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Negative interaction on the psyche of the American teenagers caused by the violence in video games.
Journalism & Communication
Pages 7 (1757 words)
Negative Interaction on the Psyche of the American Teenagers Caused by the Violence in Video Games 1. Introduction Video games have undoubtedly become one of the favorite activities of children in the United States. The gaming industry seems not to be influenced by recession and remains strong, with sales that amount to $16.6 billion in 2011 (Fig.1)…
However, even with the rating systems can’t prevent exposure to violence as a staggering 89% of video games contain a degree of violent content and specifically it can also be found in more than half of E-rated (for Everyone) games (Gentile). Figure 1. Computer and video game sales from 2000 to 2011 (NPD) Violence in video games is not a relatively novel subject. Since the emergence of the video gaming industry in the 1970’s the notion that video games promoted violence became a major controversy with the release of “Death Race” in 1976 (Kent). The game involved the player as an automobile driver running over screaming “gremlins” that resembled human figures due to the primitive graphics of that era. Believing that the game appeared to condone killing of innocent civilians with a car, protestors started pulling machines out of the arcades and burning them, eventually leading to the termination of the game. Newer controversies included the popular “Wolfesnstein 3D” and the franchises of “Street Fighter” and “Mortal Kombat”, which featured one-on-one fights and gory graphic sequences (Carnagey and Anderson). ...
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