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Video games

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/* Nature of video games */ better wording
A '''video game''' is any an electronic game, which is played by means of a video screen on a device such as a computer or console, often emphasising fast action <ref>Merriam-Webster Dictionary: Video Game http://www.merriam-webster.com/dictionary/video+game?show=0&t=1322499353</ref>. The nature of video Video games variesstarted out being played almost exclusively on dedicated devices (consoles, ranging from educational games for childrenhandhelds, electronic versions of classic board and card games (such as online pokeretc.), through to more violent but due to war the advancement in computer technology and fighting the availability of personal computers, many gamesnow run on these instead. The [[video game industry]] is an important part of the [[knowledge economy]] Video games are generally designed to be addictive, as this helps to build and actually grew during maintain a strong user base, and sell the late-2000s recessionproduct to those who may try it.
Recently, some == Nature of video games have been linked to murders ==Video games vary greatly in type and other [[violence]]complexity, stress-induced health problems but all games are alike in that they translate player input (including unexpected heart attacksfrom a controller, mouse, keyboard or motion sensor)into onscreen actions. Games are often stored on some sort of digital media - ROM cartridge, [[atheismCD]], [[obesityDVD]],<ref>[http://aspeflash memory chip, or even cassette tape for early computer games.hhsOlder or less expensive games sometimes used dedicated chips which were pre-programmed to play certain games only.gov/health/reports/child_obesity/ Childhood Obesity] Department of Health and Human ServicesIn recent years, game developers have moved to digital distribution, allowing customers to purchase game licenses online, retrieved Sept 18th 2011</ref> and [[sexual immorality]]download over the internet. Several prominent murderers in recent years were inspired by video gamesOn PCs, for example{{Citation needed}} this is often done through marketplaces such as Valve corporation's Steam service, or Electronic Arts' Origin service, while the Xbox 360 and PlayStation 3 have their own digital distribution services.
== Nature Home consoles are classified by ''generation'' to indicate their relative power and date of Video games ==release. The current major consoles (XBox360, PS3, Wii) are considered ''seventh generation''. Handheld consoles are not generally put into generations due to their more irregular release schedules.
The == Various genres ==Video games vary greatly in type and complexity, but all the course of their existence have grown from the simple arcade style games are alike in that they translate player input (, and have become more detailed and separated from a controllerone another. Genres can now include [[first person shooters]], mouse[[racing]], keyboard or motion sensor) into onscreen actions. Games are usually stored on some sort of digital media [[Simulation game|simulation]], [[role- ROM cartridgeplaying]], [[CDsports]], [[DVDaction]], or even cassette tape for early [[strategy]], massively multiplayer online (MMO), puzzle, Sport simulation, and many others.<ref>https://www.idtech.com/blog/different-types-of-video-game-genres</ref><ref>https://thoughtcatalog.com/jane-hurst/2015/02/12-types-of-computer games - though older or more inexpensive games may have dedicated chips which are pre-programmed to play certain every-gamer-should-know-about/</ref> Even then, games only. In recent yearscan combine genres, game developers have moved to digital distributionsuch as ''Mass Effect'' (Role Playing and Third Person Shooting), allowing anyone with a credit card or [[Paypal]] account not fit nicely into any genre, like ''The Mystery of the Druids''. The most popular genres tend to purchase be shooters, action, and roleplaying games online. Some video games are based on movies, such as Star Wars.
Home consoles are classified by ''generation'' to indicate their relative power and date == Popularity & Controversy ==Games have risen in popularity over the years, as is shown in the rise of releasevideo games sales from the 1980s until today. The current major consoles (XBox360, PS3, Wii) are considered ''seventh generation''. Handheld consoles are not generally put into generations due This has brought with it a various amount of controversy as the video game industry continues to their more irregular release schedulesgrow with its original player base.
Video games have also been shown to help people to become 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 attuned to their surroundings people are over that age and increase coordination, 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 in offensive, attracting the future may be used attention of legislators in many states to treat people with visual problems 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 train soldierschildren, under an interpretation that the First Amendment protects offensive video games even for children. <ref> http://newsgamepolitics.nationalgeographiclivejournal.com/news/2003/05/0528_030528_videogames148962.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]]''.
