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30 Dec 08 Video games, do we train to kill?

Introduction

Much has been said about those video games that contain lots of violence, inciting children to play, to act more violent since suffering a stunning toward violent behavior. This article reflects on the ethical dilemmas that will be presented in such a situation, because as you know, and it has been claimed in some media, video games can cause physical, mental and behavioral players, such as tendinitis , Epilepsy and a more aggressive or antisocial behavior.

1. ISSUE

Much has been said about that video games that contain lots of violence, inciting children to play, to act more violent since suffering a stunning toward violent behavior.

I’d like to reflect on the ethical dilemmas that will be presented in such a situation, because as you know, and it has been claimed in some media, video games can cause physical, mental and behavioral players, such as tendinitis (Space Invader’s Wrist), epilepsy and a more aggressive or antisocial behavior.

It seems that life in us, with so many satisfactory and amenities offered to us, it has become at the same time, very monotonous and boring that it is very difficult for us in our daily activities experienced many thrills, that’s why we are so attractive to consume a the product that we provide.

2. Market of video games

Video games such as Nintendo, Sega, Play Station or are targeted primarily for use by children and adolescents, and precisely through the stages of development for which they are happening, are very susceptible to the influences of the environment, since they are constantly learning, so they receive encouragement and values should be positive.

But the market for video game exploits violence to sell more, this is obvious when we know that games that are sold are to fight and destroy those monsters or people, and although many are only for sale to seniors or warnings of “Parental Control”, in reality they are also played by children and adolescents under age.

We all think of video games with violent content very conducive to children who play more aggressive behaviors present due to the stunning that the same game they produce toward violent behavior.

3. Market Violence

We have all noticed that the TV series, on the news, in movies, and virtually all media, has increased the content of violence, and many spectators, the more violence there in the movie, article or television series, I think it is more “exciting” or “fun”.

This would have been saturating both senses, it is now necessary to introduce greater violence to try to generate strong emotions in the viewer so that you can catch it. The consumer feels more attracted to the product, while it will provide more excitement.

Children and adolescents due to the stages of development for which are going on, are very susceptible to the influences of the environment. They are in an age of constant learning, so that they receive encouragement and values should be positive. But as what matters is to sell more video games exploit the violence and the producers do not care much to be consumed by minors. This is evident knowing that the more games that are sold are to fight and those which destroy monsters or people, and although many of these games are sold only to people over age or have warnings of “Parental Control”, are actually played by children and adolescents under age.

Competition for the market means that the contents are increasingly violent, as some reports indicate, initially did not have Nintendo games with a high content of violence, but after 1992 it reported sales of 24% against 68% who have filed for Sega most violent games, changed its trend of releasing games such as Sega.

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Tags: Adolescents, Amenities, Antisocial Behavior, , Epilepsy, Ethical Dilemmas, Exploits, Games Video, , Nintendo, Parental Control, Play Station, Sega, Seniors, Space Invader, Stages Of Development, , Video Games, Video Violence, Violent Behavior

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