Hollywood may be all about lights, cameras and action, but the current trend in video games seems to be simply action — followed by even more action. That was one of the biggest takeaways from the recent E3 video game conference in Los Angeles, where Microsoft and Sony went head-to-head with an array of action-packed games that came in stark contrast to previous years’ offerings, which included a mix dance games, titles with simulated musical instruments and other platforms.
Theres also the design aspect to consider. From the outside it might to be easy to presume that games display more action have a wider negative social impact than film that demonstrates more variety of genre and more opportunity peaceable viewer experiences.
what the vlogger here is saying should be also weighed. The fact that most video games fundamentally interact with dynamic character movement and momentum through physical space inherently allows for multiple creations of make believe violence. Even before we get to discussing the mass amounts of it in gaming.
If not combat, theres sports racing, strategy warfare, and role-playing all the popular genres have their inital potential for violence and reckless endangerment.
A whole industry isnt going to dramatically dumb down products and bring about the digital equivalent of the Motion Picture Production Code simply out of fear of the kids. Especially when a lot of young adults are target market.
And conversational diplomatic or lighter gestures are kind of harder for a computer to systemize as easy as digital combat and make easy for consumers on different intelligence levels to understand like Halo or Mario. In the meantime the games have to succeed at selling.
Ostensibly inconsistent conclusions in scientific research almost always reveal more nuanced questions and answers. They foster a deeper understanding.
I would like to see a perspective introduced that is an alternative to the dichotomy in which violent video games are either a bad influence or innocuous fun. A third way in this debate is to consider mechanisms and manifestations of positive influence in video games even if they seem to be violent. See http://tinyurl.com/Prosocial-Gaming
See also posts and comments from the debate that ensued earlier this year on videogames and violence -- http://griccio2103b.wordpress.com/tag/violence/
Video Games and Violence, Part 1: Risky Business
Posted by: Peter Suciu July 9, 2013 05:00 AMHollywood may be all about lights, cameras and action, but the current trend in video games seems to be simply action — followed by even more action. That was one of the biggest takeaways from the recent E3 video game conference in Los Angeles, where Microsoft and Sony went head-to-head with an array of action-packed games that came in stark contrast to previous years’ offerings, which included a mix dance games, titles with simulated musical instruments and other platforms.
http://www.youtube.com/watch?v=wSBn77_h_6Q&list=TL2ig9zw7CnEQ
what the vlogger here is saying should be also weighed. The fact that most video games fundamentally interact with dynamic character movement and momentum through physical space inherently allows for multiple creations of make believe violence. Even before we get to discussing the mass amounts of it in gaming.
If not combat, theres sports racing, strategy warfare, and role-playing all the popular genres have their inital potential for violence and reckless endangerment.
A whole industry isnt going to dramatically dumb down products and bring about the digital equivalent of the Motion Picture Production Code simply out of fear of the kids. Especially when a lot of young adults are target market.
And conversational diplomatic or lighter gestures are kind of harder for a computer to systemize as easy as digital combat and make easy for consumers on different intelligence levels to understand like Halo or Mario. In the meantime the games have to succeed at selling.
I would like to see a perspective introduced that is an alternative to the dichotomy in which violent video games are either a bad influence or innocuous fun. A third way in this debate is to consider mechanisms and manifestations of positive influence in video games even if they seem to be violent. See http://tinyurl.com/Prosocial-Gaming
See also posts and comments from the debate that ensued earlier this year on videogames and violence -- http://griccio2103b.wordpress.com/tag/violence/