I used to think that violent game texts can significantly influence the game players’ behaviour; consequently it leads to the negative effects on our society, such as aggressive behaviour, copycat crimes. That’s why I was a little bit confused and was not sure after reading the Goldstein’s article (Reading 5), where he points that violent video games had no effect on most people due to the agency, the active audience model. Still, I can find a lot of news articles saying that the effects of violent video games on game players, especially for the young players are significant in our society. So, one question in my mind is popped up who actually judges the level of violence of game texts. First of all, please have a look at the news article linked below.
http://www.nzherald.co.nz/nintendo/news/article.cfm?c_id=1501087&objectid=10478781
Whether you agree or not the Godstein’s opinion, one thing is sure to say that violence rates seen in our society have jumped considerably coinciding with the rise of new console products, such as Play station series, and the Xbox, with rather violent game texts. I think people, specifically the game players, tend to be more immersed by the violent games, such as shooting games, and war games than non violent games as gamers could feel more verisimilitude and thrills. However, my point here is that who can declare that the violent level seen those war games are less than those gun fighting games. Aren’t those two equally violent? According to Schott, “war games were presented as the most preferable and moral mode of engaging with the concept of killing and dying as opposed to games that offer contexts of inner-city gang violence” and violence seen in the text is legislated by the vast majority of the population as well as the highest civil authorities. Still, it would be sceptical whether violent texts can be acceptable according to the game contexts, genres, since a violent video game itself has a reasonable effect on our society.
Sunday, January 24, 2010
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