== Various genres ==However, in 2011, the Supreme Court denied a ban on the sale of violent video games in California, claiming they were protected as they "qualify for First Amendment Protection" and pointing out that there has historically been no shortage of violent imagery in children's fairytales, classical literature, and comics. Writing for the majority, Justice Scalia pointed out that "disgust is not a valid basis for restricting expression", and continued that any effects of violent video games on children "are both small and indistinguishable from effects produced by other media".<ref>[https://www.supremecourt.gov/opinions/10pdf/08-1448.pdf BROWN, GOVERNOR OF CALIFORNIA, ET AL. v. ENTERTAINMENT MERCHANTS ASSOCIATION ET AL.]</ref>
Video games in It has also been suggested that it is the course role of parents to regulate what their existence have grown from the simple arcade style gameschildren play, and have become more detailed and separated from one another. Genres can now include [[first person shooters]], [[racing]], [[Simulation that laws restricting video game|simulation]], [[role-playing]], [[sports]], [[action]] and many others. Even then, games can combine genres, such as vendors are an effort to replace parents''Mass Effect'' (Role Playing and Third Person Shooting), or not fit nicely into any genre, like ''The Mystery of decisions with the Druids'government's decisions.<ref>https://www.deseretnews.com/article/700150989/Violent-games-2-Its-parents-responsibility-to-monitor-what-kids-play.html</ref><ref>https://segmentnext.com/2018/03/09/dear-parents-take-responsibility-kids-stop-blaming-video-games/</ref>
== Popularity & Controversy ==As some wake up to how harmful violent video games are, the video game industry declined in 2012,<ref>http://www.nbc12.com/story/20289219/us-video-game-sales-drop-11-pct-in-november</ref> though it remains much bigger than Hollywood. Video games are likely the single biggest cause of bright young men dropping out of college. While video games were originally designed for children and adolescent males, video games have become 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.
Games have risen in popularity over the years==Arguments against video game usage==[[File:Stephen-Fry.jpg|thumbnail|200px|right|The [[Atheism|atheist]] [[Stephen Fry]] said, as is shown in "I do enjoy [[Video games|video gaming]]... In the rise early days of video games sales from the 1980s until today, I would spend hours. I mean literally. This has brought with I would find it a various amount of controversy as the would be 4AM, and I would say: 'God, I have be at work at 6.'"<ref>[http://www.dailymotion.com/video/xeuj29_stephen-fry-talks-gaming_news Stephen Fry talks gaming]</ref> See also: [[Irreligion, video game industry continues usage and obesity]] and [[Atheism and obesity]] ]]''See [[young mass murderers]] for their connection to grow with its original player basevideo games''.<br />
Video games are addictive activities targeted at teenagershave been accused of being linked to [[Young Mass Murderers|murders by young people]] and other [[violence]], stress-induced health problems (including unexpected heart attacks), 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-maticnews.com.au/blogworld/?p=45 Only a third europe/russian-teenager-dies-after-playing-online-computer-game-defence-of videogamers are under 18-the-ancients-for-22-days-in-a-row/story-fnh81p7g-1227512824314 Teenager dies from a video game addiction]</ref> Certain genres of games are becoming increasingly violent and offensive[[atheism]], attracting the attention of legislators in many states to protect the exploitation of children by them. Games such as ''[[Grand Theft Autoobesity]]'' are very violent, sexually explicit<ref>[http://aspe.hhs.gov/health/reports/child_obesity/ Childhood Obesity] Department of Health and Human Services, retrieved Sept 18th 2011</ref> and feature [[criminalsexual immorality]] 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 Several prominent murderers in recent years were inspired by video games even for children.<ref>httphttps://gamepoliticswww.livejournaldailymail.comco.uk/148962news/article-316491/Teenager-gets-life-Manhunt-murder.html</ref> After a ''Conservapedian'' filed an [[amicus briefYoung mass murderer]] with the [[U.S. Supreme CourtAdam Lanza]] was "immersed in a perverse video game world" and "killed himself to consider this issue, it surprised [[liberal]]s by granting prevent law enforcement from taking his 'points.'" He plotted his rampage far in advance and "learned the principles of ... the tactical reload" from his [[certiorarivideo games]]''{{Citation needed}} .Video games has also been used as "murder simulators" by American army, in order to desensitize young man, into triggering the gun better, and with less doubt, thus killing enemies more efficiently.<ref>[http://www.nydailynews.com/news/national/lupica-lanza-plotted-massacre-years-article-1.1291408#ixzz2NuWeFMNO]</ref>
