This document discusses various ethical, social, and legal issues related to the video game industry. It analyzes these issues through different ethical frameworks and perspectives. Some of the key concerns covered include violence and stereotyping in games, addiction potential, and negative impacts on health and behavior. The document also examines regulations and laws regarding content ratings, intellectual property, and other legal matters. Overall, it provides a comprehensive overview of the complex challenges faced by the video game industry from an ethical standpoint.
Introduction to Game Development and the Game IndustryNataly Eliyahu
Talk about games and the game industry at She Codes meeting at the Weizmann Institute of Science.
Basic introduction to the game industry and what to learn to get into game programming.
The document discusses the gaming industry in India. It states that the console gaming market in India is expected to reach Rs 575 Crore by 2010, growing over 50% annually. Mobile gaming is also increasing and is projected to reach Rs 812.5 Crore by June 2010. A typical Indian gamer is male, aged 26, from one of the top 8 metros, and plays games mainly from home for about an hour, 3 times a week.
The document outlines the game development process. It begins with conception where the high-level concept is defined. This is followed by pre-production where a playable prototype is created along with production plans. Production then involves implementing gameplay, code, assets, and levels over 6 months to 2 years. Debugging lasts 3 to 8 months to test for and fix bugs before launch. The roles involved include producers, designers, programmers, artists, testers, and sound engineers working in cross-functional teams.
This document provides an overview of game development including defining video games, common genres, the size of the industry, and the development process from concept to release. It also outlines the major roles in game development such as designers, artists, programmers, testers, and producers. Finally, it discusses skills required for different roles and ways to get started in the industry such as through independent game development.
Introduction to Game Development and the Game IndustryNataly Eliyahu
Talk about games and the game industry at She Codes meeting at the Weizmann Institute of Science.
Basic introduction to the game industry and what to learn to get into game programming.
The document discusses the gaming industry in India. It states that the console gaming market in India is expected to reach Rs 575 Crore by 2010, growing over 50% annually. Mobile gaming is also increasing and is projected to reach Rs 812.5 Crore by June 2010. A typical Indian gamer is male, aged 26, from one of the top 8 metros, and plays games mainly from home for about an hour, 3 times a week.
The document outlines the game development process. It begins with conception where the high-level concept is defined. This is followed by pre-production where a playable prototype is created along with production plans. Production then involves implementing gameplay, code, assets, and levels over 6 months to 2 years. Debugging lasts 3 to 8 months to test for and fix bugs before launch. The roles involved include producers, designers, programmers, artists, testers, and sound engineers working in cross-functional teams.
This document provides an overview of game development including defining video games, common genres, the size of the industry, and the development process from concept to release. It also outlines the major roles in game development such as designers, artists, programmers, testers, and producers. Finally, it discusses skills required for different roles and ways to get started in the industry such as through independent game development.
Card Game Development, Dice Game Development, Web & Desktop Games Development, Mobile / PDA Games Development, I-phone Game Development, Flash Game Development, Interactive TV Game Development, Game Engine Development, Game Testing and Analysis,
Console Based Games
This document provides an overview of game architecture and development processes. It discusses the game loop, which involves updating the player and world simulation, and then rendering. It also covers pre-production, production, and maintenance stages. Pre-production involves prototyping gameplay and designing features. Production is when the full game is built iteratively. Maintenance includes patches, mod support, and ongoing content for multiplayer games.
“Intoduction To Game Development ”
This sesion will be covering some aspects of the theory and practice of game development and design .
- For those who are intersted in game development , This session will should be enough to get you started .
Game AI 101 - NPCs and Agents and Algorithms... Oh My!Luke Dicken
This is a session originally written for students at Bradley University (Peoria, IL).
It covers a very high level introduction to the concepts behind Game AI, and includes some examples of how we can begin to make characters in a game world perform actions and appear to be making intelligent decisions.
Trends In Gaming In Japan And Beyond (Special Focus: Mobage Operator DeNA And...Dr. Serkan Toto
Serkan Toto is a social and mobile gaming industry consultant based in Japan. He gave a presentation on the gaming industry in Japan and key trends. The presentation covered: [1] The structure of Japan's social gaming market, which is dominated by GREE and DeNA. [2] Projections that Japan's social gaming market will reach $3.9 billion by 2013. [3] Ten key trends in gaming including the rise of smartphone, tablet, and indie gaming as well as cloud gaming and full immersion technologies. [4] Threats and opportunities for GREE and DeNA from regulations, international expansion, and competitive landscape changes.
AML/BSA - introductory guide to compliance for gaming industry compliance personnel. How to comply with federal and state law by building a rigorous compliance system.
In this presentation we introduce the game balance type 'sustained uncertainty'. Uncertainty is usually understood as related to randomness and difficulty. It is essential to keep the game interesting to the user.
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
Video gaming involves human interaction with a user interface to generate visual feedback on a video device. Both advantages and disadvantages are discussed. The advantages include entertainment and family engagement, while disadvantages include potential addiction, violence in many games, and high costs. Video games are compared to television, with games seen as more interactive but potentially more addictive, while television is seen as less interactive but more family friendly. Grand Theft Auto is discussed as an action-adventure video game series known for its adult nature themes.
This document provides an overview of game development. It defines a game as an interactive form of entertainment and art differentiated from other media by user interactivity. It discusses major game genres and the large game market focused on mobile, console, PC, and online games. The document outlines the typical game development process including idea/documentation, design, development, and testing phases. It describes key activities in each phase such as concept art, gameplay design, programming, and quality assurance testing. In closing, it notes the appeal of game development is that it is very enjoyable to both play and create games.
This document summarizes e-sports, which are organized video game competitions between professional players. It discusses how e-sports tournaments are held around the world and provide live broadcasts and cash prizes. Professional e-sports players practice extensively and have rigorous lifestyles as they travel frequently for competitions. Popular e-sports games include multiplayer online battle arena games, real-time strategy games, and first-person shooter games. Millions of fans around the world watch e-sports competitions through online streaming platforms. The popularity of e-sports is fueled by the growth of streaming platforms like Twitch, MLG, and YouTube gaming channels.
This document provides an introduction to game development. It defines what a video game is as an electronic game involving user interaction and visual feedback. Game development draws from many fields including business, art, science and technology. The document outlines some of the many roles involved in game development. It traces the growth of the video game industry from early classics to modern 3D games. It then presents several popular game engines as tools that developers can use to build games, avoiding writing code from scratch. The document encourages creativity beyond what engines can do directly and emphasizes good coding practices like avoiding spaghetti code and refactoring. It introduces GameLab as aiming to spread knowledge about game development through small project-based seminars.
Link chi tiết: http://boardgame.vn/all-games/jaipur-192
Từ lâu, những card game 2 người luôn là lựa chọn của những người có ít bạn chơi cùng, và muốn một game đối kháng nhanh nhưng có chiến thuật. Những cái tên như Battle Line, Lost Cities thường được nhắc đến. Và Jaipur cũng là một lựa chọn xứng đáng. Tại sao ư? chúng ta hãy cùng khám phá.
Rock, paper, scissors is a two-player game decided by chance where players simultaneously throw out one of three signs - rock, paper, or scissors - determined by simple rules: rock breaks scissors, scissors cut paper, and paper covers rock. Players face off by counting to three and throwing their chosen sign, with the sign that wins against the opponent's sign taking the round, or a tie resulting in a rematch.
