs eventually hatch into Pokémon, giving the player another option for acquiring new Pokémon. Pokémon Sword and Pokémon Shield added &amp;quot;Dynamaxing&amp;quot; and &amp;quot;Gigantmaxing&amp;quot;, which makes the Pokémon grow to gigantic size and battle as a giant for a few rounds.&lt;br /&gt;
&lt;br /&gt;
Additionally, other video games featuring the Pokémon characters have been released, including ''Pokémon Pinball'', the ''Pokémon Ranger'' and ''Pokémon Mystery Dungeon'' series.&amp;lt;ref name=&amp;quot;offwev&amp;quot;&amp;gt;{{cite web|url=http://www.pokemon.com/#videogames_1|title=Pokemon.com|work=The Official Pokémon Website|language=English}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On July 6, 2016, ''Pokémon GO'' was released for iOS and Android devices.  The game has since become a massive hit, essentially breathing new life into the ''Pokémon'' franchise.  The latest two games in the main series, ''Pokémon Sword'' and ''Pokémon Shield'' introduced the eight generation of Pokémon, introducing a DLC called &amp;quot;Isle of Armor&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Other Media==&lt;br /&gt;
&lt;br /&gt;
The Pokémon video game franchise has been adapted into various other media. In 1997, it was adapted into a Japanese anime show for children which follows the adventures of Ash Ketchum (Satoshi in Japan) and his friends, as well as their Pokémon. The program is notable for an episode aired only in Japan in which flashing lights caused by one monster's attack induced seizures in hundreds of viewers. Several films based on the series have been produced and released worldwide.&amp;lt;ref&amp;gt;[http://www.pokemon.com/#tvmovies Pokemon.com, The Official Pokémon Website]&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;[https://www.nytimes.com/1997/12/18/world/tv-cartoon-s-flashes-send-700-japanese-into-seizures.html?sec=&amp;amp;spon=&amp;amp;pagewanted=2 The New York Times; TV Cartoon's Flashes Send 700 Japanese Into Seizures]&amp;lt;/ref&amp;gt; The first-ever live-action Pokémon movie - ''Pokémon: Detective Pikachu'' - was released in 2019 and stars Ryan Reynolds as the titular electric rodent, adapted from the video game of the same name. &amp;lt;ref&amp;gt;https://www.imdb.com/title/tt5884052/&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The franchise also spawned a collectible &amp;quot;trading card game&amp;quot;, where players duel using special decks consisting of cards representing different Pokémon species, as well as energy cards, which allow Pokémon to use their battle techniques, and trainer cards, which have special effects that influence the flow of battle. The game uses mechanics adapted from the video game, and features characters from the video game and from the anime.&amp;lt;ref name=&amp;quot;cardgame&amp;quot;&amp;gt;{{cite web|url=http://www.go-pokemon.com/|title=Go-Pokemon.com|work=The Official Pokémon TCG and OP Website|language=English}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Overall, the franchise, including the games, anime, various manga, and the trading card games, is the highest-grossing media franchise to ever exist, surpassing even ''[[Star Wars]]''.&lt;br /&gt;
==Dangers==&lt;br /&gt;
The Pokemon franchise and games are created in Japan which is largely devoid of Christianity. The Pokemon themselves &amp;quot;evolve&amp;quot;. There are some sexual and spiritual themes like a girl in a bikini saying she needs a new bathing suit, &amp;quot;psychic&amp;quot; trainers, and fear inspiring graveyards containing people praying to their dead Pokemon(potential connection to Shintoism). There are ghost, psychic, fairy(recently added), and dark type Pokemon. Some moves are occult or ungodly like &amp;quot;curse&amp;quot; and &amp;quot;dream-eater&amp;quot;. Some of the legendary Pokemon are portrayed as deities, have shrines, and are prayed to by people in their districts.  &lt;br /&gt;
&lt;br /&gt;
Multiple episodes of the show contain references to &amp;quot;millions of years&amp;quot;. Most if not all of the female traveling partners of main-character Ash and many others in the show are immodest which encourages evil thoughts in males and immodesty in females.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
#[http://www.pokemon.com/ Official Website]&lt;br /&gt;
#[http://bulbapedia.bulbagarden.net/wiki/Main_Page Bulbapedia, wiki with extensive franchise information]&lt;br /&gt;
#[https://serebii.net/ Serebii]&lt;br /&gt;
&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
[[Category:Nintendo Franchises]]&lt;/div&gt;</summary>
		<author><name>Apostle</name></author>
	</entry>
	<entry>
		<id>https://www.conservapedia.com/index.php?title=Pok%C3%A9mon&amp;diff=1679735</id>
		<title>Pokémon</title>
		<link rel="alternate" type="text/html" href="https://www.conservapedia.com/index.php?title=Pok%C3%A9mon&amp;diff=1679735"/>
		<updated>2020-08-28T20:09:01Z</updated>

		<summary type="html">&lt;p&gt;Apostle: Added Dangers Section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[image:Pokemon.jpg|right|200px]]&lt;br /&gt;
'''Pokémon''' is a highly successful Japanese franchise that was introduced in the 1990s. Owned by [[Nintendo]], it has risen to become the second most successful video game franchise, behind Nintendo's own Mario. It spread to several other countries in a short time.&lt;br /&gt;