However, in 2011, the Supreme Court denied After a ban on the sale murderous rampage by another video game user in Norway:<ref>http://www.metro.co.uk/tech/games/871121-norway-stores-pull-violent-video-games-including-call-of -duty-after-massacre#ixzz1erUdaLo5</ref>{{cquote|A number of Norway stores have pulled violent video games in California, claiming they were protected as they "qualify for First Amendment Protection" from sale - including several Call of Duty games and pointing out that there has historically been no shortage World of violent imagery Warcraft - in children's fairytalesthe wake of the massacre carried out by Anders Behring Breivik on July 22.}}Unbeknownst to many, classical literaturethe video game industry is partly subsidized by taxpayers, and comics. Writing for even in the majority[[conservative]] Texas. In 2015, Justice Scalia pointed out that "disgust is not a valid basis for restricting expression", and continued that any effects of violent spat broke out between the video games on children "are both small game and indistinguishable film industries about the millions they would receive from effects produced by other media"government.<ref>[http://www.supremecourttexastribune.govorg/opinions2015/10pdf05/0827/drama-1448.pdf BROWN, GOVERNOR OF CALIFORNIA, ET AL. v. ENTERTAINMENT MERCHANTS ASSOCIATION ET AL.]between-film-video-game-groups-dooms-funding/</ref>
It has also been suggested that it is the role of parents to regulate what their children play, and that laws restricting video === Video game vendors are an effort to replace parentsusage and excess weight ===' decisions with the government's decisions.<ref> httpSee also://www.theepochtimes.com/n2/content/view/45083/ </ref> <ref> http://www.gameculture.com/2010/11/10/editorial-parental-responsibility-'' [[Video game usage and-today039s-media </ref> <ref> http://www.latimes.com/news/printedition/opinion/la-ed-games28-2009feb28,0,1556900.story </ref>excess weight]] and [[Obesity]]
Due to the sedentary lifestyle of many who abuse video games or play them for extremely long amounts of time, there is an absence of exercise - meaning [[addiction]] to video games can cause an increase in weight to unhealthy proportions. [[File:Childhood obesity.JPG|thumbnail|200px|right|The state of Utah was acclaimed with the lowest percentage of children overweight, and was found to have the second lowest proportion of children spending 2 or more hours on TV/Video game play. <br /><br />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.<ref>[http://www.dailymailnationalobesityforum.coorg.uk/newscomponent/content/article/1-316491nof-in-the-media/Teenager338-getstvvideo-lifegames-and-Manhuntchild-murderobesity.htmlTV Video Games and obesity]</ref>]]The National Obesity Forum indicates:{{cquote|A number The figures highlighted by the "F as in Fat" 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 Norway stores 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 pulled violent video 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.<ref>[http://www.nationalobesityforum.org.uk/component/content/article/1-nof-in-the-media/338-tvvideo-games from sale - including several Call and-child-obesity.html TV Video Games and obesity]</ref>}} ''Slate'' reported in 2012:{{cquote|The American Academy of Duty 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.<ref>[http://www.slate.com/articles/health_and_science/medical_examiner/2012/04/are_video_games_making_kids_fat_screen_time_and_childhood_obesity_.html Are TV and World Video Games Making Kids Fat?]</ref>}} The University of Warcraft - Texas at Austin declares:{{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. “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 wake February issue of the massacre carried out by Anders Behring Breivik on July 22Journal of AdolescenceAlthough the greater weight/video game link was found in this study with girls, she noted that future studies may reveal similar findings for boys. Either way, the findings could be significant considering how many American children play electronic games.<ref>[http://news.utexas.edu/2004/03/23/nr_video_games Video games rather than TV may be linked to childhood obesity], University of Texas at Austin news</ref>}} The ''Pittsburg Gazette'' reports: "A 2010 study from the Eastern Ontario Research Institute found video games to blame, chiefly because children, boys especially, tend to eat more when they're playing them."<ref>[http://www.metropost-gazette.co.ukcom/technews/gameshealth/8711212012/11/12/TV-norwayvideo-storesgames-pulllinked-violentto-obesity/stories/201211120171 TV, videogames linked to obesity], Pittsburg Gazette</ref> === Irreligion, video game usage and obesity ===''See also:'' [[Irreligion, video game usage and obesity]] and [[Atheism and obesity]] ''Relevant Magazine'' 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'':{{Cquote|[http://www.tandfonline.com/doi/abs/10.1080/10508619.2011.638606 A new study] of 228 college students found that while just about everyone prefers video games to regular board games (duh), those who claim no religion vastly prefer video games compared to the religious peers. It's a small study, but the director, Chris Burris, has an interesting hypothesis about why [[Atheism|atheists]] prefer video games. Burris believes that atheists tend to be less good at "generating emotionally evocative internal simulations of experience." Simply put, he believes that religious people tend to be more imaginative, and are able to craft their own sense of play around simple games, while non-religious people tend to prefer the concrete rules afforded by video games.