The advantages and disadvantages of video games.Lida Berisha
Video games have both advantages and disadvantages for kids:
- They provide interactive entertainment that allows kids to think and use their imagination, while promoting hand-eye coordination. However, too much unregulated video game play can negatively impact health and behavior.
- Violent video games can teach aggressive behavior, so parents should guide kids towards non-violent games. Excessive video game use can also lead to issues like lack of sleep, seizures, and obesity from poor diet and inactivity.
- Prolonged video game play may decrease imagination over time, while moderation can still provide benefits like shared social experiences with friends and family. Overall, regular parental involvement is important to maximize benefits and minimize harm
This document proposes an online movie ticket booking system that allows customers to book tickets from anywhere at any time. The key goals of the system are to provide convenience to customers, reduce staff needs, and increase profits through online promotions and analytics. The system would allow users to browse movie listings, watch trailers, select show times and dates, pay for tickets, and receive confirmations. It also describes the admin interface to manage movies, showtimes, bookings, customers, and the overall system.
In this presentation we introduce the concept game balance, its different types, and the most useful methods to study it.
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
The document summarizes visual novels, an interactive fictional genre originating in Japan. It discusses key characteristics like minimal gameplay and static graphics with anime-inspired art. Major genres are outlined like melodrama, horror, and erotic. Visual novels are compared to adventure games and RPGs, with most Western titles being fan translations of erotic games. The presentation format is unconventional, playing out like an in-game dialogue between two characters.
* Introduction
* Define "video game"
* Video Game Industry Overview
* Aspects of Game Development
* Game Development Community
* Careers Available in Game Development
* Testimonies
* Options for Developing Required Skillset
* Other Avenues for Career Development
The document summarizes research on the effects of violent video games on the brain and behavior. Studies found that teenagers who played violent video games like Medal of Honor showed increased activity in brain regions related to emotion and memory, while those who played the non-violent game Need for Speed did not. However, the document notes that increased emotional arousal does not necessarily mean teenagers will commit violent acts. While some research links violent games to aggression, other studies have been inconclusive. The document also discusses several common myths about video games and presents the results of a survey on whether violent games influence criminal behavior.
Last Name 1Student’s NameBrady AllenEnglish 102-36 Feb.docxsmile790243
Last Name 1
Student’s Name
Brady Allen
English 102-3
6 February 2009
Argumentative Research Paper Proposal: Do Violent
Video Games Potentially Lead to Real-life Violence?
Video games, be it console (Playstation, XBOX, etc.) or computer-based, are commonplace in the American household. Through these games, some say children and teens often learn some valuable life skills and develop hand-eye coordination and argue that the problem with child and teen violence is not a result of these games, but rather a deterioration of the family unit and failure to keep an open line of communication between children and parents. Others say that kids’ obsession with the fantasy of video games disrupts their view of reality and can cause inappropriate behavior, including the carrying out of aggressive or violent acts. Often, this debate hinges around the idea of children being desensitized from the violent and deviant acts they simulate in a video game versus the crimes they can commit in real life. Yet another angle is this: some parents believe competitive and sometimes aggressive behaviors are traits they want their children to have exposure to because they view these characteristics as vital tools for later situations in life. They explain that the ability to play violent video games provides a potential outlet for the frustrations of being a teen, thereby allowing their children to experience violence through a game, rather than pursue real life crime or acts of deviance.
All sides to this argument make legitimate and valid points. However, there is a middle ground that needs to be considered: that violent video games or video games that glamorize lawbreaking and disrespect can act as accelerants; kids who already have issues and instability of mind can be influenced or warped past the breaking strain by such content. There is evidence that violent video games cause increased aggression in their player base, which can lead to real life crime because some teenagers cannot distinguish between virtual reality and actual reality, because they are at a crucial point in life where mental and social development is shaping their personalities and roles in society, and because they sometimes feel they have no one to turn to, so they become obsessively engrossed in this “alter” reality that becomes a virtual role model.
Some questions that need to be addressed in relation to this topic to further shape the working thesis: Do players of violent video games have increased aggression over those of less violent video games, and are the games the cause or just what more aggressive personalities migrate toward? Do these games truly help with life-skills? Does the play of violent video games desensitize teenagers to potential real-life situations, making them less apt to value human life? What type of violence is exhibited by these teenagers that apparently show increased aggression? What have some U.S. states done to prohibit the sale of violent video games? Can th ...
Card Game Development, Dice Game Development, Web & Desktop Games Development, Mobile / PDA Games Development, I-phone Game Development, Flash Game Development, Interactive TV Game Development, Game Engine Development, Game Testing and Analysis,
Console Based Games
This document provides an overview of game architecture and development processes. It discusses the game loop, which involves updating the player and world simulation, and then rendering. It also covers pre-production, production, and maintenance stages. Pre-production involves prototyping gameplay and designing features. Production is when the full game is built iteratively. Maintenance includes patches, mod support, and ongoing content for multiplayer games.
“Intoduction To Game Development ”
This sesion will be covering some aspects of the theory and practice of game development and design .
- For those who are intersted in game development , This session will should be enough to get you started .
Game AI 101 - NPCs and Agents and Algorithms... Oh My!Luke Dicken
This is a session originally written for students at Bradley University (Peoria, IL).
It covers a very high level introduction to the concepts behind Game AI, and includes some examples of how we can begin to make characters in a game world perform actions and appear to be making intelligent decisions.
Trends In Gaming In Japan And Beyond (Special Focus: Mobage Operator DeNA And...Dr. Serkan Toto
Serkan Toto is a social and mobile gaming industry consultant based in Japan. He gave a presentation on the gaming industry in Japan and key trends. The presentation covered: [1] The structure of Japan's social gaming market, which is dominated by GREE and DeNA. [2] Projections that Japan's social gaming market will reach $3.9 billion by 2013. [3] Ten key trends in gaming including the rise of smartphone, tablet, and indie gaming as well as cloud gaming and full immersion technologies. [4] Threats and opportunities for GREE and DeNA from regulations, international expansion, and competitive landscape changes.
AML/BSA - introductory guide to compliance for gaming industry compliance personnel. How to comply with federal and state law by building a rigorous compliance system.
In this presentation we introduce the game balance type 'sustained uncertainty'. Uncertainty is usually understood as related to randomness and difficulty. It is essential to keep the game interesting to the user.
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
Video gaming involves human interaction with a user interface to generate visual feedback on a video device. Both advantages and disadvantages are discussed. The advantages include entertainment and family engagement, while disadvantages include potential addiction, violence in many games, and high costs. Video games are compared to television, with games seen as more interactive but potentially more addictive, while television is seen as less interactive but more family friendly. Grand Theft Auto is discussed as an action-adventure video game series known for its adult nature themes.
This document provides an overview of game development. It defines a game as an interactive form of entertainment and art differentiated from other media by user interactivity. It discusses major game genres and the large game market focused on mobile, console, PC, and online games. The document outlines the typical game development process including idea/documentation, design, development, and testing phases. It describes key activities in each phase such as concept art, gameplay design, programming, and quality assurance testing. In closing, it notes the appeal of game development is that it is very enjoyable to both play and create games.
This document summarizes e-sports, which are organized video game competitions between professional players. It discusses how e-sports tournaments are held around the world and provide live broadcasts and cash prizes. Professional e-sports players practice extensively and have rigorous lifestyles as they travel frequently for competitions. Popular e-sports games include multiplayer online battle arena games, real-time strategy games, and first-person shooter games. Millions of fans around the world watch e-sports competitions through online streaming platforms. The popularity of e-sports is fueled by the growth of streaming platforms like Twitch, MLG, and YouTube gaming channels.