&lt;br /&gt;
The series focuses on capturing, training, battling, collecting and trading various monster species, known as Pokémon. While the mechanics vary from incarnation to incarnation, the player generally takes on the role of a Pokémon trainer, seeking to capture wild monsters, raise them, and defeat other trainers in duels using the captured monsters in order to become a champion.&lt;br /&gt;
&lt;br /&gt;
In Japan, Pokémon is referred to as Pocket Monsters. The name was changed in North America due to another franchise called  Monster In My Pocket.  Pokémon is a romanization of Pocket Monster.&lt;br /&gt;
&lt;br /&gt;
==Video Games==&lt;br /&gt;
&lt;br /&gt;
Pokémon was originally released in [[Japan]] in 1996 as a pair of cartridges, ''Pocket Monsters Red'' and ''Pocket Monsters Green'', for the original [[Game Boy]] system. Three years later, the games were released as ''Pokémon Red'' and ''Pokémon Blue'' in the United States and worldwide. The games feature similar gameplay, differing primarily in what monsters are available in each version. New versions of the game are released periodically, normally in pairs, to introduce new monsters and to take advantage of improving hardware technology. As of Generation VIII, there are 890 species of Pokémon available.&lt;br /&gt;
&lt;br /&gt;
Players take the role of a Pokémon trainer, seeking to capture wild Pokémon with &amp;quot;Pokéballs&amp;quot;, small spheres in which captured creatures live.  In each game (excluding Pokémon Yellow and Pokémon Let's Go Pikachu/Eevee), the trainer begins by selecting one of three &amp;quot;starter Pokémon&amp;quot; that are either Grass, Fire, or Water types.  These Pokémon each evolve twice. The player travels across the region challenging other trainers while raising their own Pokémon and capturing new ones. The games normally feature a sub-plot where the player, with the help of their Pokémon, foil the schemes of a criminal organization or terrorist group. The player must also challenge eight advanced trainers known as &amp;quot;Gym Leaders&amp;quot; before they can challenge the &amp;quot;Elite Four&amp;quot; and the &amp;quot;League Champion&amp;quot;, five of the strongest trainers in the region. The games also challenge the player to see and capture as many species as possible. However, this is made difficult due to different game versions having exclusive Pokémon, requiring the player to trade with other people who have the opposite game version. Certain Pokémon deemed &amp;quot;Legendary&amp;quot; have power far superior to other Pokémon, and only appear once in each game. Some Pokémon are only given in [[Nintendo]]-held events, and while most of these events give away &amp;quot;Mythical&amp;quot; Pokémon that cannot be obtained otherwise, there are many exceptions.&lt;br /&gt;
&lt;br /&gt;
In a battle with a wild Pokémon or a match against a trainer, the player's Pokémon and the foe alternate using up to four learned moves, with the ultimate goal being to knock out all of the opponent's Pokémon. If the player encounters a wild Pokémon, they can choose to attempt to capture it or run away, rather than knocking it out. Players cannot run-away from a trainer battle. A captured Pokémon joins the player, and this is the entire premise behind the series. However, this is not the only way a trainer can have Pokémon on his team. Pokémon can be given by in-game events (such as Eevee in the original games), an in-game trade (such as Mr. Mime) or can be hatched from an egg. Pokémon can also be bred, in specialized day care centers. &lt;br /&gt;
&lt;br /&gt;
Originally, Pokémon could  be classified in one or two of 15 types.  This number was expanded to 17 in Generation II. This is later increased in Generation VI to 18 with the introduction of the Fairy type. Pokémon moves are further subdivided into physical and special moves each of which is controlled by a specialized attack and defense stat. Prior to the introduction of Generation IV, this split was originally based upon the moves type; however in Generation IV it became based upon developer designation. Most moves are mono-type; however, Generation VI introduced a dual type move, which deals different damage, than a move of its two constituent types. Generation 7 introduced Z Moves, moves that can be used once a battle (twice after using a Roto-Power in ''Ultra Sun'' or ''Ultra Moon'') and unleash devastating damage. To use a Z Move, a Pokémon is equipped a Z-Crystal, and several unique Z-Crystals are used for certain species of Pokemon (like Pikachu, Lycanroc, and Mimikyu).&lt;br /&gt;
&lt;br /&gt;
