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  • StarCrafty2 ShowCase 11:25 pm on March 13, 2013 Permalink
    Tags: Darren Spohn, gaming industry, real world violence, video game industry, Video games,   

    Gamers defend video game industry
    Posted: Saturday, January 19, 2013 10:57 PM ESTUpdated: Saturday, January 19, 2013 11:06 PM EST
    There has been a lot of talk about violent video games lately, and if those games could contribute to real world violence. Now the gaming industry is speaking up. On Saturday, January 19, many gamers met at Pinballz Arcade in north Austin. One topic that was on many people’s mind was if violent video games cause violence.
    Gaming professionals from across the country were there, along with many families to talk about the gaming industry and learn more about it.
    The games at Pinballz, range from pinballs to games that have some violence in them, where toy guns are the weapon of choice.
    Parents tell us they aren’t worried about their kids learning violent behavior, because they teach them the difference between what is reality and what is the game.
    The owner, Darren Spohn, says that is important role all parents must play if their child watches or plays video games.
    “If the parent and the child reinforce that it is just a game it’s not a real experience they learn differently. I think it’s like guns. If you teach a kid about guns responsibly they’re going to treat a gun with responsibility,” said Spohn.
    When it comes to learning about mass shootings, Texas Attorney General Greg Abbott has said that he would like to address violent video games and mental health.

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  • StarCrafty2 ShowCase 2:15 am on March 11, 2013 Permalink
    Tags: Columbine High School, Video games,   

    Collateral Damage? Researching a Connection Between Video Games and Violence 

    The Learning Network Blog: Lesson Plan | Researching a Connection Between Video Games and Violence

    Jimmy Turrell

    Finally, explain to the class that they will now jump into the current public discussion over purported connections between violence in video games and violent behavior by assessing some of the current research in the field.
    Related | In the article “Shooting In The Dark,” Benedict Carey reports on conflicting studies about the role of violent video games in promoting aggression among gamers:
    Mark Kegans for The New York Times

    The young men who opened fire at Columbine High School, at the movie theater in Aurora, Colo., and in other massacres had this in common: they were video gamers who seemed to be acting out some dark digital fantasy. It was as if all that exposure to computerized violence gave them the idea to go on a rampage – or at least fueled their urges.
    But did it really?
    Social scientists have been studying and debating the effects of media violence on behavior since the 1950s, and video games in particular since the 1980s. The issue is especially relevant today, because the games are more realistic and bloodier than ever, and because most American boys play them at some point. Girls play at lower rates and are significantly less likely to play violent games.
    A burst of new research has begun to clarify what can and cannot be said about the effects of violent gaming. Playing the games can and does stir hostile urges and mildly aggressive behavior in the short term. Moreover, youngsters who develop a gaming habit can become slightly more aggressive – as measured by clashes with peers, for instance – at least over a period of a year or two.
    Yet it is not at all clear whether, over longer periods, such a habit increases the likelihood that a person will commit a violent crime, like murder, rape, or assault, much less a Newtown-like massacre. (Such calculated rampages are too rare to study in any rigorous way, researchers agree.)

    Read the entire article with your class, using the questions below.
    Questions | For discussion and reading comprehension:

    For how long have social scientists studied the effects of violence in the media on behavior? Why do you think the author calls the topic “especially relevant” today?
    What are the three categories into which research on video games and aggression fall? What are correlation studies?
    In one study referenced in the article, students played the game “Mortal Kombat: Deadly Alliance” and then measured out portions of hot sauce for students who, they were told, did not like hot sauce. What was the purpose of this study? What characteristic were the researchers trying to assess by having participants measure out servings of hot sauce?
    What did the researchers conclude in the hot sauce experiment? How did they come to this conclusion?
    According to the author, “Some studies done in schools or elsewhere have found that it is aggressive children who are the most likely to be drawn to violent video games in the first place; they are self-selected to be in more schoolyard conflicts.”

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  • StarCrafty2 ShowCase 1:35 am on March 7, 2013 Permalink
    Tags: Chris Wallace, Fox News, House Minority Leader Nancy Pelosi, , Video games, violence in video games, violent games   

