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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, , violent 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.

    Continue reading….

  • StarCrafty2 ShowCase 2:50 am on March 11, 2013 Permalink
    Tags: ISU professor, Survival Values, violent video games   

    Violent Video Games Tap Into Survival Values, Says ISU Professor – Cinema Blend

    Why do people like Call of Duty more than the latest Tetris clone? Survival values. The tension and adrenaline rush from cortisol, noradrenaline and testosterone create a since of desperation and tension that people crave but don’t always want to experience in real-life, according to an Iowa State University professor.
    NPR did a brief report on the attraction to violent video games; why violent games sell the way they do and what the appeal is over non-violent games. I could have summed it all up by saying that it’s a heck of a lot cooler to be a space marine on some distant planet that you’ll never visit in real-life, saving the entire galaxy from a corrupt, ancient race of menacing space aliens than it is rotating a few color-coded blocks and lining them up at the bottom of the screen like a flaccid old man giving coffins a test run before kicking the bucket.
    Nevertheless, National Public Radio wanted something a little more concrete, a little more palatable for the science-side of the discussion regarding violent video games, and they found it in ISU professor Douglas Gentile, who stated that…
    “There are two things that force us to pay attention,” … “One is violence; the other is sex. Whenever either of those are present in our environment, they have survival value for us.” These gamers do have an adrenaline rush, and it’s noradrenaline and it’s testosterone, and it’s cortisol — these are the so-called stress hormones,” …”That’s exactly the same cocktail of hormones you drop into your bloodstream if I punched you.”
    Except I don’t want to be punched, but I don’t mind feeling that same physiological rush of adrenaline as if a non-physical punch landed or was thrown and a full-on fist fight followed through. In fact, 20 million gamers each year look for that same rush with Activision’s annual Call of Duty, 12 million gamers sought that experience in Assassin’s Creed III (which focuses more on melee combat than gun violence), nearly six million people wanted that thrill from Borderlands 2 [via CVG] and nearly 5 million gamers craved for that experience in Far Cry 3.
    While Gentile explains that players crave control, playing with others and the competence of feeling skilled at the game you’re playing, there’s a much simpler explanation as to why violence sells.
    Violence sells because it’s violence most sane people don’t want to experience in real-life. You don’t get to respawn in real-life and if you want to experience war first-hand there’s a high chance you won’t come back the same as you went in, assuming you come back at all.

    Continue reading….

  • StarCrafty2 ShowCase 2:15 am on March 11, 2013 Permalink
    Tags: Columbine High School, , violent 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.”

    Continue reading….

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