This document provides an introduction to game development. It defines what a video game is as an electronic game involving user interaction and visual feedback. Game development draws from many fields including business, art, science and technology. The document outlines some of the many roles involved in game development. It traces the growth of the video game industry from early classics to modern 3D games. It then presents several popular game engines as tools that developers can use to build games, avoiding writing code from scratch. The document encourages creativity beyond what engines can do directly and emphasizes good coding practices like avoiding spaghetti code and refactoring. It introduces GameLab as aiming to spread knowledge about game development through small project-based seminars.
Link chi tiết: http://boardgame.vn/all-games/jaipur-192
Từ lâu, những card game 2 người luôn là lựa chọn của những người có ít bạn chơi cùng, và muốn một game đối kháng nhanh nhưng có chiến thuật. Những cái tên như Battle Line, Lost Cities thường được nhắc đến. Và Jaipur cũng là một lựa chọn xứng đáng. Tại sao ư? chúng ta hãy cùng khám phá.
Rock, paper, scissors is a two-player game decided by chance where players simultaneously throw out one of three signs - rock, paper, or scissors - determined by simple rules: rock breaks scissors, scissors cut paper, and paper covers rock. Players face off by counting to three and throwing their chosen sign, with the sign that wins against the opponent's sign taking the round, or a tie resulting in a rematch.
The advantages and disadvantages of video games.Lida Berisha
Video games have both advantages and disadvantages for kids:
- They provide interactive entertainment that allows kids to think and use their imagination, while promoting hand-eye coordination. However, too much unregulated video game play can negatively impact health and behavior.
- Violent video games can teach aggressive behavior, so parents should guide kids towards non-violent games. Excessive video game use can also lead to issues like lack of sleep, seizures, and obesity from poor diet and inactivity.
- Prolonged video game play may decrease imagination over time, while moderation can still provide benefits like shared social experiences with friends and family. Overall, regular parental involvement is important to maximize benefits and minimize harm
This document proposes an online movie ticket booking system that allows customers to book tickets from anywhere at any time. The key goals of the system are to provide convenience to customers, reduce staff needs, and increase profits through online promotions and analytics. The system would allow users to browse movie listings, watch trailers, select show times and dates, pay for tickets, and receive confirmations. It also describes the admin interface to manage movies, showtimes, bookings, customers, and the overall system.
In this presentation we introduce the concept game balance, its different types, and the most useful methods to study it.
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
The document summarizes visual novels, an interactive fictional genre originating in Japan. It discusses key characteristics like minimal gameplay and static graphics with anime-inspired art. Major genres are outlined like melodrama, horror, and erotic. Visual novels are compared to adventure games and RPGs, with most Western titles being fan translations of erotic games. The presentation format is unconventional, playing out like an in-game dialogue between two characters.
* Introduction
* Define "video game"
* Video Game Industry Overview
* Aspects of Game Development
* Game Development Community
* Careers Available in Game Development
* Testimonies
* Options for Developing Required Skillset
* Other Avenues for Career Development
The document summarizes research on the effects of violent video games on the brain and behavior. Studies found that teenagers who played violent video games like Medal of Honor showed increased activity in brain regions related to emotion and memory, while those who played the non-violent game Need for Speed did not. However, the document notes that increased emotional arousal does not necessarily mean teenagers will commit violent acts. While some research links violent games to aggression, other studies have been inconclusive. The document also discusses several common myths about video games and presents the results of a survey on whether violent games influence criminal behavior.
Last Name 1Student’s NameBrady AllenEnglish 102-36 Feb.docxsmile790243
Last Name 1
Student’s Name
Brady Allen
English 102-3
6 February 2009
Argumentative Research Paper Proposal: Do Violent
Video Games Potentially Lead to Real-life Violence?
Video games, be it console (Playstation, XBOX, etc.) or computer-based, are commonplace in the American household. Through these games, some say children and teens often learn some valuable life skills and develop hand-eye coordination and argue that the problem with child and teen violence is not a result of these games, but rather a deterioration of the family unit and failure to keep an open line of communication between children and parents. Others say that kids’ obsession with the fantasy of video games disrupts their view of reality and can cause inappropriate behavior, including the carrying out of aggressive or violent acts. Often, this debate hinges around the idea of children being desensitized from the violent and deviant acts they simulate in a video game versus the crimes they can commit in real life. Yet another angle is this: some parents believe competitive and sometimes aggressive behaviors are traits they want their children to have exposure to because they view these characteristics as vital tools for later situations in life. They explain that the ability to play violent video games provides a potential outlet for the frustrations of being a teen, thereby allowing their children to experience violence through a game, rather than pursue real life crime or acts of deviance.
All sides to this argument make legitimate and valid points. However, there is a middle ground that needs to be considered: that violent video games or video games that glamorize lawbreaking and disrespect can act as accelerants; kids who already have issues and instability of mind can be influenced or warped past the breaking strain by such content. There is evidence that violent video games cause increased aggression in their player base, which can lead to real life crime because some teenagers cannot distinguish between virtual reality and actual reality, because they are at a crucial point in life where mental and social development is shaping their personalities and roles in society, and because they sometimes feel they have no one to turn to, so they become obsessively engrossed in this “alter” reality that becomes a virtual role model.
Some questions that need to be addressed in relation to this topic to further shape the working thesis: Do players of violent video games have increased aggression over those of less violent video games, and are the games the cause or just what more aggressive personalities migrate toward? Do these games truly help with life-skills? Does the play of violent video games desensitize teenagers to potential real-life situations, making them less apt to value human life? What type of violence is exhibited by these teenagers that apparently show increased aggression? What have some U.S. states done to prohibit the sale of violent video games? Can th ...
Videogame players are often compared to drug addicts who seek an instant rush or fix from playing electronic games. A 2006 study by the British Board of Film Classification (BBFC) found that younger gamers are influenced to play violent titles due to peer pressure, and negative media coverage increases interest in these games. However, the BBFC also noted that graphic violence in games can upset younger players.
The document discusses findings from the BBFC's 2006 research into video game audiences. It found that younger gamers are influenced to play violent titles due to peer pressure, and that negative press coverage increases interest. However, younger players often find game violence upsetting. The research also found gender differences in game preferences, with females preferring non-violent games and males favoring first-person shooters and sports games.
Videogames have received criticism for potentially causing negative effects such as increased aggression and violence. However, research on this topic has produced mixed results, with no definitive proof that game effects last long-term or transfer to real-world behavior. Younger gamers are sometimes influenced by older siblings to play inappropriate games, though the classification system aims to prevent this.
The document discusses findings from the BBFC's 2006 research into video game audiences. It found that younger gamers are influenced to play violent titles due to peer pressure, and that negative press coverage increases interest. However, younger players often find game violence upsetting. The research also found gender differences in game preferences, with females preferring non-violent games and males favoring first-person shooters and sports games.
- The document discusses the history of video game controversies and regulation, from early concerns in the 1980s over games depicting violence and death to the establishment of the ESRB rating system in 1993 in response to debates over games like Death Race and Mortal Kombat.
- It also examines issues around classifying and regulating interactive video games, noting they are qualitatively different than other media due to interactivity but are often judged based on video excerpts without considering gameplay. The effects of violent video games remain an open debate.
