Video Games & Ethics

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VIDEO GAMES & ETHICS

Video Games & Ethics



Video Games & Ethics

Introduction

The present age is characterized by the use of computers and the Internet, particularly for adults. Purchases can be made with the smart phone and even for children such technical achievements have long since become commonplace. Their knowledge of the world increasingly comes from search engines and educational software; and they spend their free time with computer games and consoles. Parents often do not observe this phenomenon with mixed feelings. The risk that children are not able to come off almost as varied by the virtual world and prefer to be playing computer games for hours, is great. While parents want their children know how to use modern media, fear at the same time the saturation or numbness caused by the action games too violent (Castells, 2000, 65-79).

The question of whether these games can actually undermine the fundamental principles of non-violence of a teenager is scientifically debated. One thing is certain: those who want to learn something specific can maintain the ethics and the so-called "serious games". Not only would-be pilots in flight situations occur in computer simulations to make the first experiences in the flight deck for the kids there are games that make remedies in a playful way the worlds of physics, politics and economy (Castells,2000,65-79).

The youth protection debate in recent years was from the perspective of Supporters of the computer game medium number of concerns. Undoubtedly was their most important function is that they are for has raised awareness of the ethical dimension of computer games. On first sight it is striking that the same content in this medium damaging or at least stronger effects were associated with as the example in the literature or in film. The explanation this is essentially trivial: the end of the game do the active, as he Read or take a passive spectator Ender would. Keeping in view the growing trend of virtual games, the paper identifies the history of e gaming, the privacy concerns and the legislation to ensure the safety and identity security of the individual associated with virtual gaming (Turkle, 1995, 33-41).

History of E Gaming

The history of video games has its origins in the 1940's when, after the end of World War II , the victorious powers supercomputers built the first programmable as the ENIAC , in 1946 . The first attempts to implement programs playfulness (initially programs chess) soon appeared, and were repeated during the following decades. The first modern games appeared in the 60's, and since then the world of video games has continued to grow and developed and the only limit imposed upon the creativity of the developers and the evolution of technology. In recent years, we are witnessing an era of technological progress dominated by an industry that promotes a rapid consumption model where new blockbusters become obsolete in a few months, but where both a group of people and institutions aware of the role-pioneer programs, companies that defined the market and had great ...
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