Daniel Bounds Professor Smith Us History 12/4/2012

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Daniel Bounds

Professor Smith

US History

12/4/2012

Table of Contents

Introduction3

Discussion3

Facts5

Steps Taken by Government6

Conclusion6

Works Cited8

History of Video Game Violence

Introduction

Video games are a very common activity that is found among the people of all ages. From children to teenage, from adults to matures, everyone seems to enjoy playing video games (O'Brien, pp. 5-7). However, the video game history is not filled with all the cherished memories. One of the strange and most controversial incidents that ignited from the era of 1970 was the violence caused due to the influence of video games (Bennett, pp. 1-5). Since, then the whole complexion of video games has been changed (O'Brien, pp. 5-7).

Discussion

Since the 1970s, computer games have turned out to be one of the preferred relaxation activities among adolescents and children. When home video games were introduced in the 1970s, they had simple graphics, were generally black and white, and only had minimal sounds such as beeps or blips. A spate of school shootings in the 1990s focused attention on the potential contribution of video games to gun violence. The question posed is whether participating in graphic, realistic, interactive games featuring violent gun play somehow conditions or inspires the game player to commit violence. Some public figures assert that the connection is obvious. But the evidence is at best ambiguous on whether playing gun games leads to real-life gun play. (Kirsh, 25)

The increasing time youth spend playing video games along with the rise of violent content have made them a topic of controversy. Video games, however, may also hold educational and health benefits, so legislators, parents, educators, and pediatricians are trying to determine if their benefits outweigh their possible harm. (Sieberg, 01)

In 1993, there was a introduction of the video game "Doom" and the release of the home version of the arcade game "Mortal Kombat" coincide with growing concerns among parents and politicians over video game violence. And later in 1994, at the urging of lawmakers, the video game industry unveils a voluntary game ratings system. In 2004, Angered at what they perceive as anti-Haitian bias in "Vice City," Haitian-American activists take the game's maker, Rock Star Games, to federal court to try to force a recall of the game. The release of "Manhunt 2," a new game by Rockstar Games in 2007, was delayed after the ESRB gives it an "AO," or Adults Only, rating. The rating would doom the game's commercial chances in the U.S., as none of the three major video-game consoles' parent companies--Microsoft Corp., Sony Corp. and Nintendo Co.--license AO-rated games. (Kalning, 01)

The unreleased game is banned in the European Union in June. Some historically violent games include Night Trap and 25 to Life. Along with "Mortal Kombat," "Night Trap" was one of the prime inspirations for the 1993 Senate-led investigation of the video-game industry. In "Night Trap," gamers had to protect a houseful of female college students, who were being attacked by a horde of vampires. The game used live-action video instead of rendered graphics, and was unusually macabre for an early 1990s video ...
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