| Video games for children, teens and young
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| | Auto series, one of the most popular
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| adults bring in $10 billion a year
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| | and also most violent and controversial
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| in the United States. Certainly some of
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| | of the games, a player is rewarded
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| the games offer harmless
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| | if he has sex with a prostitute and
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| entertainment and maybe even some
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| | then murders her (the most recent of the
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| educational value. But the games
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| | series, Grand Theft Auto: San
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| that seem to be the most eagerly
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| | Andreas, was the best-selling title in
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| anticipated, the games that major
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| | 2004). Whether or not these games
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| retailer Zany Brainy says "the
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| | contribute to violent "real-life"
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| industry is focusing on," and the games
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| | behavior among their primary users
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| that fly off the shelves as soon as
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| | (pre-teen and teen boys) has spurred
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| they're released are those rated "M"
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| | major controversy. And, as with most
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| for mature and "AO" for adults only.
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| | hot-button issues, there are strong
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| To
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| | proponents and opponents on either
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| garner an "M" rating, the content is
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| | side. Yes, Video Games Cause
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| intended for people aged 17 and
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| | Violence Much attention was brought
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| older, and may contain sexual themes
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| | to video game violence after it was
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| and intense violence or language. An
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| | realized that the two teenagers behind
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| "AO"-rated game is suitable only for
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| | the Columbine High School shootings
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| adults 18 and over, and may include
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| | played (and even created their own levels
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| graphic depictions of sex and/or
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| | of) DOOM, one of the first
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| violence. The popularity of the
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| | "first-person shooter" video games
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| games is astounding. According to a
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| | (attesting to its popularity, a movie
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| 2004 report by the National Youth
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| | version of DOOM was just released on
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| Violence Prevention Resource Center,
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| | October 21). The most recent study
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| a 2001 review found that 49 percent of
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| | on the topic, to be published in the
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| the 70 top-selling video games
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| | January 2006 edition of Media
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| contained serious violence. Out of all
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| | Psychology, found that playing
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| games, 41 percent required violence
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| | violent video games does indeed
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| for the protagonists to achieve
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| | cause violent thought patterns in
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| their goals. And in 17 percent of
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| | the brain. A team of international
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| the games, violence was the primary
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| | researchers observed 13 males, aged
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| focus of the game itself. The
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| | 18 to 26, for the study. It was
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| violence is often brutal and degrading to
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| | found that, after playing a
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| women. In the game "Duke Nukem," for
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| | mature-rated game, 11 out of the 13
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| instance, a player can enter a room
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| | participants showed significant
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| with naked women saying "Kill me," while
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| | effects from the games.
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| tied to posts. In the Grand Theft
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|