<ref>[http://www.relevantmagazine.com/slices/why-includingdo-callatheists-ofvideo-dutygames-aftermore-massacre#ixzz1erUdaLo5religious-people-do Why Do Atheists Like Video Games More Than Religious People Do?], ''Relevant Magazine''</ref>}} As far as the relationship between irreligion and obesity, please examine the articles below: *[[Atheism and obesity]] *[[Millennials, irreligion and obesity]] *[[Generation X, irreligion and obesity]] *[[Baby boom generation, irreligion and obesity]] === Exergaming ===As far as "exergaming" (Video games which prompt the users to engage in physical activity), ''Slate'' reports:{{cquote|After three months, “there was no evidence that children receiving the active video games were more active in general or at any time,” the authors wrote. (The year before, a similar study in New Zealand had shown only minor improvement with active games; kids weighed just a pound less after six months of "exergaming".)<ref>[http://www.slate.com/articles/health_and_science/medical_examiner/2012/04/are_video_games_making_kids_fat_screen_time_and_childhood_obesity_.html Are TV and Video Games Making Kids Fat?]</ref>}} == Overcoming addiction to video games ==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. [[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. The [[Bible]] can be extraordinarily helpful and inspiring. Replacing video game usage with readings from [[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 that also correspond to the day of the month (e.g., read Psalms 81-85) on February 17 (17 times 5 is 85). Passages from the [[New Testament]] where [[Jesus]] mentions [[Hell]] can also be tremendously beneficial in combating vice. 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.
===Violence===
Some claim that kids who don't play video games at all seem to show more violent tendencies. Of course, as expected, those who played violent video games for large amounts of time also showed violent tendencies, however the study claims that this is a "risk marker", not an actual cause.<ref>http://wii.qj.net/New-research-reveals-kids-who-don-t-play-videogames-at-all-are-more-at-risk-of-violent-tendencies/pg/49/aid/118505 New research reveals kids who don't play video games at all are more at risk of violent tendencies</ref>
Multiple studies have shown a correlation between violent video games and increased levels of real life violenceaggression, caused by playing some of the aforementioned video games.<ref>httphttps://journals.sagepub.com/doi/abs/10.1177/014616702237649</ref><ref>https://www.apasciencedirect.orgcom/science/psaarticle/sb-anderson.htmlpii/S0140197103000976</ref>
===Sexuality===
 
Although nudity is not prominent in [[western]] video games, there are various products containing sexually-suggestive material. One reason for the relative lack of explicitly sexual material in western games may be the refusal of retailers including [[Wal-Mart]]<ref>http://www.walmart.com/catalog/catalog.gsp?cat=440903</ref> (the leading distributor of video games in the United States) and [[Toys R Us]]<ref>[http://www.toysrusinc.com/safety/practices/ See Toys "R" Us's video games policy]</ref> (the world's largest toy themed retailer) to sell games carrying an "Adults-Only" rating. One notable target of controversy is the ''[[Grand Theft Auto]]'' series after a third-party mod was released that allowed the player to engage in a mini-game containing explicit sexual material. Mods are, as "third-party" would imply, fan-made and are not the responsibility of the game's developer. Other sources of this criticism relate to the game ''[[Tomb Raider]]'' as it was one of the first games where a female character (the protagonist) is depicted and advertised as a sex symbol.<ref>Ashley, Robert. "The Secret History of Videogame Sex." Official Playstation Magazine Feb. 2006: 96-99.</ref>
== Video Games and Society Arguments for video game usage==Video games have been suspected of giving otherwise liberal people some virtual conservative viewpoints.<ref>http://kotaku.com/5764327/5764327/are-video-games-turning-liberals-into-virtual-conservatives</ref> They have also been shown to help people to become more attuned to their surroundings and increase coordination, and in the future may be used to treat people with visual problems and to train soldiers.<ref>http://news.nationalgeographic.com/news/2003/05/0528_030528_videogames.html</ref>
As While evidence is somewhat conflicting, some also say that video games become keep the participants engaged and more popular, their impact on society becomes ever more present. A prime example of this is the massive ad campaigns for the ''Halo'' seriesmentally active than alternative entertainment, such as well as ''[[Grand Theft Auto]]''. Advertising, merchandising, and even social pressures have changed in the ever-growing influence of video gamingwatching television.
