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Interactive Entertainment: Gaming - Essay Example

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In the paper “Interactive Entertainment: Gaming” the author analyzes the violence associated with video games, which has greatly affected the perception of individuals who play these games. The major target of these video games i.e. the youngsters and kids are under great influence…
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Interactive Entertainment: Gaming
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Interactive Entertainment: Gaming Video games and perceptions of violence: marketing violence in the global games industry. Research Proposal The interactive entertainment industry has witnessed enormous growth over the past decades. For this reason, the interactive entertainment gaming industry earned revenues of $41.4 billion in 2009 alone (Suddath, 2010). Gaming has now become very popular among teenagers around the world and is becoming equally popular among adults and kids as well. However, there is one chief aspect of interactive entertainment and game studies, which has bagged attention of many. The violence associated with video games has greatly affected the perception of individuals who play these games. Marketing global violence in the global games industry has been noticed to be very threatening. Since, various researches reveal that violence in video games has reflected a deep impact on kids and youngsters therefore this paper aims to research into the topic. It should be noted that the major target for violent video games are kids and teenagers. Violent games highly encourage killings and fighting with enemies in a brutal and inhumane manner. This leaves deep impact on the mindsets of children. On the contrary many individuals believe that video games does not build negative perception among youngsters. With the help of this essay, the question that whether or not violent video games encourage aggressive behavior in teenagers will be addressed along with the reasons involved. Experience of Playing Specific Games Violent video games are a two-tone morality. Where on one hand it is entertainment for the player, on the other hand it is developing a negative and aggressive mindset (Camerer, 2003; Anderson et al., 2007). The major target of these video games i.e. the youngsters and kids are under great influence as they play these spend hours playing video games everyday. Video games are all about technology and as technology is getting advanced, the video games are becoming more realistic (Crookall, 2013). For example, a few video games that I have played and that I think were violent include Grand Theft Auto (GTA), Resident Evil, Manhunt, and God of War. All these games included varioys repetitive killing of humans, police officers, zombies, via hand-to-hand combat, shooting, gang warfare, drive by shootings, etc. Furthermore, such games also used abusive language, sexual dialogues throughout (Shackford, 2013; Kutner & Olson, 2008; Teng et al., 2011) According to (Teng et al., 2011) violent video games do have an impact on aggression compared to those who do not play video games. The survey was conducted on a group of one hundred and thirty five students who played Grand Theft Auto for three weeks. Similarly other researchers also revealed same results, which showed that violent games have a negative impact on the aggression and behavior of adolescents and youngsters (Gershenfeld, 2014). History and Violent Video Games Although video games date back to the early 1970’s era, the extremely violent video games were introduced in the 1990’s (Greenberg, 2007; Massey, 2009). These games did not gain attention of many researchers as very few conducted research on them, until and unless, various school shooting incidents that started in the later 1990’s grabbed attention of numerous researchers and the public. Since then, children and adolescents use of violent video games have increased enormously. Violent games like Mortal Kombat in 1992 provided an edge for the players as it took gaming to the next level. With its torso-ripping fatality moves, the game was able to attract large audience (Anderson et al., 2007). After the fame and acceptance of Mortal Kombat and a few other violent games in the 1990s, the interactive entertainment gaming industry started to focus majorly on violent games and numerous violent games were introduced in the following years (Przybylski, 2014). History has witnessed that despite of the various bans and constitutional laws on the violent video games, many surveys and researchers have shown that the most influenced target group are the adolescents and the youngsters. After the introduction of these violent games, various school shooting incidents across the United States took place, which have been evidenced as a result of these violent video games (Greenberg, 2007). Theories regarding interaction, gaming, and violence, ideas of J Huizinga, R Caillois & M Csikszentmihalyi.  