Taylor Bernard
Adam Junker
English 101 SO3
5, May. 2016
Background:
“Grand Theft Auto (GTA) is a long-running series of video games, published by Rockstar Games and developed by subsidiary companies. The games are primarily developed by Rockstar North (formerly DMA Design). There are currently sixteen games in the series, plus two expansion packs for the original and two expansions for GTA IV and including a multiplayer title. The games have been released for various platforms, including the PC, PSX, PS2, Xbox, PS3, Xbox 360, PS4, Xbox One, GBC, DC, GBA, PSP, DS, iPhone and Android with all but two of the games released on multiple platforms (“Grand Theft Auto”).” “Mortal Kombat is a 2D fighting game developed and released by Midway in
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Each of the seven playable characters enter the tournament for different reasons (some for revenge, while others for glory). The main protagonist is Liu Kang, a Shaolin Monk of the White Lotus society who wants to bring honor back to the Mortal Kombat tournament. The main storyline was expanded through comics and sequels, involving the evil forces of Outworld, who use the tournament in order to take over Earth (known as Earthrealm) (“Mortal Kombat”).”
Introduction:
“Roughly 68 percent of all American households play computer or video games. Of this, 25 percent are under the age of 18. While the average age of a typical video game player is 35, it does show a large number of individuals are playing video games before college and while they are still at home, living with their parents and attending grade school.” Media misrepresents video games as a violent distraction for its audiences. Stereotypes of games like Grand Theft Auto or Mortal Kombat have dramatically changed the video game world.
When playing violent video games most players can distinguish the difference between the game and reality, but for others their game and realities are the same. According to Tom Mcgrath, violent shooting games might not be just a game to some people. Playing a
In my most recent essay I wrote of the violence attributed to video games in light of various shootings and other tragedies that occurred in the past year or so. In this essay I argued that despite their violent content, video games are not completely to blame for acts of violence committed by children. Throughout this essay I tried to convince the reader by, first, establishing my own credibility with video games, then sharing my own experiences with violent games, and providing both empirical data and valuable insight from trusted sources.
Call of Duty, Mortal Kombat, Grand Theft Auto, and Doom. Many know these games for their violent nature, stemming from their graphic scenes or gameplay involving shooting or beating up opponents, and these factors have caused these games to stir up quite a bit of controversy. For the last few decades, people have debated the effects of these games on the people who play them. Many believe those who play the games become more aggressive as a result of their violent nature, while others argue that playing the games has no effect on one’s behavior. Society should realize that violent video games have, at most, minimal effect on players’ behavior.
“According to data recently released by The NPD Group, in 2012, U.S. video game software sales reached $6.7 billion (174.8 million units) and computer game sales were $380 million (13.2 million units)” (Improving Economy). To many, the violent video game industry has turned all adolescents into mass murderers. However, they’re absolutely wrong. Very seldom do adolescents who play violent video games commit acts of violence, and the ones who do usually have a mental disorder. Instead of blaming the tragedies that occur on violent video games, the news media should explain to people that a large percentage of young males play violent video games, indicating that the two are uncorrelated. They should alternatively research other possible solutions to the crisis. In lieu of negatively affecting people’s lives, video games could potentially improve their lives!
Playing video games has become a norm in our society, and while games have enjoyed a nice period of prosperity, it has not come without its fair share of controversy and question. Video game addiction, stereotyping, and portrayal of violence are all problems that researchers associate with video games. Video games are also blamed on ruining people’s social lives, decreasing cognition skills, and even increasing aggressive behavior. The controversial Grand Theft Auto deserves a special mention for outlining all these problems in one video game series for our convenience! GTA covers gender stereotyping, violence, and overall graphic content thanks to its portrayal of prostitutes, murder, and crime; it goes without saying that GTA has been bashed by politicians and the media because of its
Technology is an important aspect of change in our world. As time goes on, we are introduced to more and more technology every year, which includes media such as video games. The increase of technology has also increased and improved the world including ways of communicating and distribution of information. More often used outlets of media are those used for entertainment purposes, like television, internet and video games. The ones who are most likely to engage in these media outlets are millennials and the most recent generation Z, because they have been introduced to these outlets from a young age. In fact, a study found that children spend around 9 hours a week playing video games (Polman, de Castro, & van Aken, 2008). It is evident that video games are progressively becoming more violent in nature, and with children spending as much time as they do playing video games, there are questions that must be asked, is the violent nature of video games effecting today’s youth? And if so in what ways?
