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.
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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)

References