- The banning of the 2002 game Grand Theft Auto 3 in Australia is discussed as a case study, with the game initially receiving an MA15+ rating before being withdrawn over
Grand Theft Auto IV is an open-world action-adventure video game set in a fictionalized version of New York City called Liberty City. The game follows Niko Bellic, a war veteran from Serbia who comes to the U.S. seeking the American Dream. Some critics argue that violent video games like GTA IV can negatively influence young people by desensitizing them to violence or promoting criminal behavior. However, others believe there is little evidence that video games are directly linked to real-world violence. After a GTA player in Thailand was arrested for murder, the game was banned there over concerns about its violent content. Investigations of shooting rampages in the U.S. did not find a clear
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HCL Notes und Domino Lizenzkostenreduzierung in der Welt von DLAUpanagenda
Webinar Recording: https://www.panagenda.com/webinars/hcl-notes-und-domino-lizenzkostenreduzierung-in-der-welt-von-dlau/
DLAU und die Lizenzen nach dem CCB- und CCX-Modell sind für viele in der HCL-Community seit letztem Jahr ein heißes Thema. Als Notes- oder Domino-Kunde haben Sie vielleicht mit unerwartet hohen Benutzerzahlen und Lizenzgebühren zu kämpfen. Sie fragen sich vielleicht, wie diese neue Art der Lizenzierung funktioniert und welchen Nutzen sie Ihnen bringt. Vor allem wollen Sie sicherlich Ihr Budget einhalten und Kosten sparen, wo immer möglich. Das verstehen wir und wir möchten Ihnen dabei helfen!
Wir erklären Ihnen, wie Sie häufige Konfigurationsprobleme lösen können, die dazu führen können, dass mehr Benutzer gezählt werden als nötig, und wie Sie überflüssige oder ungenutzte Konten identifizieren und entfernen können, um Geld zu sparen. Es gibt auch einige Ansätze, die zu unnötigen Ausgaben führen können, z. B. wenn ein Personendokument anstelle eines Mail-Ins für geteilte Mailboxen verwendet wird. Wir zeigen Ihnen solche Fälle und deren Lösungen. Und natürlich erklären wir Ihnen das neue Lizenzmodell.
Nehmen Sie an diesem Webinar teil, bei dem HCL-Ambassador Marc Thomas und Gastredner Franz Walder Ihnen diese neue Welt näherbringen. Es vermittelt Ihnen die Tools und das Know-how, um den Überblick zu bewahren. Sie werden in der Lage sein, Ihre Kosten durch eine optimierte Domino-Konfiguration zu reduzieren und auch in Zukunft gering zu halten.
Diese Themen werden behandelt
- Reduzierung der Lizenzkosten durch Auffinden und Beheben von Fehlkonfigurationen und überflüssigen Konten
- Wie funktionieren CCB- und CCX-Lizenzen wirklich?
- Verstehen des DLAU-Tools und wie man es am besten nutzt
- Tipps für häufige Problembereiche, wie z. B. Team-Postfächer, Funktions-/Testbenutzer usw.
- Praxisbeispiele und Best Practices zum sofortigen Umsetzen
Removing Uninteresting Bytes in Software FuzzingAftab Hussain
Imagine a world where software fuzzing, the process of mutating bytes in test seeds to uncover hidden and erroneous program behaviors, becomes faster and more effective. A lot depends on the initial seeds, which can significantly dictate the trajectory of a fuzzing campaign, particularly in terms of how long it takes to uncover interesting behaviour in your code. We introduce DIAR, a technique designed to speedup fuzzing campaigns by pinpointing and eliminating those uninteresting bytes in the seeds. Picture this: instead of wasting valuable resources on meaningless mutations in large, bloated seeds, DIAR removes the unnecessary bytes, streamlining the entire process.
In this work, we equipped AFL, a popular fuzzer, with DIAR and examined two critical Linux libraries -- Libxml's xmllint, a tool for parsing xml documents, and Binutil's readelf, an essential debugging and security analysis command-line tool used to display detailed information about ELF (Executable and Linkable Format). Our preliminary results show that AFL+DIAR does not only discover new paths more quickly but also achieves higher coverage overall. This work thus showcases how starting with lean and optimized seeds can lead to faster, more comprehensive fuzzing campaigns -- and DIAR helps you find such seeds.
- These are slides of the talk given at IEEE International Conference on Software Testing Verification and Validation Workshop, ICSTW 2022.
Essentials of Automations: The Art of Triggers and Actions in FMESafe Software
In this second installment of our Essentials of Automations webinar series, we’ll explore the landscape of triggers and actions, guiding you through the nuances of authoring and adapting workspaces for seamless automations. Gain an understanding of the full spectrum of triggers and actions available in FME, empowering you to enhance your workspaces for efficient automation.
We’ll kick things off by showcasing the most commonly used event-based triggers, introducing you to various automation workflows like manual triggers, schedules, directory watchers, and more. Plus, see how these elements play out in real scenarios.
Whether you’re tweaking your current setup or building from the ground up, this session will arm you with the tools and insights needed to transform your FME usage into a powerhouse of productivity. Join us to discover effective strategies that simplify complex processes, enhancing your productivity and transforming your data management practices with FME. Let’s turn complexity into clarity and make your workspaces work wonders!
How to Get CNIC Information System with Paksim Ga.pptxdanishmna97
Pakdata Cf is a groundbreaking system designed to streamline and facilitate access to CNIC information. This innovative platform leverages advanced technology to provide users with efficient and secure access to their CNIC details.
Let's Integrate MuleSoft RPA, COMPOSER, APM with AWS IDP along with Slackshyamraj55
Discover the seamless integration of RPA (Robotic Process Automation), COMPOSER, and APM with AWS IDP enhanced with Slack notifications. Explore how these technologies converge to streamline workflows, optimize performance, and ensure secure access, all while leveraging the power of AWS IDP and real-time communication via Slack notifications.
Cosa hanno in comune un mattoncino Lego e la backdoor XZ?Speck&Tech
ABSTRACT: A prima vista, un mattoncino Lego e la backdoor XZ potrebbero avere in comune il fatto di essere entrambi blocchi di costruzione, o dipendenze di progetti creativi e software. La realtà è che un mattoncino Lego e il caso della backdoor XZ hanno molto di più di tutto ciò in comune.
Partecipate alla presentazione per immergervi in una storia di interoperabilità, standard e formati aperti, per poi discutere del ruolo importante che i contributori hanno in una comunità open source sostenibile.
BIO: Sostenitrice del software libero e dei formati standard e aperti. È stata un membro attivo dei progetti Fedora e openSUSE e ha co-fondato l'Associazione LibreItalia dove è stata coinvolta in diversi eventi, migrazioni e formazione relativi a LibreOffice. In precedenza ha lavorato a migrazioni e corsi di formazione su LibreOffice per diverse amministrazioni pubbliche e privati. Da gennaio 2020 lavora in SUSE come Software Release Engineer per Uyuni e SUSE Manager e quando non segue la sua passione per i computer e per Geeko coltiva la sua curiosità per l'astronomia (da cui deriva il suo nickname deneb_alpha).
Cosa hanno in comune un mattoncino Lego e la backdoor XZ?
