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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]]''.
 
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]]''.
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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-games28-2009feb28,0,1556900.story </ref>
    
===Violence===
 
===Violence===
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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.
 
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.
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Due to their popularity, various corporations have begun placing advertisements for their products within the context of the game. [[Second Life]], an Internet-based virtual world, has blurred the lines between real-world and virtual world, and companies such as Adidas, Reebok, and Dell have set up virtual stores selling real-world products within the game.  [[Reuters]] also operates a news bureau reporting news in the game.
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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.
    
== Education in Video Games ==
 
== Education in Video Games ==
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While most popular video games are experiencing an increase in violence, language, and sexuality, other gamers and game developers are beginning to view video games as an educational opportunity. 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. Educators have begun to recognize its educational potential. <ref> http://www.firaxis.com/community/teacher.php </ref>
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While most popular video games are experiencing an increase in violence, language, and sexuality, other gamers and game developers are beginning to view video games as an educational opportunity. 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 being recognized for its unique educational properties. <ref> http://www.microsoft.com/Products/Games/FSInsider/product/Pages/InfoEducators.aspx </ref>
 
Microsoft Flight Simulator is another example of a video game being recognized for its unique educational properties. <ref> http://www.microsoft.com/Products/Games/FSInsider/product/Pages/InfoEducators.aspx </ref>
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