Download presentation
Presentation is loading. Please wait.
30
Game Design, Development, and Technology
CS 382 Game Design, Development, and Technology The Social Impact of Video Games Player Demographics Game Violence Rating System Developer Demographics Game Censorship Gamer Psychology Part 1.2
31
The Social Impact of Games
Games and Society Do video games rot the mind? The Mind-Rotting School of Thought Video games... Confine children to game rules that deprive children of independent thought and experimentation Promote social isolation Divert attention from more productive activities, such as studying, exercise, and work An Alternative Interpretation Video games... Teach children how to be creative and goal-driven within well-defined boundaries Promote independent action and self-motivation Focus attention on a single activity for extended periods of time, with a certain sense of accomplishment Part 1.2 The Social Impact of Games Page 31
32
The Social Impact of Games
Who Plays Video Games? Part 1.2 The Social Impact of Games Page 32
33
The Social Impact of Games
Game Violence Does violence in games cause violence in real life? Concern is expressed… The game industry responds… 1993: Congressional hearings decry the graphic violence in video games like “Night Trap” and “Mortal Kombat”, with threats to impose federal regulations on the industry. 1994: The self-regulatory Entertainment Software Ratings Board is set up to apply and enforce ratings, advertising guidelines, and on-line privacy principles. Video game revenue has doubled in the past decade, demonstrating the pervasive influence of games. Violent juvenile crime has decreased by half during that same time interval. Federal, state, and local attempts to regulate video game access have greatly increased in recent years. Courts have overwhelmingly ruled that such regulation violates free speech & lacks supporting evidence. Part 1.2 The Social Impact of Games Page 33
34
The Social Impact of Games
The ESRB Ratings EARLY CHILDHOOD (EC) Titles rated EC have content that may be suitable for ages 3 and older. Contains no material that parents would find inappropriate. EVERYONE (E) Titles rated E have content that may be suitable for ages 6 and older. Titles in this category may contain minimal cartoon, fantasy or mild violence and/or infrequent use of mild language. EVERYONE 10+ (E10+) Titles rated E10 have content that may be suitable for ages 10 and older. Titles in this category may contain more cartoon, fantasy or mild violence, mild language and/or minimal suggestive themes. TEEN (T) Titles rated T have content that may be suitable for ages 13 and older. Titles in this category may contain violence, suggestive themes, crude humor, minimal blood, simulated gambling, and/or infrequent use of strong language. MATURE Titles rated M (Mature) have content that may be suitable for persons ages 17 and older. Titles in this category may contain intense violence, blood and gore, sexual content and/or strong language. ADULTS ONLY Titles rated AO (Adults Only) have content that should only be played by persons 18 years and older. Titles in this category may include prolonged scenes of intense violence and/or graphic sexual content and nudity. Part 1.2 The Social Impact of Games Page 34
35
The Social Impact of Games
Game Addiction What is the distinction between excess, dependence, and addiction? Game advocates say that games promote critical thinking, social skills, and empathy. Excess: Playing games beyond a reasonable limit (e.g., late night marathon sessions) Game opponents say that games promote anti-social behavior and low self-esteem. Dependence: Continuing to play despite clear detrimental effects (e.g., falling grades, missing work) Addiction: Physiological craving that goes beyond mental or psychological dependence Part 1.2 The Social Impact of Games Page 35
36
The Social Impact of Games
Game Diversity: Game Developers Part 1.2 The Social Impact of Games Page 36
37
The Social Impact of Games
Game Diversity: Game Characters Part 1.2 The Social Impact of Games Page 37
38
The Social Impact of Games
International Censorship Some countries are more restrictive than others, banning certain games. Australia China Germany Japan Any game that cannot receive a rating of MA15+ or lower is banned. Violence and sexual explicitness are the principal problems. Banned games have included all Grand Theft Auto versions. The lack of computer ownership makes online gaming at Internet cafes popular. The government restricts gamers to three hours of consecutive play, followed by five hour breaks. The “Federal Department for Media Harmful to Young People” reviews games for indecent, violent, crime-inducing, or racist content and restricts or bans their sale. Objections are raised about violent games with no ethical rationale. Recently, the main problem has been games that depict violent sexual acts. Part 1.2 The Social Impact of Games Page 38
39
The Social Impact of Games
What Needs Do Games Satisfy? Fulfillment One medical study (Archives of Surgery, February 2007) indicated that surgeons who played video games in excess of 3 hours per week made 37% fewer errors and were 27% faster in laparoscopic surgeries. Esteem Social Safety Physiological One psychology study (Psychological Science, October 2007) indicates that females who played action video games in excess of 4 hours per week significantly closed the gap with males with respect to spatial cognition skills (such as the mental rotation task above). Part 1.2 The Social Impact of Games Page 39
Similar presentations
© 2024 SlidePlayer.com. Inc.
All rights reserved.