Many Pokémon, with sufficient training, use of stones, high friendship, or any other requirement depending on the Pokémon, will spontaneously change form, developing into a larger, stronger species. This process is called &amp;quot;Evolution&amp;quot;, however some Pokémon don't have this. Despite the term's name, it more closely resembles growing up and maturing, or the metamorphosis of insects, and has little to nothing to do with the [[Theory of Evolution]]. Many Pokémon species can evolve multiple times, and many species can only be obtained by evolving more basic ones. In addition, some Pokémon can evolve in more than one different path instead of the linear evolutionary path most Pokémon take, and a good number of Pokémon have gained the ability to evolve in a game after their introduction. Generation VI introduced a special form of evolution called &amp;quot;Mega Evolution&amp;quot;. In order to &amp;quot;Mega Evolve&amp;quot; a Pokémon must be holding its respective &amp;quot;Mega Stone&amp;quot;. This process typically results in the increase in all of the Pokémon's stats other than HP. Some stats may be lowered, such as in the case of Mega Garchomp, which suffers a drop in speed, in exchange for a large increase in most of its other stats. However, there are restriction on this, Players can only have a single Mega-evolved Pokémon on their team at a time and the Pokémon also loses the ability to hold other items, which may be more useful due to certain effects such as healing. This restriction, however, is not held by Mega Rayquaza, which only has to know a certain move to Mega Evolve. Players may also breed their Pokémon with each other by leaving them in a daycare, where the player can eventually obtain an egg. Eggs eventually hatch into Pokémon, giving the player another option for acquiring new Pokémon. Pokémon Sword and Pokémon Shield added &amp;quot;Dynamaxing&amp;quot; and &amp;quot;Gigantmaxing&amp;quot;, which makes the Pokémon grow to gigantic size and battle as a giant for a few rounds.&lt;br /&gt;
&lt;br /&gt;
Additionally, other video games featuring the Pokémon characters have been released, including ''Pokémon Pinball'', the ''Pokémon Ranger'' and ''Pokémon Mystery Dungeon'' series.&amp;lt;ref name=&amp;quot;offwev&amp;quot;&amp;gt;{{cite web|url=http://www.pokemon.com/#videogames_1|title=Pokemon.com|work=The Official Pokémon Website|language=English}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On July 6, 2016, ''Pokémon GO'' was released for iOS and Android devices.  The game has since become a massive hit, essentially breathing new life into the ''Pokémon'' franchise.  The latest two games in the main series, ''Pokémon Sword'' and ''Pokémon Shield'' introduced the eight generation of Pokémon, introducing a DLC called &amp;quot;Isle of Armor&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Other Media==&lt;br /&gt;
&lt;br /&gt;
The Pokémon video game franchise has been adapted into various other media. In 1997, it was adapted into a Japanese anime show for children which follows the adventures of Ash Ketchum (Satoshi in Japan) and his friends, as well as their Pokémon. The program is notable for an episode aired only in Japan in which flashing lights caused by one monster's attack induced seizures in hundreds of viewers. Several films based on the series have been produced and released worldwide.&amp;lt;ref&amp;gt;[http://www.pokemon.com/#tvmovies Pokemon.com, The Official Pokémon Website]&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;[https://www.nytimes.com/1997/12/18/world/tv-cartoon-s-flashes-send-700-japanese-into-seizures.html?sec=&amp;amp;spon=&amp;amp;pagewanted=2 The New York Times; TV Cartoon's Flashes Send 700 Japanese Into Seizures]&amp;lt;/ref&amp;gt; The first-ever live-action Pokémon movie - ''Pokémon: Detective Pikachu'' - was released in 2019 and stars Ryan Reynolds as the titular electric rodent, adapted from the video game of the same name. &amp;lt;ref&amp;gt;https://www.imdb.com/title/tt5884052/&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The franchise also spawned a collectible &amp;quot;trading card game&amp;quot;, where players duel using special decks consisting of cards representing different Pokémon species, as well as energy cards, which allow Pokémon to use their battle techniques, and trainer cards, which have special effects that influence the flow of battle. The game uses mechanics adapted from the video game, and features characters from the video game and from the anime.&amp;lt;ref name=&amp;quot;cardgame&amp;quot;&amp;gt;{{cite web|url=http://www.go-pokemon.com/|title=Go-Pokemon.com|work=The Official Pokémon TCG and OP Website|language=English}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Overall, the franchise, including the games, anime, various manga, and the trading card games, is the highest-grossing media franchise to ever exist, surpassing even ''[[Star Wars]]''.&lt;br /&gt;
==Dangers==&lt;br /&gt;
The Pokemon franchise and games are created in Japan. Japan is largely devoid of Christianity. Multiple episodes of the show contain references to &amp;quot;millions of years&amp;quot; and the Pokemon themselves &amp;quot;evolve&amp;quot;. There are some sexual and spiritual themes like a girl in a bikini saying she needs a new bathing suit, &amp;quot;psychic&amp;quot; trainers, and fear inspiring graveyards containing people praying to their dead Pokemon(potential connection to Shintoism). &lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
#[http://www.pokemon.com/ Official Website]&lt;br /&gt;
#[http://bulbapedia.bulbagarden.net/wiki/Main_Page Bulbapedia, wiki with extensive franchise information]&lt;br /&gt;
#[https://serebii.net/ Serebii]&lt;br /&gt;
&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
[[Category:Nintendo Franchises]]&lt;/div&gt;</summary>
		<author><name>Apostle</name></author>
	</entry>
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