Tag Archives: violent video games

For: Monday, December 17, 2012

Hello everyone.

Here are your jobs for today, please and thank you.

JOB A: Video Game Visual Essay

Please work on your Video Game Visual Essay. Our due date for that project is this week, before the winter holiday break.

JOB B: Backlog

Please continue to finish incomplete work.  The window for handing in these assignments is quickly closing as we near the end of the semester.

JOB C: Summative Project Part 1

If you are up-to-date with your assignments listed above, feel free to begin the first part of our course summative found here.

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Wednesday, Nov. 28, 2012

This gallery contains 6 photos.

1. Please fill in the sheets below from today’s slide show, found below, which is in PDF format here: stereotypes in video games. 2. Please fill in the topic section of the DEBATE SHEET with the following topic: “Video Games … Continue reading

Violent Video Games QR link

Top 10 biggest video game stories By Steve Tilley of canoe.ca

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#5: Red Ring of Death

Top 10 biggest video game stories

By Steve Tilley

1. Hot Coffee — Sexually explicit content discovered on the Grand Theft Auto: San Andreas game disc leads to a political firestorm and massive recall (2005).
2. Bill vs. Japan — Microsoft’s Bill Gates unveils the Xbox game console and enters a market dominated by Sony, Nintendo and Sega (2000).
3. Brandon Crisp tragedy — After the confiscation of his game console, an Ontario teen runs runs away from home and is later found dead from a fall (2008).
4. Call of booty — Call of Duty: Modern Warfare 2 breaks single-day entertainment sales records, with more than $300 million rung up at registers (2009).
5. Red ring of death — Outcry over the abnormally high failure rate of Xbox 360 consoles leads Microsoft to extend the system’s warranty to three years (2007).
6. Rhymes with “twee” — Nintendo reveals their new video game console, previously codenamed Revolution, will officially be called Wii (2006).
7. Death of a dream — Industry titan Sega exits the hardware manufacturing business after the failure of the Dreamcast game console (2001).
8. Duke Nukem for never — Game developer 3D Realms announces that the 12-years-in-the-making Duke Nukem Forever has been cancelled (2009).
9. Ganging up on Bully — The teen-rated action-adventure game Bully is attacked by teachers and politicians who feel it glorifies schoolyard violence (2006).
10. For the horde — Massively multiplayer online game World of Warcraft launches, and becomes one of the most successful gaming phenomena of the decade (2004).

TOP 10 VIDEO GAMES: By Steve Tilley of canoe.ca

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TOP 10 VIDEO GAMES:
By Steve Tilley

1. Half-Life 2/The Orange Box (2004/2007)
2. Grand Theft Auto III (2001)
3. Ico (2001)
4. The Sims (2000)
5. Uncharted 2: Among Thieves (2009)
6. Super Mario Galaxy (2007)
7. Fallout 3 (2008)
8. Resident Evil 4 (2005)
9. Halo: Combat Evolved (2001)
10. BioShock (2007)

Video Games through the decade 2000 — 2010

By STEVE TILLEY — Sun Media

Thu, December 10, 2009

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The graphics are prettier, the storylines are deeper and the controls have us moving our bodies in addition to twiddling our thumbsticks.

But the biggest change in video games over this last decade has been their transformation from a nerdy hobby into a mainstream entertainment force.

In 2000, as an odd little computer game called The Sims made its debut, video games and game consoles were still largely seen as the domain of teenaged outcasts, the kind of guys who’d rather spend a Saturday night pressing buttons on a controller than pressing their luck on an actual date.

Was that an accurate depiction of games and gamers? Probably not, but quick ’n’ easy stereotypes rarely are. To say you were a gamer in 2000 was to bravely declare solidarity with your fellow computer-game enthusiasts and PlayStation 2 early adopters, blank stares and stifled snickers be damned.

And now, as the decade winds to a close, The Sims and its sequels have sold more than 100 million copies; Call of Duty: Modern Warfare 2 has had the largest single-day gross of any entertainment launch in history (at $310 million US); and sitcom characters are just as likely to be seen trading quips over a game of Wii Sports as they are over a cup of coffee.

Video games still aren’t as ubiquitous and universal as television or films – we still call those who play games “gamers,” even though no similar segregation exists for movie buffs, TV fans or book nuts — but they’re getting awfully close. Roughly half of all Canadian households now have a video game console of some sort, compared to 35% just four years ago.

And that 20-year-old gamer virgin in his mom’s basement? According to the Entertainment Software Association of Canada, the average gamer of 2009 is 36 years old, and more than one-third are female. You can bet some of those ladies would eat you alive in a game of Madden NFL 10 or Halo 3.