    Pelosi stands up for video game makers 

    House Minority Leader Nancy Pelosi probably picked up some votes among avid video gamers by shooting down an attempt by Chris Wallace of Fox News to link gun deaths with violence in video games.
    On “Fox News Sunday With Chris Wallace,” the host asked Pelosi about proposals to study the connection between popular culture and violence just as viewers saw action video clips from “Call of Duty: Black Ops II” and “Grand Theft Auto.”
    “We don’t need another study, respectfully,” Wallace said. “I mean, we know that these video games where people have their heads splattered, these movies, these TV shows, why don’t you go to your friends in Hollywood and challenge them, shame them, and say, ‘Knock it off’? ”
    But Pelosi, D-San Francisco, said more scientific research is needed because “we don’t just want to be anecdotally writing bills.”
    “The evidence says that in Japan, for example, they have the most violent games than the rest and the lowest mortality from guns,” Pelosi said. “I don’t know what the explanation is for that except they might have good gun laws.”
    Sites that cover the video game industry praised Pelosi for not automatically blaming video games for gun violence, as other politicians have.
    “At least one congressional representative isn’t willing to label games as the source of all violence,” said VentureBeat.com’s GamesBeat.
    Owen Good, editor of Gawker Media’s Kotaku.com, did note that Pelosi represents a region teeming with video game companies and said: “I’m sure her contributors include those in the industry.”
    “Japan may not like being characterized as home of the most violent games – that’s rather sweeping,” Good wrote. “But at least when someone – of considerable influence – was given the opportunity to make a politically safe scapegoating of games and those who enjoy them, she didn’t take the bait.”
    GamesRadar.com noted a Washington Post story that said some of the world’s safest countries were also where video games were most popular, except the United States.
    “Of course, that’s more likely because those countries are more affluent and safe for citizens overall than because of some beneficial property,” GamesRadar said. “But if elected representatives and news anchors can pretend games are to blame for violence, then we can pretend games will lead us to a utopian society, right?”

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  • StarCrafty2 ShowCase 4:05 pm on February 19, 2013 Permalink
    Tags: FOX News photojournalistContinue, Sky Church, The Experience Music Project Museum, the Smithsonian, video game party, Video games, video gaming   

    Calling all gamers: EMP unveils ‘Art of Video Games’ exhibit 

    Calling all gamers: EMP unveils ‘Art of Video Games’ exhibit

    SEATTLE – The Experience Music Project Museum is opening the exhibit “Art of Video Games” Friday. The exhibition, which is on load from the Smithsonian, kicks things off with a video game party at EMP’s Sky Church and will feature gaming industry speakers and game tournaments. The show explores every aspect of video gaming, from art to evolution.

     
  • StarCrafty2 ShowCase 10:25 pm on February 18, 2013 Permalink
    Tags: Gabe Newell, game players, last week, on Feb. 20, physical games, software publishers, The Supreme Court, Video games   

    Digital distribution may prove a game-changer for video gamers 


    Seattle Times technology columnist
    Just after I wrote about Microsoft’s new scheme for licensing Office to consumers last week, reports came out that it’s planning something similar with the next Xbox.
    If the reports are correct, Microsoft and Sony will take a dramatically new approach to licensing video games when they release their next consoles later this year, and will restrict the new consoles from playing used games.
    Neither company is saying much about its plans, but I think it’s time game players brace themselves for the change. I also think console-game companies need to lower the price of new games to make the new approach more palatable.
    The potential end of used-game sales has been looming for years, with game publishers chafing against the practice because they believe it dilutes their sales.
    It’s controversial because game players believe they have a right to resell games they buy, just as they can resell a book, a painting or a music album.
    This has traditionally been the case under first-sale doctrine in U.S. copyright law, but legal challenges in the last few years are tilting things toward software publishers.
    A 2010 case laid the groundwork for blocking the resale of software that’s licensed to users, in part because the publisher retains the copyright and is basically letting you use it for a fee. The Supreme Court is now considering another case, involving the resale of copyrighted works acquired overseas and imported into the U.S., that could further modify the notion of first-sale.
    Despite the outcry last week from avid gamers, most people seem unfazed by limitations on the digital stuff they buy, or rent. They’re increasingly buying digital versions of their books from Amazon.com, subscribing to software packages and watching movies on secure digital channels operated by the likes of Netflix.
    Games are also moving toward digital distribution, which may overtake sales of physical games in the next year or two. Last year physical games sales in the U.S. fell 21 percent, to $8.9 billion, according to NPD research, while digital game sales rose 16 percent, to $5.9 million.
    Video games tend to be at the leading edge of digital entertainment. These shifts in licensing and distribution suggest the next generation of games and game hardware may have just as much innovation around their business models as their graphics and game mechanics.
    This will come into focus over the next few months, with Microsoft and Sony possibly driving the change with their new game hardware.
    Spokesmen for Microsoft and Sony declined to discuss their plans with me last week. For specifics we’ll have to wait for Sony to unveil its new PlayStation on Feb. 20 and for Microsoft to reveal the new Xbox later this year, probably at a game conference in June.
    Meanwhile, Bellevue’s Valve Software has been publicly discussing changes it sees coming to the business. Speaking at a conference in Las Vegas last week, co-founder Gabe Newell said his company thinks “there’s going to be a fairly significant sea change in how we all think of what a game is.”
    Newell expects games to end up being part of a “connected economy” involving the exchange of digital goods and services.

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