video games rating  based on Islamic values …  also a part of children’s culture…
Saeed Rashed Alrashedi PRESENTED BY
Mr. Ibrahim  Supervised by
MEANING AND ITS EVOLUTION Evolution from the simple computer graphics and game play of early titles like SPACEWAR! PC games are developed by game developers and specialists like game artists It often require specialized hardware to play the games such as Internet connection to play online or a specific generation of graphics processing units Computer games were first developed in the year 1960 Spacewar! , developed for the  PDP-1  in 1961, is often credited as being the first ever computer game. The game consisted of two player-controlled spaceships maneuvering around a central star, each attempting to destroy the other.
Development and usage These games have become increasingly popular in the past 20 to 25 years. computer games became a matter-of-course in the everyday life of young people. schools have begun to use computers and teach pupils computer skills Teaching children and young people things like violent behavior
Parents and teachers, usually want children to use a computer for more than playing computer games.  Boys play more often and more regularly than girls. The favorite games of the boys were action and fighting games. The favorite games of the girls, were platform games and think or puzzle games  The use of video and computer games
Computer games and other leisure activities  computer games have begun to substitute other leisure time activities. Computer games do play an important role in situations when children are bored.
Game classification ratings are designed to provide concise and impartial information about the content in computer and video games so consumers, especially parents, can make an informed purchase decision. rating symbols  suggest age appropriateness for the game. content descriptors  indicate elements in a game that may have triggered a particular rating
Samples of rating video games
video games are rated on Islamic values ESRA and Dubai World EXPO with Index holding and also Iran National Foundation they companied to do this thing to some of Islamic country's
how popular different categories of games are Fantasy violence - 32% Sport - 29% General Entertainment - 20% Human Violence - 17% Educational Games - 2%
Positive or negative effects Negative effects :  promote aggressive behaviour (Provenzo, 1991) and gender stereotyping (Bryce & Rutter, 2002); addictive (Griffiths & Hunt, 1998) Positive effects :  highly engaging; support perceptual and cognitive skills (Green and Bavelier, 2006); games support learning, behaviour change, social outcomes
COMPANIES DEVELOPING COMPUTER GAMES Sega Capcom Snk EA Games NAMCO SQUARE ENIX Nintendo Konami UBISOFT ATARI Activision Infogrames SONY MICROSOFT
Conclusions Playing computer games leads to diverse outcomes and impacts. Useful to develop an organising framework to describe outcomes and impacts.  Some of the strongest evidence of the impact of games is in the area of “unintentional” outcomes. Many of the features which make games engaging also support effective learning.
Sources and references www.WIKI.org www.IGN.com www.gamespot.com www.studentvideogames.org
 

Video games

  • 1.
    video games rating based on Islamic values … also a part of children’s culture…
  • 2.
  • 3.
    Mr. Ibrahim Supervised by
  • 4.
    MEANING AND ITSEVOLUTION Evolution from the simple computer graphics and game play of early titles like SPACEWAR! PC games are developed by game developers and specialists like game artists It often require specialized hardware to play the games such as Internet connection to play online or a specific generation of graphics processing units Computer games were first developed in the year 1960 Spacewar! , developed for the PDP-1 in 1961, is often credited as being the first ever computer game. The game consisted of two player-controlled spaceships maneuvering around a central star, each attempting to destroy the other.
  • 5.
    Development and usageThese games have become increasingly popular in the past 20 to 25 years. computer games became a matter-of-course in the everyday life of young people. schools have begun to use computers and teach pupils computer skills Teaching children and young people things like violent behavior
  • 6.
    Parents and teachers,usually want children to use a computer for more than playing computer games. Boys play more often and more regularly than girls. The favorite games of the boys were action and fighting games. The favorite games of the girls, were platform games and think or puzzle games The use of video and computer games
  • 7.
    Computer games andother leisure activities computer games have begun to substitute other leisure time activities. Computer games do play an important role in situations when children are bored.
  • 8.
    Game classification ratingsare designed to provide concise and impartial information about the content in computer and video games so consumers, especially parents, can make an informed purchase decision. rating symbols suggest age appropriateness for the game. content descriptors indicate elements in a game that may have triggered a particular rating
  • 9.
    Samples of ratingvideo games
  • 10.
    video games arerated on Islamic values ESRA and Dubai World EXPO with Index holding and also Iran National Foundation they companied to do this thing to some of Islamic country's
  • 11.
    how popular differentcategories of games are Fantasy violence - 32% Sport - 29% General Entertainment - 20% Human Violence - 17% Educational Games - 2%
  • 12.
    Positive or negativeeffects Negative effects : promote aggressive behaviour (Provenzo, 1991) and gender stereotyping (Bryce & Rutter, 2002); addictive (Griffiths & Hunt, 1998) Positive effects : highly engaging; support perceptual and cognitive skills (Green and Bavelier, 2006); games support learning, behaviour change, social outcomes
  • 13.
    COMPANIES DEVELOPING COMPUTERGAMES Sega Capcom Snk EA Games NAMCO SQUARE ENIX Nintendo Konami UBISOFT ATARI Activision Infogrames SONY MICROSOFT
  • 14.
    Conclusions Playing computergames leads to diverse outcomes and impacts. Useful to develop an organising framework to describe outcomes and impacts. Some of the strongest evidence of the impact of games is in the area of “unintentional” outcomes. Many of the features which make games engaging also support effective learning.
  • 15.
    Sources and referenceswww.WIKI.org www.IGN.com www.gamespot.com www.studentvideogames.org
  • 16.