As a gamer from the Intellivision era onward, it’s been fulfilling for me to see how far the medium has come in the past 10 years (and to have spent a sizable chunk of that time writing about it for Sun Media, as even today we’re one of the few mainstream news outlets that covers games on the same footing as movies, music and TV.)

There have been controversies and steps backward, sure, and video games still have a lot of growing up to do. Ten years from now, it would be nice to see more games that speak to a broader level of experience and engagement, instead of falling back on subject matter such as Guy With Gun Shoots Everything That Moves.

But, like the Sims themselves, video games have evolved, matured, become more social and been embraced by the masses. The medium’s awkward teen years are over, and the exodus from the basement is complete. Game on.

Are videogames bad for your health?

The first clinic to treat videogame addiction has opened in the UK. But how dangerous is it to spend hours in front of a console?

Bandslam

Lisa Kudrow takes the strain in the recent film Bandslam. Photograph: Allstar/20 CENTURY FOX/Sportsphoto Ltd./Allstar

The Guardian, Friday 11 December 2009

You know your gaming habit has got out of hand when you start wearing a nappy to allow you precious extra minutes at the screen. So says Brian Dudley, the director of Broadway Lodge in Weston-super-Mare, which earlier this year became the first addiction clinic in the UK to welcome gaming addicts.

“We are now seeing some people devoting their whole lives to gaming,” says Dudley, who offers a 12-step abstinence programme to those suffering from a wide range of addictions, including alcohol, drugs and sex. “Some spend 18 hours a day playing on their computers. Immersive role-playing games such as World of Warcraft and Call of Duty hook people and let them live in a fantasy world. The online element to the game lets them falsely believe they have lots of friends. Some people were reported to have taken a week off work just to play Call of Duty when it was released recently.”

Dudley’s sense of frustration about the lack of action over excessive gaming is palpable: “We’re just at the tip of the iceberg in our understanding of this subject. There’s been very little in the way of meaningful research. Some research in the US has shown that 8-10% of gamers show signs of addiction, and in places such as South Korea there are now over 100 gaming addiction treatment centres. The industry is in denial about it at the moment and politicians are just not interested.”

Ever since videogames became a fixture in our homes in the early 1980s, there has been panic about their effect on our increasingly sedentary population. But with the arrival of broadband earlier this decade, multiplayer, fantasy role-playing games such as World of Warcraft have become hugely popular.

“It’s the games with no end that are the worst,” says Dudley. “They can help people develop eating disorders, such as binge eating. We’re also seeing cross-addiction, where gamblers start to also get addicted to gaming and alcohol. There are many triggers for addiction such as bullying and family problems. But sometimes it can be just that the person really enjoys the game.”

But are computer games just a hook for addictive personalities? Without extensive research, it’s unlikely we’ll ever get a definitive answer, says Dudley. And the gaming industry is dismissive of the notion that gaming could be harmful. The Entertainment and Leisure Software Publishers Association (Elpsa) says: “Playing videogames is simply another daily activity that can give people pleasure. It is not a physical addiction.”

Addiction is not the only worry. Since the launch in 2006 of the Nintendo Wii, there have been regular reports of people suffering from injuries during gameplay. But it is injuries caused by repetitive actions – “cumulative trauma disorders” – that seem most likely to manifest themselves during excessive gaming. “It has been shown in the US that kids playing computer games can develop symptoms in their arms and fingers, especially when using a joystick,” says Professor Stephen Tyrer, emeritus consultant in psychiatry, pain and neurorehabilitation at Newcastle’s Royal Victoria Infirmary. “Kids that really enjoy a game can also develop more symptoms, but after two to three days of not playing, the symptoms tend to go. Aggression and pain have also been strongly related in studies, which might raise questions about there being a link when playing certain games. The most affected part of the body is likely to be the hand and arm, but the tension created when playing could lead to symptoms in the neck, shoulder and elbow. As with any screen-based activity, the advice is to take as many breaks as possible, ideally at least five minutes every hour.”

Mike Rawlinson, director general of Elpsa, says that the “industry believes that videogames should be enjoyed as part of a healthy, active and balanced lifestyle”. And he points to the fact that in October, the Department of Health’s Change4life programme chose to endorse Nintendo’s Wii Fit Plus for its health benefits.

It marks quite a departure from a Change4life poster that was distributed across the country back infrom March that . It showed a young boy slouched in front of a screen holding the controller to a games console with the headline: “Risk an early death, just do nothing.”