Several theories can be referenced in order to understand the association of interaction, gaming and violence among youngsters and adolescents (Suddath, 2010; Anderson et al., 2007). These theories include Social Learning Theories, Collective Behavior, Interaction Theories, Behavioral Game Theory, etc. These theories explain how interaction takes place between the players and game and how it affects the overall behavior of the player (Crookall, 2013; Camerer, 2003). According to the Social Learning Theory, ‘reciprocal interaction between cognitive, behavioral and environmental determinants has a strong relationship’ and is a major part of human behavior. Originally, Social learning theory is a part of General Theory of Crime and Criminality and is used to test and research criminal behaviors (Greenberg, 2007). With the help of this theory, the learning process, that is usually negative in the gaming process, can be studied with the help of studying social structure, relationship, interaction, and deviant behavior of the player. Similarly, the Interaction theories has stressed more on collective behavior and on social interaction that results when a person responds to a situation by repeating the action of mirroring the sentiment / statement of another person (Camerer, 2003). Kids when see their players killing others in the game and hitting property and other cars etc. they desire to do the same and it builds an urge. In short he is interpreting the first person’s action and this is stated as circular reaction from ‘interpretative interaction’ according to this theory (Greenberg, 2007). Game Theory explains the interaction between individuals. Game theory was initially developed to understand the behavior of human population in certain conditions. The examples can be taken from the violent games when the player is confronted with some zombie therefore he or she starts shooting it so that they are safe and can get to the next level. These theories are present to study the interaction of human and the violent games so that a better understanding on their impacts can be concluded (Greenberg, 2007; Camerer, 2003). Core Issues, Summary As it has been aforementioned, the core issues related to interactive entertainment gaming is the violence that is associated with it and the adverse impacts and aggression that it exerts on the youngsters and adolescents (Thilmany, 2012). According to many researchers, scholars, and thinkers these video games have been a major cause of aggression among these kids and has also triggered various violent incidents in the past (Gershenfeld, 2014; Anderson et al., 2007). To overcome these issues, various governments and legislations in different countries have banned such violent video games so that it may not harm and affect the mindsets of the young ones. For example, the California State government passed a law in 2005 to ban the sales of violent video games to the minor ones (Greenberg, 2007). This was not the first time that violent games were banned in California. Senator Joe Lieberman also proposed rules and regulations for violent video games (Anderson et al., 2007; Greenberg, 2007). Similarly, following the Virginia Tech University Shooting, the Australian game creator created V-Tech Rampage. The game was online and allowed the player to get into the shoes of the deranged killer. The game was found disturbing by many individuals in Australia and New York as it included a huge massacre. The Australian government and the lawmakers in New York decided to ban the game and the website was soon banned (Suddath, 2010). Despite of the fact that (Shackford, 2013) has argued that it is not completely video games fault that kids are becoming aggressive and such incidents are happening, these are just simple imaginary weapons, the idea has been highly over ruled by many and therefore government and parents are now becoming cautious regarding video games and their content (Shackford, 2013). On being interviewed, many parents told that they do not want video games for their young kids that taught them how to rob a car or how to kill a police officer. This has now become an extensive issue for which the game industry is being questioned and the parents are highly concerned about (Greenberg, 2007). This is the reason why the State of California has been continuously emphasizing on the fact that simulated violence have the potential to make youngsters more aggressive (Suddath, 2010). Good ethical game play Keeping in view the destruction that the interactive entertainment – gaming industry has made to the youngsters; present generation of the world, it is high time that it should now focus on ethical gaming and start promoting games that spread good messages. Similarly the concerned authorities should also look into the matter and promote ethical gaming (Massey, 2009). It should be noted that games are powerful and can be used as a resourceful platform; unfortunately, it is currently being used as a negative medium by the gaming industry, which is building negative perception of the young generation. The positive side of gaming should be brought to forefront and such ethical and good games should be designed and produced that they are far more engaging and attractive then those violent and aggressive games (Helmore, 2014). Studies have proved that ethical gaming may result in improved attention, higher creativity as well as to manage emotions in various situations. According to many authors, the current interactive entertainment industry is very huge and is very competitive. If it is utilized properly then the negative perception and the negative perception that it had been marketing will automatically diminish from the consumer’s mind (Helmore, 2014). Changing Interfaces The interactive entertainment industry is familiar with every technique through which it can engage the target audience i.e. children and youngsters (Anderson et al., 2007). For this reason, it continuously changes the interface so that it may attract as many consumers as it can. The video games of the present age are much different from those of the 1990’s and are complex as well. For this reason, the user is the person who should be provided with complete guidance and information about the game. The most difficult task is to decide what information to put and how to design the interface especially in the case of violent video games (Kim & Sundar, 2013). Children and youngsters these days are very much selective and do not like or prefer clutter interface. They like simple, easy, yet interactive and attractive material. 