Difference between revisions of "Video games"

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A '''video game''' is an electronic game, which is played on a device such as a computer or console. Some video games are designed to be addictive, as this helps to build and maintain a profitable user base, and sell the product to those who may try it.
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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 addictive, as this helps to build and maintain a profitable user base, and sell the product to those who may try it.
  
Violent video games have been bashed on by both ignorant liberals and ignorant conservatives. Despite not having a single well proven correlation that fake violence influences mature individuals to conduct real violence, gaming has become the common ground scapegoat of any atrocious event. While nearly every mass shooter has watched television, listened to the radio, and drank water many claim that a shooter indulging on one of the most popular mediums of the 21st century proves games cause violence. Despite not a single video game portraying a level of violence even close to that of the saw films, gaming has been targeted and made a "greater evil". As history repeats itself the previous hatred and bias towards the newspaper, radio, television, and movies has shifted on to gaming; mostly thanks to the main stream media exploiting the ignorance of the public for a quick buck.  
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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.
  
Not to be fooled video games can because the same destruction that TV, Alcohol, Tobbaco, and Marijuana cause to those who lack self-control and morals. Thanks to Americas destruction of the family and loss of faith in god, many have made the sole purpose of their existence video games. As when any society creates pleasure to be their god violence and hatred will inevitably flourish
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At least one study showed that "young men are playing video games instead of getting jobs," as reported by the ''Chicago Tribune''.<ref>https://www.chicagotribune.com/business/ct-video-games-jobs-emploment-20160923-story.html</ref>
  
 
== Nature of video games ==
 
== Nature of video games ==
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== Various genres ==
 
== Various genres ==
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, Survival-Horror 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-every-gamer-should-know-about/</ref> 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.
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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.<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-every-gamer-should-know-about/</ref> 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.
  
 
== Popularity & Controversy ==
 
== Popularity & Controversy ==
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.  
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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.
  
As with any new phenomenon; books, newspapers, radios, television, movies the majority of smart free-thinking individuals will share skepticism and suspect nefarious motives at first glance. However after the phenomenon has been put to the test and showed to be harmless to moral, self controlling individuals, many will keep an unstructured and superstition like bias. When added with the medias love for exploiting the ignorance of the public, fear and controversy will be prolonged, increasing their ratings and fattening their wallets. As people now properly have stopped blaming television for the effects of the destruction of the family and loss of god;video games promptly steps into the firing line. While video games have been around since the 80s it wasn't until around 2005 until games technologically evolved to the point at which they could portray a decent amount of violence.  
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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]]''.
  
Certain genres of games are becoming increasingly violent and offensive, attracting the attention of legislators in many states to protect children from playing them. Games such as ''[[Grand Theft Auto]]'' are 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.http://gamepolitics.livejournal.com/148962.html 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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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>
  
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 fairy tales, classical literature, and comics. Writing for the majority, Justice Scala 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".[https://www.supremecourt.gov/opinions/10pdf/08-1448.pdf BROWN, GOVERNOR OF CALIFORNIA, ET AL. v. ENTERTAINMENT MERCHANTS ASSOCIATION ET AL.]</ref>
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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>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>
  
The term "violent" is often misused among anti-gamers, most experienced individuals who know what they are talking about do not consider Fortnite violent. Many ignorant people will claim that Call of Duty, Battlefield, GTA V are "extremely violent". It is not to be denied that these games are violent, but none feature dismemberment, or a decent amount of blood enough to be considered "Extremely Violent". While titles like GTA V contain sexual content and are not suitable for children call of duty and battlefield do not. The ignorance of anti-gamers has caused wide spread confusion and actually has harmed children in some cases. Thanks to anti-gamer spin the real problems of some games have been masked, games like GTA V do not feature an extreme amount of violence yet do feature a good deal of pornographic content. While games like Call of Duty, and Battlefield do not feature levels of violence not suitable for 11 and 12 year olds anti gamer spin has overexerted their levels of violence. Children should not to be exposed to extreme amounts of violence as their brains have not developed the ability to separate fiction from reality. When anti-gamers call everything extremely violent people including parents stop taking them seriously; causing many to believe that actually extremely violent games like Resident Evil, Wolfenstein, Outlast, and Doom have been overexagerated.
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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.
 
