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Digitalpresentation
1. THE RISE OF VIDEO GAMES AND THE EFFECT OF
VIOLENT GAMES ON CHILDHOOD
DEVELOPMENT
2. The video game industry is the fastest growing
entertainment industry and second only to
music in profitability.
Improvement in graphics, gameplay, and
storytelling has helped video game popularity
increase and has also provided better and more
memorable experiences for gamers.
3. As the audience for games grows, however, children make
up a smaller part of that audience, and more and more of
the most popular games are rated "M" (intended for adults
17 years or older). Unsurprisingly, these M-rated games
are popular with young people as well.
4. The big thing that put violent video game
concerns in the hot seat was the 1999 incident of
the Columbine High School Massacre. Before
killing themselves two students went on a
shooting rampage at Columbine High School and
killed twelve students and one teacher.
5. Although video games
have become a
prominent part of
modern day
entertainment, and
could have impacts on
young children’s
development, violent
games do not cause
young people or any
6. Video games such as Grand Theft
Auto IV allow players to do virtually
anything they want.
Perhaps if parents knew what their
children’s main goal in these games
were they wouldn’t be upset.
7. > provide a fun and social
form of entertainment
> encourage teamwork and
cooperation when played
with others
> make kids feel
comfortable with
technology
> increase children's self-
confidence and self-esteem
as they master games
> provide points of
common interest and
opportunities for
socialization
> develop skills in
reading, math, technology
and problem-solving
> encourage participation
in related offline
activities, such as reading
or sports
> encourage civic
8. Most research out there about if violent video games
cause real life violence is very contradictory.
Desensitization! "Once you're
emotionally numb to violence, it's
much easier to engage in violence."
9. “There’s no denying the concern for someone that
does something on an extremely excessive basis (be
it gaming, watching TV, doing exercise, working, etc.).
In most cases, this has more to do with the person
than the thing: mental stability, depression, social
anxieties, low self-esteem, whatever. Let’s find better
ways to help the people and worry less about the
“things.”
Jason Della Rocca -director of
the International Game
Developer’s Association
10. In 2005, California enacted a law that imposed a $1,000
fine on retailers any time they sold a violent video game to
a minor. The state cited social science studies that it said
showed kids who play these games for many hours are
desensitized to violence and become more aggressive in
their behavior. But the U.S. Supreme Court rejected those
arguments, and struck down the law.
11. Video games aren’t going to replace schools anytime soon, but
they give a glimpse of how we might create new and more
powerful ways to learn in schools, communities, and
workplaces—new ways to learn for a new information age.