== Video Games & Society == 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. 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 ==
It is unlikely that there is any educational value in video game usage, compared with better activities that could be pursued.
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. But Firaxis Games, a noteworthy video game development company, has been creating a video game series called ''Civilization'' for nearly a decade. <ref> http://www.firaxis.com/company/ </ref> Civilization is a simulation game that allows the player to lead a nation from ancient times to modern day. It features a dynamic military system, politics, trading, and historical content. It has been recognized for its unintentional educational properties. <ref> http://www.firaxis.com/community/teacher.php </ref>
Microsoft Flight Simulator is another example of a video game being recognized for its unique that may have some slight educational propertiesvalue. <ref> httphttps://www.microsoft.com/Products/Games/FSInsider/product/Pages/InfoEducators.aspx </ref>
The popularity of several of the favourite sports video Some games has led to an uptake in children wishing to take part in themare also created specifically as teaching tools. If an adult plays video games with their children While they may not offer detailed, useful knowledge, they can learn about their child's personality and intereststypically attempt at least to teach useful concepts or general information. An example of these is the now dated game, Oregon Trail.
== Faith in Video Games ==
 [[Faith ]] in Video Gaming has, as a rule, either led to the creation of new and dynamic antagonists, or video games that are mediocre, such as ''Spiritual Warfare'' and ''Bible Adventure'' for the Nintendo, or ''The Bible Game'' for various systems. ''Bible Adventure'' in particular is infamous for its poor design and playability.
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.
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.
 
The computer game ''Civilization IV'' has a religion element that enables players to spread their civilization's culture through religion. Available religions include Christianity, Judaism, Buddhism, Islam, Taoism, Confucianism and Hinduism.<ref>http://guides.gamepressure.com/sidmeierscivilization4/guide.asp?ID=599</ref>
Games may include a fictional religion as part of the setting if the use of a real religion may invite undesirable controversy.
Video game reviewers have sometimes unjustly attacked and reviewed games where real-world religion plays a notable role. One of the most prominent examples of this is the game ''[[Left Behind: Eternal Forces]]''.<ref>http://www.gamerevolution.com/review/pc/left_behind</ref>.
==Video Games as ArtSee also== Recently, video games have gained the legal protections of any other art form due to an official ruling by the supreme court<ref>http://articles.cnn.com/2011-06-27/tech/supreme.court.video.game.art_1_sale-of-violent-video-video-games-hansel-and-gretel?_s=PM:TECH</ref>, ruling that video games are as protected as any other art form by the *[[First AmendmentYoung mass murderers]]. Video games are fully capable of communicating moral and social views through tropes universal in other mediums, such as characters, dialog, and symbolism, in addition to it's unique characteristic, interactivity. A Smithsonian exhibit on art in video games is planned for 2012.  ==See Also==
*[[Video game controversy]]
*[[Jack Thompson]]
*[[Video game industry]]
*[[Addiction]]
==References==<References/> ==External Linkslinks==
*[http://www.whattheyplay.com/ What They Play - the parent's guide to video games]
*[http://www.leftbehindgames.com/index.php Left Behind Games - a Christian, family friendly video game company]
 ==References== <References*[https:/>/www.theepochtimes.com/chapter-fourteen-popular-culture-a-decadent-indulgence_2685394.html Chapter Fourteen: Popular Culture–A Decadent Indulgence], ''The Epoch Times'' (from ''How the Specter of Communism Is Ruling Our World'').
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