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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.https://www.deseretnews.com/article/700150989/Violent-games-2-Its-parents-responsibility-to-monitor-what-kids-play.htmlhttps://segmentnext.com/2018/03/09/dear-parents-take-responsibility-kids-stop-blaming-video-games/
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Many godless and moral drenched people will often neglect family and work to spend a copious number of hours playing video games including online games as World of War Craft.
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==Arguments against video game usage==
 
==Arguments against video game usage==
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{{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.}}
 
{{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.}}
 
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.<ref>http://www.texastribune.org/2015/05/27/drama-between-film-video-game-groups-dooms-funding/</ref>
 
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.<ref>http://www.texastribune.org/2015/05/27/drama-between-film-video-game-groups-dooms-funding/</ref>
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=== Video game usage and excess weight ===
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''See also:'' [[Video game usage and excess weight]] and [[Obesity]]
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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.
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[[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.
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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-and-child-obesity.html TV Video Games and obesity]</ref>]]
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The National Obesity Forum indicates:
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{{cquote|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 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.<ref>[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]</ref>}}
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''Slate'' reported in 2012:
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{{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.<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>}}
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The University of Texas at Austin declares:
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{{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.
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“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.
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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.<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>}}
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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.post-gazette.com/news/health/2012/11/12/TV-video-games-linked-to-obesity/stories/201211120171 TV, video games linked to obesity], Pittsburg Gazette</ref>
  
 
=== Irreligion, video game usage and obesity ===
 
=== Irreligion, video game usage and obesity ===
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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]])
 
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]])
  
==Violence==
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===Violence===
  
 
Most of the controversy comes from the rising trend toward violence in video games, as pioneered by ''[[Doom (video game series)|Doom]]'', ''[[Quake]]'', "[[Spring]]", and the ''[[Grand Theft Auto]]'' series.  
 
Most of the controversy comes from the rising trend toward violence in video games, as pioneered by ''[[Doom (video game series)|Doom]]'', ''[[Quake]]'', "[[Spring]]", and the ''[[Grand Theft Auto]]'' series.  
  
Childrens minds have not been fully developed and lack the ability to differentiate fake violence from real violence meaning that a childs mental health could be harmed from fake violence. In the USA, all retail games carry ratings from the [[ESRB]], a video game ratings organization.
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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.
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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.<ref>http://www.nj.com/starledger/stories/index.ssf?/base/news-5/1212467732102240.xml&coll=1</ref>
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In the [[United States|USA]], all retail games carry ratings from the [[ESRB]], a video game ratings organization.
  
Multiple studies using faulty strategies claim to prove video games cause aggression. However they do not mention that if they where to use their testing format on any sport including golf they would be able to "prove" that the sport causes aggression. Numerous tests have been conducted on showing whether or not game violence correlates to real violence and have come up empty-handed, therefore proving fake violence does not correlate to real violence. https://theincidentaleconomist.com/wordpress/healthcare-triage-violence-and-video-games/
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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 "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>
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Multiple studies have shown a correlation between violent video games and increased levels of aggression, caused by playing some of the aforementioned video games.<ref>https://journals.sagepub.com/doi/abs/10.1177/014616702237649</ref><ref>https://www.sciencedirect.com/science/article/pii/S0140197103000976</ref>
  
 
===Sexuality===
 
===Sexuality===
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Microsoft Flight Simulator is another example of a video game that may have some slight educational value.<ref>https://www.microsoft.com/Products/Games/FSInsider/product/Pages/InfoEducators.aspx</ref>
 
Microsoft Flight Simulator is another example of a video game that may have some slight educational value.<ref>https://www.microsoft.com/Products/Games/FSInsider/product/Pages/InfoEducators.aspx</ref>
  
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.  
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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.
 
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Additionaly there are many similuation games that help to give players a general understanding of how Veichles, Equiptment, and many other devices and dynamic elememts work and how to control them.World of Guns being an example of one such game
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== Faith in Video Games ==
 
== Faith in Video Games ==

Revision as of 14:09, March 10, 2020

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 addictive, as this helps to build and maintain a profitable user base, and sell the product to those who may try it.

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.

At least one study showed that "young men are playing video games instead of getting jobs," as reported by the Chicago Tribune.[1]

Nature of video games

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.

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.

Various genres

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, role-playing, sports, action, strategy, massively multiplayer online (MMO), puzzle, Sport simulation, and many others.[2][3] 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.

Popularity & Controversy

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.

Video games are addictive activities targeted at teenagers, sometimes with tragic results.[4] 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.[5] After a Conservapedian filed an amicus brief with the U.S. Supreme Court to consider this issue, it surprised liberals by granting certiorari.

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".[6]

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.[7][8]

As some wake up to how harmful violent video games are, the video game industry declined in 2012,[9] 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.

Arguments against video game usage

The atheist Stephen Fry said, "I do enjoy 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.'"[10] See also: Irreligion, video game usage and obesity and Atheism and obesity

See young mass murderers for their connection to video games.

Video games have been accused of being linked to murders by young people and other violence, stress-induced health problems (including unexpected heart attacks),[11] atheism, obesity,[12] and sexual immorality. Several prominent murderers in recent years were inspired by video games.[13][14] Young mass murderer Adam Lanza was "immersed in a perverse video game world" and "killed himself to prevent law enforcement from taking his 'points.'" He plotted his rampage far in advance and "learned the principles of ... the tactical reload" from his video games. 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. [15]

After a murderous rampage by another video game user in Norway:[16]

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.