As a result, the controversies flared up again with Grand Theft Auto III, since the 3D graphics made the violence more realistic, and players could pay the services of prostitutes to recover their health, and if they wished, killing them to get some of their money back. This has a criticism that focus on illegal activities in comparison with traditional "heroic" roles that other games offer. The main character can commit a wide variety of crimes and violent acts while dealing with only temporary consequences, including the killing of policemen and military personnel. (Grand Theft Auto , wikiblogspot )The player can attack people with baseball bats, firearms and run them over with cars – making blood spray everywhere. Players can murder
When Grand Theft Auto V was released in 2013, it was met with critical acclaim and commercial success. The reason for this is easy to understand: players love the heists, murders, and drug activity the GTA franchise has become known for; and Grand Theft Auto V is no exception to this rule. Rockstar, the game developer of the series, have increased drug’s role within the game. This is the first time we have seen some drugs be directly incorporated into the plot. Among many others, marijuana is one of the more common used drugs in the game. Two of the main protagonists, Michael and Franklin, can openly smoke marijuana at their homes. In addition to this, buying out a beachside medical marijuana shop is a positive move
In the 90’s there was even enough media attention to video game violence that the United States Congress had a hearing on issuing age appropriate labels, much like in movies, to video games to warn parents of the contents of a game. Each of these matters have only helped further tarnish the reputation of video games, and draw worse misconceptions about them.
Good Morning, everyone, i'm going to start off with a poll of who all plays video games in this class. A lot of you/ maybe not too many in this class play video games and/but, as of 2015, 42% of Americans played video games at least 3 hours a week, which is roughly 135 million of the total population. This proves that video games play a large role in our society. Today I’m going to be speaking about the psychological effects that video games have on youth, but in order to do that, I need to inform you of the evolution of violent video games, the effects of violent video games, and the positive effects of video games.
Video games have been enjoyed by millions of gamers for decades, and the industry is wildly popular. Video games are a great way for a person to sit back and relax and to have fun doing it. In 2001, a game designing company known as DMA Design (now Rockstar North) changed the video game industry forever with the release of Grand Theft Auto III (abbreviated as GTA III). Grand Theft Auto III was one of the most influential video games because it was the first massively popular game to include a fully explorable open world, combine many different video game genres into a successful game, include a wealth of content, and spawn countless “sandbox” games that attempted to recreate GTA III’s success.
As of now I have put in somewhere around 30 days of gameplay time into Grand Theft Auto 5 and am 29% away from completing everything thing in there is to do in the story mode. I’ve played a lot of different types of games throughout my gaming career and this is one that is definitely in my top 3 of all time. This is a game that I really don’t myself stop playing anytime soon as they keep releasing more downloadable content to go along with the already large amount of replayability. Grand Theft Auto 5 had a lot of hype surrounding its release and I would say that it did indeed live up to the what was expected of it.Grand Theft Auto 5 is a big game in a lot of ways, which starts with a 7.5 gigabyte install before you can before you can do anything. Putting that aside the world is a huge place that Rockstar Games has used to express an ambitious story that always made me want to play “just one more mission”. It is a stunning game with amazing graphics that can and does thing most people would think to be impossible to do on our current generation of hardware.
“Recent contents analyses of video games show that many as 89% of games contain some violent contents” (Gentile, Lynch, Linder, Walsh 3). More than half of video games being sold around the world contain some form of violence. All of the violence involved in the video games being played by children is a pattern leading to aggression. Aggression can be caused by many things; however, violent video games are the main cause of aggression in young adults. “If a child began playing violent video games at a young age, then he might think that violence in real life is the same as the game violence and that it doesn’t have a real impact on others” (Gilad, Alto 1). Thinking that violence in the virtual world is the same as in the real world is the first step to showing aggression. Aggression in children caused by video games is the biggest effect parents and researchers worry about. Violent video games teach children that shooting and killing people are
Video games have been around since the 1970s, starting with computer games. The first game was called Computer Space, by Nutting Associations. Then the game Pong came out, which was a big hit. Then years later, consoles came out, and video games became and are becoming better. The violence in games has also increased in time to time, which is bothering some people. In the following I will talk about all the views in this violent video game arguement.
Controversy about video games continue to escalate between parents and gamers, regarding the psychological effect of simulated, realistic, and 3D violence on the minds of young children and growing teenagers. Yet, research shows that video games contribute very little to today’s everyday violence, despite complaints and concerns that games influence a child’s normal behavior. Technology is a way of life in today’s world, computers are used by toddlers, adolescents, and adults alike. No matter what career path a person chooses, the computer plays an essential role in the job. The more our technology progresses and as our industry grows stronger, computers and electronic entertainment will grow to be found everywhere around the world. This includes videogames.