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Home       History of Video Games      Video Game Genre     Sample of Violent Games    Video Games are Not good     Pro-Video Game Articles

 

 

History of Video Games

By: Jon Raphael Danao

 1889

 Fusajiro Yamauchi established a company that manufactured and sold Japanese playing cards called Hanafuda. Hanafuda became a huge hit to gamblers and even the Yakuza used it in their high stakes gambling. In 1907, Yamauchi wanted to invade the western scene by producing high quality western playing cards (Nintendo history lesson, 2003). He called this company Nintendo which means "in the end, it is in heaven's hands" (Nintendo history lesson, 2003).

 1947

 Tokyo Telecommunications Engineering Company was established by Akio Morita and Masaru Ibuka which licensed the transistor patent from Bell Labs creating pocket-sized radio. The pocket radio was a success in Japan and they wanted to market it in the US and Europe . Having such a long company name, they decided to rename it to Sony, from sonus the latin word of ‘sound’ (Herman, Horwitz , Kent , & Miller, 2008).

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Video Game Genre

Blaise Cedrick Gomez

Video games have evolved from the very first computer game “pong”, today video games are classified by either the type of game play (e.g. adventure, simulation, strategy etc.) or by gaming flatforms (e.g. PC, PSP, NDS, Wii, Arcade mobile phone etc.)

In this article I will be discussing the different video game genres so the next time somebody tells you he or she is into MMORPG you would not think it is some kind of military weapon.

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Sub-Topic #4: Violent Video Games Are Not Acceptable or Desirable

By Meneleo Olavides

Local Setting:  

Video games, particularly video games with violent and sexual themes, are very popular in the Philippines .  The popularity of video games has added to the proliferation of media content piracy in the local market.  Many pirated copies of these video games are being openly sold around the corner and in some major commercial establishments (Caoili, 2007).  There had been no confirmed report so far linking violent video game playing to cases of violence in the country, except that many parents and teachers had been complaining about their children and student’s frequent visits to the arcades offering online violent video games.

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The Personal and Social Purposes of Gaming

Ma. Carmina Felizco

            Active video game players usually indulge in what is called ‘kosupure’ or cosplay (costume + play).  The act of cosplaying, which is “a unique fan activity, where fans of animé and animé-related products dress and act like the characters they portray” (Asiddao, Moya, Oliveros, & Rentutar, 2008, p.2), is a concept of fan behavior.  Here, players get to experience imitation, expression, and involvement.  It is an act of fanaticism that starts in involving oneself for the purpose of the five goals in behavior: first is common identity; second is desire to collect; third is desire to stand out; fourth is desire to be creative; fifth and final is desire to belong (Asiddao et al., 2008, p.6). 

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Violence in video games is not acceptable or desirable

By Gina Mizutani


"Prosecutor Detroit publishes outdated list of most violent games for 2007"

Top 10 List, since most of them are at least a year old; some are several years old:


1. Grand Theft Auto (last released on consoles 2004; PSP, 2006)

2. Manhunt (2004, we assume they mean 2007's Manhunt 2)

3. Scarface (2006)

4. 50 Cent Bulletproof (2005)

5. 300  (Feb, 2007)

6. The Godfather (PS3 - March, 2007; other versions, 2006)

7. Killer-7 (2005)

8. Resident Evil 4 (Wii, PC 2007; other versions 2005)

9. God of War (2005; we assume they mean 2007's GoW2)

10. Hitman Blood Money (2006)

(Source: Alam, 2007)


Violence in Video Games is not acceptable or desirable because it's not a good example, especially for children and also it's not appropriate for the children to watch and play that kind of video games. They are too young to be exposed to that situation. Children are pure in mind; they do not know anything. This world is not perfect. Children could not be able to think which is good or bad and which is right or wrong. If Parents accept or allow their children to watch and play this kind of violent video game, I'm afraid children will think they are right to do any violent attitude. Everything is no problem, if someone will stop my way or my enemy will appear then I will kill, this kind of feeling is sometimes dangerous and also they may become sometimes selfish attitude.

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A LOOK ON THE VIOLENT GAMES OF TODAY

Gimson S. Alemania

“There are those who say that violent video games are catalysts in bringing about more violent behavior in individuals, young or old and there are those who say that there is actually no correlation between violent behavior and watching or playing violent video games.” (Pratt, 2008)

 

Today’s games are termed ‘high-tech’ since those games use the newest technology available. Virtual graphics are very impressive and realistic, thus, such setting depict a seemingly real-life situation like age of empire.

The predominance of violent games in the ‘90s, where extreme blood and gore characterized the scenarios, greatly affected today’s paradigm of a violent game

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RESULTS OF THE VIDEO GAME SURVEY IN KOSTKA SCHOOL

In a survey conducted in Kostka School, Inc., a co-educational Catholic school in Loyola Heights , Quezon City , the entire population of 161 high school students answered the questionnaire specifically prepared for the study of violent video games in children, through the generous support and cooperation of the school’s administration and faculty.  

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Video Games and Violence

Blaise Cedrick Gomez

According to an article published in msn.com (2008), the Thailand Government has released a document containing the top ten most “dangerously violent” games today. This, after a teenager (Palawat Chinno) told the authorities that he killed a taxi driver just to see if it was as easy as it seemed in the video game that he was playing (Grand Theft Auto).