Professional en-ethical-issues-in-it-ethical-social-legal-and-professional-concerns-of-video-games
1. Professional & Ethical Issues in IT-ethical,
social, legal and professional concerns of
video games
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Executive Summary
This report evaluates the ethical, social, legal and professional concerns of video
games, different perceptions of concerns raised by applying relevant theories and
regulations and different perspectives raised by other researches who done studies on
concerns of this industry.
Ethical theories such as Utilitarianism, Kantianism, Fairness perspective and Right
perspective are used to evaluate the concerns.When some issues being ethical
according to Utilitarianism, same issue can be unethical according to Kantianism.
According to the researches done by various experts in worldwide has found both
positive and negative impacts caused by video games.As an example while some are
arguing that video games boost cognitive skills, some argues that it promotes
abnormal phycology in person.
Report finds the importance of ethical approach for gaming industry and how it helps
for professional development of game developers and designers.
Implementing advance game rating system, parental guidance, warning messages and
security measures for online gamers are recommended as the solutions of issues.
Finally problems encountered preparing the report and how they were overcome are
discussed briefly.Gantt charts are provided to show the timeline of report.At the end,
reference list that are referred during my research for this report.
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Table of Content
Acknowledgement..............................................................................................................................................8
Executive Summary...........................................................................................................................................9
Table of Content..............................................................................................................................................10
Table of Figures................................................................................................................................................11
Introduction.........................................................................................................................................................12
Conclusion...........................................................................................................................................................33
Recommendation..............................................................................................................................................33
Gantt Charts.......................................................................................................................................................34
References...........................................................................................................................................................35
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Table of Figures
Figure 1: Turnitin report.................................................................................................................................6
Figure 2: ethnic groups in games.............................................................................................................14
Figure 3: Problem Behaviors vs. M-rated Game Players: Boys..............................................15
Figure 4: Problem Behaviors vs. M-rated Game players-Girls................................................16
Figure 5: Age of Game Players................................................................................................................17
Figure 6: Gender of Game Players.........................................................................................................18
Figure 7: statistics of playing video games ........................................................................................18
Figure 8: BCS Code of Conduct..............................................................................................................25
Figure 9: BCS-Public Interest...................................................................................................................30
Figure 10: BCS-“Professional Competence and Integrity”........................................................31
Figure 11: Planned Gantt chart.................................................................................................................34
Figure 12: Actual Gantt chart....................................................................................................................34
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Introduction
Video game is a digital entertainment media played using a computer, a phone, a
tablet or a game console like Xbox.
In the last decade, industry of video game has widely grown and spread in all over the
world.Now it has become one of the most successful and profitable business in the
world.
More details and nuance are inserted into game storyline by game developers due to
this increased use of technology and popularity.Their only purpose is to make their
video game popular and earn profit.Due to this competence, people in all over the
world are facing lot of issues regarding video games. (Owen, 2016)
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Most of the recent video games consist of bad content with violence, corruptive social
habits like drinking alcohol, smoking and taking drugs, racism, sex, abusive language,
etc.In some games, rape, sex with prostitutions and killing women are rewarding
actions.So violence against women and prostitution are normalized through these
games.As the result of constantly showing women as sex objects, violence against
women and anti-women attitude are supported and also women are demeaned and
degraded.According to the Fairness perspective, it is unethical. Stereotypical
characters of mobs and gangsters in society are also promoted.Gender stereotyping is
also promoted as most of the male characters have been portrayed as aggressive
manner while portraying female characters as sexualized manner.According to the
Fairness perspective, it is unethical.“Grand Theft Auto V” is an example for this.The
chance to play on the black side human behavior is promoted and audience are
allowed to tryout unethical side of reality in this game.Apart from that Racial
Stereotyping is also promoted in some games.While white people dominating the
game, black people play as villains or traditional supporters. (Media Smarts, 2017)
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Figure 2: ethnic groups in games
(nielsen, 2015)
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Figure 3: Problem Behaviors vs. M-rated Game Players: Boys
(PROCON.ORG, 2010)
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Figure 4: Problem Behaviors vs. M-rated Game players-Girls
(PROCON.ORG, 2010)
Violence in video games can influence minors.A study in the recent “Social
Psychological and Personality Science” which is published by “SAGE” says that
aggression can be increased by playing a violent video game and the potency for
aggression tends to last for 24 hours even after the game is turned off by ruminating
about the game.This study was done by Bryan Gibson of Central Michigan University
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and Brad Bushman of The Ohio State University. (Brad J. Bushman, 2010).Some
teenagers try to live in the game after playing it.So they tend to commit crimes like
vandalism, school shooting, etc. in the real world. (Tegegn, 2014). In 2002, 19 year
teenage, gamer of “Counterstrike” killed shooting 13 teachers and 2 students in his
college. (News, 2002)
This meticulous case proves that not only the gamer but also his/her family members
and the society are affected by playing video games.Their aggression is exposed to
the society.
At the beginning only the minors were the target market of the video games, but now
people in every age category are targeted.People can easily addicted to
them.According to statistics of ESA (2016),
Age of Game Players
26% 27%
18%
29%
under 18 years 18-35 years 36-49 years 50+ years
Figure 5: Age of Game Players
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Gender of Game Players
41%
59%
Male Female
Figure 6: Gender of Game Players
Figure 7: statistics of playing video games
(Entertainment Software Association, 2016)
According to the research done by scientist Douglas A. Gentile, Ph.D., the average
duration of video gaming was 20hrs per week.3034 minors participated to this
study.This addiction causes aggressive behavior in children, poor grades in college
because of ignoring upcoming deadlines of assignments, rushing through assignments
and studies, etc. and poor relationship with parents. (addictions.com, 2016). In 2011,
15 year old teen charged with murdering his great-grandmother using Samurai
sword.Investigators said that the teen killed her because she had told him to stop
playing video games. (Glynn, 2011).
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As the social consequences of this addiction, relationship among family members,
friends and the society gets weaken.Most of the marriages are end up with the divorce
due to this addiction.Gaming addicts fail to carry real world conversations with others
because they tend to talk about their game all the time but others aren’t interested with
that so they tend to think that they are left out.Due to this less social interaction,
teenagers won't able to develop social skills.This will be long-term social concern of
game addiction. So they fail to maintain and develop healthy relationships with
colleagues and others.Psychological issues like social awkwardness is caused due to
this. (Tech Addiction, 2017)
Apart from that, neglecting responsibilities related to the job and even the dismissing
from the job also can occurred because of this addiction.These addicts spend
thousands of money for buying video games.So economical level of a person is
decreased gradually due to this. (Tech Addiction, 2017)
Health issues are also caused by this video addiction.Psychological disorders like
depression, anxiety, isolation and social phobias are caused by this.A study done by
Douglas A. Gentile published in Pediatrics proves that. (Gordon, 2011) (Douglas A.