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.[17]

Video game usage and excess weight

See also: Video game usage and 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.

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.[18]

The National Obesity Forum indicates:

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 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.[19]

Slate reported in 2012:

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.[20]

The University of Texas at Austin declares:

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 February issue of the Journal of Adolescence.

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.[21]

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."[22]

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 Atheistic and Religious Individuals:

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 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.[23]

As far as the relationship between irreligion and obesity, please examine the articles below:

Exergaming

As far as "exergaming" (Video games which prompt the users to engage in physical activity), Slate reports:

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".)[24]

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. (See also: habit)

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.

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.

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)

Violence

Most of the controversy comes from the rising trend toward violence in video games, as pioneered by Doom, Quake, "Spring", and the Grand Theft Auto series.

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. 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.[25] In the USA, all retail games carry ratings from the ESRB, a video game ratings organization.

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 "risk marker", not an actual cause.[26]

Multiple studies have shown a correlation between violent video games and increased levels of aggression, caused by playing some of the aforementioned video games.[27][28]

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[29] (the leading distributor of video games in the United States) and Toys R Us[30] (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, one of the first games to depict and advertise a female character (the protagonist) as a sex symbol.[31]

Arguments for video game usage

Video games have been suspected of giving otherwise liberal people some virtual conservative viewpoints.[32] 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.[33]

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.

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 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.

But Firaxis Games, a noteworthy video game development company, has been creating a video game series called Civilization for nearly a decade.[34] 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.[35]

Microsoft Flight Simulator is another example of a video game that may have some slight educational value.[36]

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.

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.

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.[37]

See also

References

  1. https://www.chicagotribune.com/business/ct-video-games-jobs-emploment-20160923-story.html
  2. https://www.idtech.com/blog/different-types-of-video-game-genres
  3. https://thoughtcatalog.com/jane-hurst/2015/02/12-types-of-computer-games-every-gamer-should-know-about/
  4. 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.Only a third of videogamers are under 18
  5. http://gamepolitics.livejournal.com/148962.html
  6. BROWN, GOVERNOR OF CALIFORNIA, ET AL. v. ENTERTAINMENT MERCHANTS ASSOCIATION ET AL.
  7. https://www.deseretnews.com/article/700150989/Violent-games-2-Its-parents-responsibility-to-monitor-what-kids-play.html
  8. https://segmentnext.com/2018/03/09/dear-parents-take-responsibility-kids-stop-blaming-video-games/
  9. http://www.nbc12.com/story/20289219/us-video-game-sales-drop-11-pct-in-november
  10. Stephen Fry talks gaming
  11. Teenager dies from a video game addiction
  12. Childhood Obesity Department of Health and Human Services, retrieved Sept 18th 2011
  13. https://www.dailymail.co.uk/news/article-316491/Teenager-gets-life-Manhunt-murder.html
  14. Adelmann, Bob (August 5, 2019). Motives in Recent Mass Shootings Should Include Impact of Violent Video Games. The New American. Retrieved August 5, 2019.
  15. [1]
  16. http://www.metro.co.uk/tech/games/871121-norway-stores-pull-violent-video-games-including-call-of-duty-after-massacre#ixzz1erUdaLo5
  17. http://www.texastribune.org/2015/05/27/drama-between-film-video-game-groups-dooms-funding/
  18. TV Video Games and obesity
  19. TV Video Games and obesity
  20. Are TV and Video Games Making Kids Fat?
  21. Video games rather than TV may be linked to childhood obesity, University of Texas at Austin news
  22. TV, video games linked to obesity, Pittsburg Gazette
  23. Why Do Atheists Like Video Games More Than Religious People Do?, Relevant Magazine
  24. Are TV and Video Games Making Kids Fat?
  25. http://www.nj.com/starledger/stories/index.ssf?/base/news-5/1212467732102240.xml&coll=1
  26. 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
  27. https://journals.sagepub.com/doi/abs/10.1177/014616702237649
  28. https://www.sciencedirect.com/science/article/pii/S0140197103000976
  29. http://www.walmart.com/catalog/catalog.gsp?cat=440903
  30. See Toys "R" Us's video games policy
  31. Ashley, Robert. "The Secret History of Videogame Sex." Official Playstation Magazine Feb. 2006: 96-99.
  32. http://kotaku.com/5764327/5764327/are-video-games-turning-liberals-into-virtual-conservatives
  33. http://news.nationalgeographic.com/news/2003/05/0528_030528_videogames.html
  34. http://www.firaxis.com/company/
  35. http://www.firaxis.com/community/teacher.php
  36. https://www.microsoft.com/Products/Games/FSInsider/product/Pages/InfoEducators.aspx
  37. http://www.gamerevolution.com/review/pc/left_behind

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