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Violence in Media and Video Games: The Two Sides of the Coin

Ma. Carmina Felizco

 

            Media had always been filled with violent images of war, disaster, and death.  At the start of the 1900s, cinemas laid out an intimate view of how life can be so viciously ended for quite a number of people.  The execution of Mary, Queen of Scots showed the swing and the rolling head on the ground.  Films like ‘The Great Train Robbery’ in 1903 showed several murders (Goldberg, 1998, p.49).  By the 1920s, media was more often applied on news and photography, showing, for example, Ruth Snyder sitting on an electric chair.  By the 1930s and 1940s, it was Weegee who produced an oversupply of pictures of the murdered gangsters for use in the presentation of tabloids.  This led to violent films of death that extended until the time that video games entered the media.

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Are Violent Video Games Acceptable and Desirable?

Ma. Carmina Felizco

 

        In recent findings of targeted school violence from the 2004 report of the United States Secret Service and the United States Department of Education entitled ‘The Final Report and Findings of the Safe School Initiative’, it was identified that violent incidence at school during the past three decades usually displayed attackers that had targets.  The first episode happened in 1974 when a student used guns and bombs while setting off the fire alarm and shooting at emergency and custodial personnel (Vossekuil et al., 2004, p.15).  Since that year, there were about 37 incidents of school violence, wherein 41 school attackers were identified in the 26 states in U.S., especially in the states like Arkansas, California, Kentucky, Missouri, Georgia, and Tennessee (Vossekuil et al., 2004, p.15).  With this fact we ask, do thoughts and acts of violence and aggression have anything to do with playing violent video games?  Can we say that playing violent video games is acceptable and desirable?

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Reality to Fantasy or Fantasy to Reality?  Either Which Way Can Give Satisfaction to a Player Entering Cyberspace

Ma. Carmina Felizco

 

Violence had been driving crowds of spectators ever since funeral games in ancient Greece brought thunders of approval, as seen in ‘Iliad’.  The chariot race and the Olympia from the Black Sea to the Mediterranean coast of Spain drew crowds of visitors that brought the sacred games to the forefront of the world’s most distinguished events.   

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THE EFFECTS OF VIOLENT GAMES
Gimson S. Alemania

There is more at stake than the spoil of the 25 videogame industry. Anderson and Bushman’s (2002) general aggression model (GAM) explicates both the development of aggression and individual differences in susceptibility to be influence of violent video games.

 

According to Anderson and Bushman (2002), the line between ‘simulations’ and videogames has greatly been blurred by the real-time and very realistic attributes of modern games.  Correlations of aggression among boys with the amount of violent games played is rooted the notion that the player is seeing through the eye at the in-game character, and thus, seeing a situational variable affects aggressive cognitions (Anderson & Bushman, 2002).

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Do Violent Video Games Really Lead to Delinquent Behaviors?

 

In Bangkok, Thailand, Polwatt Chino, a high school student obsessed with the violent video game called “Grand Theft Auto” held up and killed Khuan Phokang, a cab driver (Wong-Anan, 2008, n.p.). According to Thomson Reuters, he did it in a manner similar to the violent acts portrayed in the game (Wong-Anan, 2008, n.p.). “Grand Theft Auto” provides a picture of “beatings, carjacking, drive-by shootings, drunk driving, as well as, prostitution” that players of all ages may emulate (Wong-Anan, 2008, n.p.).

The same incident occurred in New York City when teenagers Dylan Laird, Stephen Attard, Samuel Philip, Brandon Cruz, Gurnoor Singh, and Jaspreet Singh were arrested after they attacked a man and destroying vehicles using “a baseball bat, crowbar, and broomstick” (Chayes, 2008, n.p.). When interviewed, these teenagers admitted they were mimicking Niko Bellic, one of the main characters of the video game, “Grand Theft Auto” (Chayes, 2008, n.p.).

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A LOOK ON THE VIOLENT GAMES OF FUTURE

Jervis Tabangay

Everything is truly turning to be more sophisticated nowadays. Transistor radios have been replaced by MP3s. Cell phones jam-packed with functionalities substitute the electromagnetic wave-operating telegraphs for communication. Video games similarly have advanced parallel to the available technology they were dependent to. What makes it awesome, however, is the fact that the progress has never ceased creating an anticipation of a more fascinating video game development. And if everything has its future, it will be so with the present violent games that has been widely popular these days

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The Role of Sex, Culture and Environment on Video Games

By: Luzviminda Chan

 

Role of Sex on Video Games

Since players of video games are dominantly male, most video games are designed for them. Male characters are being portrayed as having the more relevant role than females-a large number of video games have males on the title role and females as supporting roles.

It is said that female players are more interested in communication and interaction when they play a game, whereas males enjoy playing video games that involve fighting and violence.

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Effect of Video games on the Youth

Eric Tipan

 

Video games have been with us for more than 3 decades.  They started out as simple games that leave a lot to the imagination. Graphics were crude but then the rest of the game is in the mind.  These were the arcade video machines of the late 70's.  With improvement of graphics came attempts to have video games that approximate real images. 

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