Gentile, 2011).Some are trying to commit suicide.In 2009, 23 year old gaming
addicted had attempted to commit suicide swallowing saw blades in China. (Liu,
2009) Researchers from McMaster University found that obesity, sleep loss and
cardiovascular risk are caused by video game addiction. (Ofir Turel, 2016). 24 year
old gaming addict died in his chair after a night session of game, in 2012.Police
investigators said that he had been addicted to video games and he hardly had slept
but had played games from night till morning. (Thesun, 2012)Apart from that carpel
tunnel syndrome, back pain, neck pain, migraines, eating irregularities are caused as
physical consequences. (Griffiths, 2005).Consumption of unhealthy foods due to the
easiness of eating while playing is also a health related issue. (Tech Addiction, 2017)
When concerning legal issues, selling video games with adult content to minors is main
legal issue that is debated throughout the world.Section 7(section of classification
certificates), section 4A and 4B of “Video Recording Act of 1984(UK)”, “Video Games
Ratings Enforcement Act in U.S”, “The Protect Children from Video Game Sex and
Violence Act of 2003” and also “Pan-European Game Information(PEGI)” rating system
are violated by these supplies of video game with sexual adult content and
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violence. (legislation.gov.uk, 2017)/ (legislation.gov.uk, 2017)/ (legislation.gov.lk,
2017)/ (PEGI, 2017)/ (Authenticated U.S Government Information, 2003)
Other perception of this issue is that the civil constitution of a country is directly affected
by the extreme violence and nudity content of video game. “Video Recordings Act
1984(UK) (section 2)” and “Digital Economy Act 2010(UK)” are violated by the video
games with content of nudity and violence in higher percentage and those games can be
punished accordingly. (legislation.gov.uk, 2017)/ (legislation.gov.uk, 2017).Ban of
“Heavy rain” game from U.A.E. is a great example for this. (Luke Plunkett, 2010)
Shipping, distributing, selling, or renting a video game without a label containing
ESRB age rating is also a legal issue at present.This violates the “Video Games
Ratings Enforcement Act” in U.S. (CONGRESS.GOV, 2017)
Intellectual property violation is another legal and professional issue that game industry
facing today.Video games are protected under copyright. If some game designers design a
video game with a princess looks similar to “Princess Toadstool”, it violates Nintendo’s
copyright. (New Media Rights, 2011)But commonplace elements aren’t protected under
the “scenes a faire doctrine”.If someone designs an underwater civilization game with
sand dollar for money ad places created of oysters those can be found in another
underwater civilization game also, it won’t violate the copyright under the “scenes a faire
doctrine”. (Duhaime, 2017). Pirated copies of video games or sharing the video game
online without the consent of owner are also the forms of copyright violation.Not only
video games elements but also other artworks also cannot be used in a video game
without consent of the creator.As an example, “Take-Two Interactive Software” sued for
unauthorized use of tattoos created by “Solid Oak Sketches”, in their new video game,
“NBA 2K16”. (Gardner, 2016) If someone infringes copyright of a game he/she violates
the “DMCA” (“Digital Millenium Copyright Act”).
Security issues related to gaming industry also should have to be considered.Online
players’ sensitive information and user credentials can be hacked. In 2015, 1800
“Minecraft” accounts were hacked.Anyone would be allowed to log into any account as
the real user and download the games by using these leaked usernames and
passwords.Players sensitive information such as email address, social network id and
credit card number can be hacked and sold to others and also victim’s privacy can be
invaded by accessing his/her online accounts. (TREND MICRO, 2016) User credentials
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can be stolen using phishing. Downloading is mostly related with the gaming.So
when game downloading, malicious files also can be downloaded automatically
without the consent of users.Keyloggers can be installed in the player’s PC like this.
User credential and credit card numbers stolen using these keyloggers. “Bots on
Twitch.TV” is an example for this. (Lee, 2015)
Cheating on online video games is being increased day by day.This spoils the fun of
the game.Revenue is also seriously affected by this. (Crookes, 2014)
Violating professional code of conduct can be given as a professional issue.Some
developers create games to talk about different hidden facts.In the game “Muslim
Massacre”, players’ character of the game is soldiers and their enemies portrayed as
Muslims.A specific ethnic community is affected by developing such a game. Public
interest section of BCS code of conduct is directly violated by this. (BCS, 2017)/
(Moore, 2008)
-------------------------------------------------------------------------------------------------------
Violent video gaming isn’t a dangerous or harmful act under normal conditions.But it
is an act that increases the risk because as mentioned before possibility of committing
violence or harming to himself or others is increased in players when playing the
violent video games.Gender stereotyping and addiction can also be occurred.
But playing other games such as football can also increase more risk than video
games.Not only injuries but also deaths also can be occurred.Apart from this, riots,
assaults, fights and other violence also have become common among fans in football
stadiums.
And some developers and players says that video games can be used to teach logic
and also problem solving skills to students.Further they argue that it is better than a
lot of school curriculums.Pleasure is undeniably given to players by playing video
games. (MARAKKU CENTER FOR APPLIED ETHICS, 2005)To employees in the
game industry, they gain financial benefits.Shareholders of these companies get long-
term profit.Countries where these industries are based, will benefit due to increase of
tax gathering because of increased profit of these companies.Technology is expanded.
Video game technology is used by police, airlines and military departments to train.
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Further measuring the consequences of not playing the violent video games, only the
society would have the positive results.That will be less violence or aggressive
behavior to the society.But as the negative consequence, entire distribution channel
plus the video game industry will lose customers because they will abandon video
gaming due to changing attitude and moral principle.
So considering above facts, if positive consequences are weighed more than negative
consequences then it can be said that (violent) video gaming is moral according to the
Consequentialism in Utilitarianism which is a Teleological theory. (Hart, 2016)/
(MCCormick, 2001)
Other aspect of video games is that players are rewarded with more powers or credits
by doing evil in the game.According to Utilitarian principle one can argue that it is
ethical to do evil occasionally to get more credits for the sake of “saving the world”
scenario.But according to the Kantianism, it is unethical. “Bioshock” can be presented
as the example for this.In this game, player is only given one choice.Player has to
decide whether he/she kills the sisters to get a considerable quantity of “ADAM”
which is valuable in gaining upgrades or save them to get some upcoming uncertain
reward. According to the Kantianism, though the player will be rewarded with more
“ADAM”, killing sisters is wrong and saving them is correct.But according to
Utilitarian it is correct, because the character in “Bioshock” kills one or two sisters to
gain upgrades to save many people in the game.The dilemma is that killing sisters will
considerably ease the game. (Xantar, 2008).
Achieving greater profit is the only target of game industry.So violent media is
aggressively marketed to minors by the entertainment industry.As instance, content
that is for promoting M rated video game-“Metal Gear Solid 4” has been included in
“LittileBigPlanet” which is an E rated one.But according to the deontological theory
encouraging abnormality in human is ethically wrong. (Silva, 2016)
In certain games, player competes or fights against automated opponents, monsters or
characters that are created by the game.In this situation, according to Kantianism, any
other human isn’t treated as “mere means” by the player end because no other human
involves with that. (MCCormick, 2001)
At present, there can be found multi player video games in the market.So in here, one
player competes against another via their character in the game.So according to Kant’s
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Categorical Imperative principle, one person’s duty to other can be violated in these
games.Though it cannot be done physical harm to others, they can demeaned by one’s
actions, their humanity can be disrespected and they can be treated as “mere means”
to one’s own selfish winning.Disrespectful, insulting and demeaning comments are
exchanged each other by the Internet video game players via the Internet.Some of
these comments contains with sexist or anti-homosexual meaning.According to
Kantian Deontology, it is problematic to comment “Die, bitch” after shooting
someone with a gun. (MCCormick, 2001)
According to the Kantianism, it might be argued that risk of violating duty to others is
being increased because one human is playing against others in the video
game.Further one can argue that the actual suffering and death is encouraged by the
simulated suffering and death of video games.On the other hand video gamer can
argue that there is huge difference between pressing the keyboard or pulling joystick
trigger and pulling the actual trigger. (MCCormick, 2001)
According to the fairness perspective, cheating on online games is unethical.If certain
players, can walk through walls and be resistant to bullets but others can’t, then the
uneven gaming field will be created so rights of non-cheating gamers are violated
leaving them at a distinctive disadvantage.It violates the fair play. (Crookes, 2014)
At present, video games attract males more than women.Percentage of female game
developers is only 7-8%.It seems like women are being rejected.So according to the
Fairness perspective it is an issue.
