It is generating a repetitive speech in the media about "school violence". Without discussing the opportunity of the term and the ideological connotations it entails, what we ask in this paper is whether certain climates of violence that occur in classrooms will not be generated by the society in which we live. In this case, it more specifically talks about the attitudes and behaviors generated by the increasingly massive use of computer games among children and adolescents. It is true that when analyzing the values ??transmitted by computer games are easy to fall into the temptation to make high-sounding speech (Thompson, Haninger, 2001). Now, if we accept that the game is a chameleon that takes color cartridge inserted, and the existence of sufficient educational games and attractions that truly foster educational content, why not conclude that some computer games designed for the sole purpose commercial get educated profitability against the basic standards of education?, why not add that educate against social conventions, ethics and human rights?
Ethics of Computer Games
Violence in Computer Games
In recent years we hear a lot of school violence, but almost always understood as violence between the students themselves or teachers. In fact, the Ombudsman's report "reduced" the phenomenon of school violence to the study and research of "abuse among equals", technically known as the English word "bullying". The mechanisms that generate violence, organizational structures that perpetuate and deepen the social systems that encourage it are analyzed and evaluated in these investigations and studies currently underway in the educational environment. There seems to be agreement among researchers unaware of this phenomenon to reduce or limit the phenomenon of school violence to the relationship between students, forgetting the key social and institutional media have created a world and a society as violent as that live, and in which our students, our teenagers and young people become recipients and consumers of such violence that reproduce in their behavior and relationship patterns (Thompson, Haninger, 2001).
We believe that some computer games are one of the key explanations that help maintain and strengthen relations of aggression, contempt and underground climate of violence among adolescents and youth. It is not easy to fall into the temptation to demonize every game. In this article we talk about a type of games that are currently in vogue among children, young and not so young, that exalt violence as entertainment and fun. Games like Alien, Blood, Duke III, Final Doom, Eradicator, Half Life, or Tomb Raider that exhibit high levels of hardness, to exalt the victor, of contempt for the defeated. Not talking about those other games of skill and agility, mental calculation or visual and manual. Such games have a smaller audience than "action" but curiously, in the case of research students noted below, are used primarily among those who either get the best academic results or invertebrate exhibit a more social group they belong to. We argue that adult society (multinationals that designed and manufactured, administrative authorities and governments that ...