3D technology, touchscreens, etc. are all changing interfaces that are now being witnessed by users in the modern day interactive entertainment industry. The more attractive the interface will be the more deadly and the more famous the game will be. Furthermore, games like Modern Warfare, etc. in which the user have the advantage to select the modes of playing also depicts behavior under which he wants to play and to what extent he wants to cause damage, therefore the role of interface in violent gaming is also very important in this regard (Camerer, 2003; Kim & Sundar, 2013). Future of Game Play: Game Design The interactive entertainment industry is transforming swiftly. It is complex to forecast the future of the gaming industry or the game design (Massey, 2009). Currently, the market is full of violent games and the gaming industry, despite of being told that these games are mentally disturbing youngsters and kids, are denying the fact as they believe that the two does not have any relation. The violent marketing is still at large however the future seems quite confusing at the moment as many governments and organizations are opposing such games (Camerer, 2003). The future of such games and game design might change but looking at the audience of these violent games, it is hard to say so as they seem highly addicted to these games. Furthermore, if government will ban violent games, the gaming industry will eventually come up with ethical games that will have a fair game design. Therefore, anything may happen in the coming years and it is going to be difficult for the gaming industry if steps against violent games are taken by the authorities (Thilmany, 2012). Conclusion To conclude, the interactive entertainment industry is a strong and powerful platform. According to a report, the world spends one billion hours (collectively) every day playing video games. Whereas youngsters have already spent 10,000 hours playing video games by the time they reach 21 years of age (Helmore, 2014). The global gaming industry has produced some of the most violent and brutal games such as the Grand Theft Autos, Modern Warfare, Resident Evil, God of War, etc. Various studies and researches have revealed that such violent games have a direct impact on the minds of the players especially when the player is a child or a youngster. Right after the production of violent games in the 1990’s, numerous school shooting incidents have taken place to date. Researches have also shown that those who play such games for a longer period become aggressive and violent in their behavior. Many games have been banned and laws have been introduced in various parts of the world however the gaming industry does not accept the fact that human behavior and violence, aggression has anything to do with their games. It is high time that the authorities and the interactive entertainment industry should focus solely on ethical gaming so that it does not harm the mindsets of the youngsters and the adolescents. List of References Anderson, C.A., Gentile, D.A. & Buckley, K.E., 2007. Violent Video Game Effects on Children and Adolescents: Theory, Research, and Public Policy. London: Oxford University Press. Camerer, C., 2003. Behavioral Game Theory: Experiments in Strategic Interaction. Princeton: Princeton University Press. Crookall, D., 2013. Peace, Violence, and Simulation/Gaming. Simulation & Gaming., 44(1), pp.7-26. Federal Trade Commission, 2000. Marketing Violent Entertainment To Children:a review of self-regulation and industry practices in the motion picture, music recording & electronic game Industries. Diane Publishing. Gershenfeld, A., 2014. Mind Games. Scientific American, 310(2), pp.54-59. Greenberg, A., 2007. A History Of Virtual Violence. [Online] Available at: < HYPERLINK "http://www.forbes.com/2007/06/15/games-violence-columbine-tech-cx_ag_0618videogames.html" http://www.forbes.com/2007/06/15/games-violence-columbine-tech-cx_ag_0618videogames.html > [Accessed 20 May 2014]. Helmore, E., 2014. Ethical gaming: can video games be a force for good? [Online] Available at: < HYPERLINK "http://www.theguardian.com/technology/2014/apr/12/ethical-video-gaming-games-for-change-festival" http://www.theguardian.com/technology/2014/apr/12/ethical-video-gaming-games-for-change-festival > [Accessed 20 May 2014]. Kim, K.J. & Sundar, S.S., 2013. Can Interface Features Affect Aggression Resulting from Violent Video Game Play? An Examination of Realistic Controller and Large Screen Size. CyberPsychology, Behavior & Social Networking. , 16(5), pp.329-34. Kutner, L. & Olson, C., 2008. Grand Theft Childhood: The Surprising Truth About Violent Video Games and What Parents Can Do. New York: Simon and Schuster. Massey, R., 2009. The Link Between Video Games and Violence. Munchen: GRIN Verlag. Przybylski, A.K., 2014. Who Believes Electronic Games Cause Real World Aggression? CyberPsychology, Behavior & Social Networking, 17(4), pp.228-34. Shackford, S., 2013. Imaginary Guns Don't Kill People, Either. American Spectator., 46(9), pp.12-13. Suddath, C., 2010. Brief History: Video-Game Violence. [Online] Available at: [Accessed 20 May 2014]. Teng, S.K.Z., Chong, G.Y.M., Siew, A.S.C. & Skoric, M.M., 2011. Grand Theft Auto IV Comes to Singapore: Effects of Repeated Exposure to Violent Video Games on Aggression. CyberPsychology, Behavior & Social Networking, 14(10), pp.597-602. Thilmany, J., 2012. Gaming Pros and Cons. Mechanical Engineering, 134(3), p.20. Read More
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