In the game, “Super Columbine Massacre RPG” the character of the player is a shooter of
the Columbine slaughter team.If someone is playing a role of murder and killing spree,
then questions will be raised about his/her character.That video game is also feeding such
an immorality.Violent and aggressive behavior is promoted by this game. The idea of
whatever level of trouble gives, freedom to fire a bullet at another human is being
supported by this game.That is really wrong.When a person plays a role like this more
and more, the level of ease with such ideas will be increased and his/her view of actions
like this would be become more corrupted.So according to the Aristotelian virtue ethics,
designing such a violent games and playing them is immoral because the moral character
of the player is corrupted when doing virtual violent acts. (P, 2012)/
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(MCCormick, 2001).So allowing minors to play such violent games is unethical
according to this.
Though there are rating system by ESRB, considerable amount of teenagers under 17
could be able to buy or rent M-rated video games and play in last few years in US
because no penalties are in this rating system for violation of age ratings.According to
the FTC (Federal Trade Commission), in 2003, M-rated video games had been
purchased by the 69% of teenagers. (Out-Law.com, 2008). But in UK, according to
the “Video Recordings (Labelling) Regulations 2012”, selling “12” rating video
games to minors under that age is a criminal offense and anyone who does that would
have to pay large fine or get the punishment of imprisonment.Now according to the
new law, the VSC (“Video Standard Council”) age rates all the video games under the
“PEGI” system. (GOV.UK, 2012)
From the Rights Perspective, First Amendment is violated by regulating sales and
rents of violent video games to minors.Selling and renting violent games to teenagers
was banned by a California law but the Supreme Court decided that the First
Amendment was violated by this law in 2011.The court highlighted that the violence
is commonly found in classic fairy tales, superhero comics and literature which are
required study in schools.Further the court stated that expression can’t be restricted
based on the disgust. (Baase, 2012)
When designer is restricted in designing it also violates the Freedom of Speech.As an
example, if designer isn’t allowed to add elements in the game restricting some
negative features like violence, nudity, degrading women, etc. it will violate the
freedom of speech under the First Amendment.
According to the BCS code of conduct, as a professional he/she should concern about
the environment, public health and welfare of others.Video games with bad content
(violence, sexual content, etc.) will harm the society and the gamer as mentioned in
other pages.So according to this code under the public interest, designing video game
with such content for minors won’t be ethical. (BCS, 2017)
Designing games with gender and racial stereotyping isn’t ethical according to this code
of conduct under the public interest section c, because it says that as a professional he/she
should do the profession without any social discrimination. (BCS, 2017)
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Figure 8: BCS Code of Conduct
-----------------------------------------Part C------------------------------------------------------
A study indicates that though mood can be improved while playing video games,
aggressive outcomes also might be increased by violent games.This study was
authored by University of Wisconsin-Madison.Findings of the study suggest that
negative emotions can be managed or released by utilizing non-violent video games.
(Bump, 2015)
But a study done by John Colwell and Christopher J Ferguson says contrary idea to
above studies.It says that bullying behavior and antisocial attitudes aren’t results of
playing violent video games.Results of the study suggest that playing violent video
games hasn’t connection with problem behaviors of minors associated with
aggression or civic behaviors.But the findings are consistent with other studies
showed that youth reduce stress and get better mood by playing video games.
(American Psychological Association, 2016)
Exploratory learning can be supported by open-ended games where the goals or plans are
set and the way of game goes is selected by the players themselves.So a particular content
or phenomenon is learnt by them while playing.These facts has been suggested by a
research.But now research from the University of Gothenburg discloses that open-ended
games aren’t suitable to improve students’ learning capabilities.Because when they play,
sociocultural experiences are used as a resource.When the goals and plans are set by
player himself, outcomes won’t be the same.So educationalists face difficulty
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in understanding of how the learning objectives are covered.Playing this kind of
games isn’t a certain activity from the educational perspective.According to the thesis,
open-ended games aren’t the most suitable method of teaching relating to norms and
values, because reproducing worlds is happened without disrupting the existing norms
and values due to the comparative freedom given to the players. (Winstedt, 2011)
Another two researchers-Shawna Kelly from Oregon State University and Bonnie
Nardi from University of California say that playing video games could help public to
understand and develop creative solutions to global sustainability concerns like
drought, pollution, climate change, etc. Concept paper with their argument was
published in First Monday journal.Further she said that utilizing video games,
sustainability concepts could be introduced to people in fun and challenging way
without educational or pedantic.People are rewarded for problem solving with unique
solutions by playing video games.So she pointed out that creative plus strategic
thinking was encouraged by video games that could assist people in making decisions
in complex problems related to environment, economy and society. (Klampe, 2014)
Research done by Greg Perreault from University of Missouri shows that religion has
been equated with ferocity in the narratives of games by many recent video games
such as “Assassin's Creed”, “Final Fantasy 13”, etc. Apart from violence, in these
games, a problem is created by the religion and that must be overcome by the main
character of the game.Further he said that he didn’t believe that game developers are
trying to intentionally comment religions, but for creating exciting plot points in game
narratives. (Hurst, 2012)
UK teenagers who are video game players may be influenced by figures and references to
tobacco and alcohol in video games according to a study done by University of
Nottingham.Further the study shows that age restriction system isn’t working.When teens
are exposed to that type of images and references, they can be encouraged to try them out.
44% of tobacco and alcohol content was found in most widespread video games by the
study.Another fact they found is that the PEGI (Pan-European Games Information)
systems hadn’t reported that content so parents cannot decide whether they should allow
their children to play the video game or not because age ratings aren’t informed. “Grand
Theft Auto V and VI”, “Call of Duty: Modern Warfare 3” and “Assassin's Creed III” are
the games they have mentioned as examples. (Rayner, 2016)
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“Trend Micro” has revealed that cybercriminals are gaining profit and making legal
their illegal money and funding for their cybercriminal efforts by selling currency of
online gaming.Further the research reveals how this process is carried on.Game
currency is gained by cybercriminals taking advantage of bugs and vulnerabilities in
the game or hacking player accounts.This stolen currency is sold to players using the
social media and websites as the advertising media.Payments are exchanged into
“cryptocurrency” to create it undetectable.Then they can use this legalized currency to
buy more gaming currency, spending for real-life expenses and funding cybercriminal
activities.In addition to economy of games, other businesses also can be affected
because they can be victimized by cybercriminal attacks those are funded by these
currency sales.To prevent this players always should cautious about their online action
and better to always play legitimately without taking shortcuts.Companies should try
to take them down or monitoring about their cybercriminal acts and force authorities
to take legal action to this. (Trend Micro, 2016)/ (TrendLabs, 2016)
According to the research published by the “American Psychological Association”,
children’s learning skills, social skills and health might be boosted by playing video
games together with violent games. (American Psychological Association, 2013)
-----------------------------------Recommendation/Solutions-----------------------------------
For restricting the access of violent video games to minors, improved rating system
should be implemented in each country by the government and parents should be
educated about this rating system.Then parents can recognize which game is
appropriate for their children according to the age rating and content.
