Difference between revisions of "Video game industry"
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m (→Examples: "Letting players get to be..." isn't the goodest grammar; should it be "to be" or "to play as"?) |
(→Video Games and the Spreading of Liberal Values: possible rewrite per talk page on terrorism) |
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==Video Games and the Spreading of Liberal Values== | ==Video Games and the Spreading of Liberal Values== | ||
| − | The video game industry has a long history of unintentionally spreading liberal values to children. | + | The video game industry has a long history of unintentionally spreading liberal values and extremist ideals to children. |
====Examples==== | ====Examples==== | ||
Revision as of 05:06, August 14, 2011
The video game industry is a major entertainment industry that has over $20 billion in annual sales.[1] Video game sales surpassed Hollywood revenue in the year 2007.[2]
Video Games and the Spreading of Liberal Values
The video game industry has a long history of unintentionally spreading liberal values and extremist ideals to children.
Examples
- Overusing profanity (Many games rated "T" for "teen")
- Meticulous designs of blood and gore (Virtually every game rated for 17+ players)
- Presenting sanitized versions of other religions, but open hostility to Christianity (God of War)
- Allowing players to be terrorists and perform terrorism (Call of Duty: Modern Warfare 2)
- Allowing players to have fornication with prostitutes (All Grand Theft Auto video games)
- Welcoming to more violence, such as providing bonus points for extra murders (Grand Theft Auto IV)
- Over reliance on violence than story (Gears of War)
- Overtones of Hollywood Values (Grand Theft Auto: The Ballad of Gay Tony)
- Godless protagonists, religious antagonists. (Sins of a Solar Empire)
- Overtones of Professor Values (Bully)
- Encourages radical terrorism (Red Faction: Guerrilla)
- Promotes idolatry (Black and White)
- Communist themes (Red Alert)