Parents should purchase appropriate games for their children and children shouldn’t
allow to buy themselves.Before purchasing they can read reviews on that game from
other parents on the internet.One of the great site for this is “Common Sense Media”.
It will make easy to find an appropriate game for their children.
Apart from that, parents can restrict children from playing (violent or non-violent) video
games within certain limit before they addict to it.Parents can give children few hours per
day to play games, after that time children shouldn’t allow to continue the playing.Parents
can provide alternative games rather than violent games.Parents should educate their
children about games and consequence of gaming addiction.This will
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reduce the potential for addiction.The gamers should be acknowledged about the
variance between fantasy and reality.
If person is already addicted, then he/she shouldn’t be isolated when he/she is
playing.Family members should be around his/her, then it would remind him/her
about the real world and he/she is prevented from being obsessive by the simulated
environment.
According to the researches, there is a high potential for addiction in person living
alone.So parents shouldn’t isolate their children.Children should be motivated for
studies, outdoor games and family and friends gatherings.When he/she plays the
game, parent also should play with them to understand of the game.If child is allowed
to play alone then he/she should be monitored.
Game developing companies also have the responsibilities for this.Without merely
considering the profit, welfare of the society should be considered.Games those do
less harm to human phycology should be developed.Ethical approach should be taken
when designing and developing games.Own ethical policy for game developing
should be established in every game developing company.
Proper certification should be given to a game prior its release to the market and it
should be ensured by the professional bodies and regulators.Companies those violates
laws should be have penalties.
Warning messages notifying the fines for possession of games which are age-
restricted and consequences of long term exposer to video games should be displayed
on the video game cover and when the game is loading.This messages should be
displayed around 30s and option of skipping should be disabled.
For overcome the security issues, players should give only required information when
sign up for a game.It is better to not giving the real information such as name,
address, etc. if there is no really necessity for that.Dedicated gamers should use
separate email account for registration without using the email account that related
with verification of other accounts like social media and online banking.
For securing from phishing, email security tips should be taken.Links shouldn’t be
clicked directly.When company asks user to log in, website’s URL should be typed
manually.Link checker tools also can be used to check the safety before visiting.
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To safe form malicious file downloads, antivirus program should be installed in PC
and system frequently should be scanned.Anti-keylogger tools can be used to confirm
that keystrokes aren’t being recorded.
----------------------------------------Part e-------------------------------------------------------
With an ethical approach, professional standards can be set out to professionals
relating to video games producing including designers and developers.Conduct of
each professionals are governed through this.So when they design or develop a game
they can take their own decisions according to the ethical approach and if they are
confuse they can seek advice from this ethical approach.
With introducing this approach, every professional of video game industry obligates
to follow this and if another member breaches any code then that member should
notify the relevant authority.
Designers and developers are encouraged to develop as professionals as well as to
follow the codes.
It can be ensured that no one is affected badly by the video games.
Not only the professionals but also the consumers of video games are benefited by
introducing ethical approach for the video game industry.As an example BCS code of
conduct can be given. Under the “Public interest” section “a”, designers and
developers should concern of health, security, privacy and wellbeing of players.So
they cannot design game that causes above mentioned health disorders, promotes
violence and causes mental abnormalities.So a game that rewards killing innocent
people aren’t encouraged to design.They are encouraged to design games addressing
global issues such as poverty, climate change and hunger or individual challenges
such as depression and obesity.Security and privacy of the online gamers are also
concerned and professionals should take sufficient security measure to avoid hack
accounts and data leakage.They should protect the legitimate rights of players and
other game designing companies.So sensitive data of online players are protected
from identity theft and unlawful disclosures.Professionals aren’t allowed to copy other
companies game designs, concepts, etc. under copyright.Gender and race stereotyping
cannot be promoted through video game as designers shouldn’t do any social
discrimination when designing.
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Figure 9: BCS-Public Interest
Under the “Professional Competence and Integrity” section “a” and “b”, only
designers who have professional competence for the designing are only allowed to do
it. So better final design will be outputted due this.According to section “c”, game
designers and developers are encouraged to develop their own professional
knowledge, competence and skills on an ongoing basis and to keep awareness of new
technological developments, standards and procedures relevant game
development.Due to this, designers/developers’ knowledge of designing/developing
will be broaden and their competence will be maintained in their specialized area.To
help that, management will give scholarships for higher education and conduct
workshops for game designers and developers.Designers/developers are encouraged
to improve their knowledge and comprehension of legislation so that they can comply
them with their professional responsibilities.So they won’t have to face less legal
issues when designing/developing games.According to the section “e” and “f”,
goodwill will be improved within other designers/developers.They are encouraged to
accept others’ ideas and respect them. Due to this better design will be outputted.
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Figure 10: BCS-“Professional Competence and Integrity”
Under the “Duty to Relevant Authority”, designers/developers are encouraged to
design/develop games with proper care while practicing ethical codes. So less
conflicts are occurred with the company.Designers/developers are encouraged to take
responsible for their design.Company copyrighted game designs shouldn’t disclose to
other companies without company permission or legislation. Intellectual property of
the company will be protected by this.If game couldn’t complete within the allocated
time and budget, then it should be informed to company managerial level.
Under the “Duty to the Profession”, designers/developers don’t try to do actions that
disrespect their profession.They are encouraged to support fellow
designers/developers. (BCS, 2017)/ (bcs, 2017)
With the ethical approach, greater good to the society can be done.Power of profession
and video games can be leveraged to educate more people.Users’ selections about social
and environmental problems can be influenced through games.Video games can be
created to advance the ethical education.Video game designers are encouraged about
above facts through the ethical approach.They are encouraged to design games to help
teenagers live with a good realize of themselves and their selections. (Hoffman, 2012)
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With an ethical approach, games can be designed addressing ethical, social,
environmental and educational issues related to games.Video games designers along with
players can make the better world through ethical video gaming. (Hoffman, 2012)
Negative issues are prevented and positive issues are brought that help to enrich better
professional practices by introducing ethical approach to the game industry.
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Conclusion
First main problem was that selecting a technology for the assignment. It was really
confusing problem to select suitable one. It took more time to select one. With the
guidance of lecturer it could be done.
Second main problem had to face was time management.With the studies of other
modules and doing their assignments, it was difficult to manage time for this
assignment.
Other problem was that finding information for the part e-“importance of ethical
approach for video games” of the assignment. It was difficult for me to understand
that part. However searching the internet, it could be able to cover that part.
In this report, only few set of issues related to the video games are discussed. Due to
the capacity of assignment it had to be limited.
Consequences of addicting video games such as phycology disorders, physical issues
are highlighted in this report. Solutions for the issues are also discussed.
The finding of that report will be helpful in players in ethical playing and designers in
game ethical designing. When game is designed, it is important to consider the
consumers psychology while concerning about the profit.
Recommendations such as guiding children, advance rating system, security steps, etc.
are discussed in the body of the essay.
Recommendation
Recommendations and solutions are explained within the essay body.
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Gantt Charts
Figure 11: Planned Gantt chart
Figure 12: Actual Gantt chart
Some variations can be found between two Gantt charts. Starting date of actual one
comes after the planned one, because Advanced Programming assignment had to be
completed. Thought 5 days were allocated for task 3, it could be able to complete
within 4 days.
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