Violent Video Games and Morality: a Meta-Ethical Approach
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Iamshocked Bertozzi Edits
“I Am Shocked, Shocked!”: Breaking taboos in digital gameplay Elena Bertozzi University of Wisconsin Whitewater [email protected] Abstract This paper examines some examples of what the media have described as outrageous, dangerous or otherwise troubling content in videogames. The author suggests that allowing players to engage in taboo behavior within games such as Grand Theft Auto, Manhunt, and Dead or Alive Xtreme Beach Volleyball actually reinforces pro-social cultural norms. All cultures establish norms and also provide occasional opportunities for transgression of these norms. The author argues that breaking the rules, and understanding that rules are being broken, is necessary to test and reinforce the boundaries of acceptable behavior. Games provide players with arenas within which such transgressions can take place safely. Current videogames, however, provide these transgressive opportunities primarily for white males. Author Keywords Computer games, video games, taboos, transgression, gender, race, deviance Introduction The 1999 film Fight Club depicts a world where men can separate themselves from the meaningless, feminized, sanitized world of Western civilization and beat each other bloody with their bare hands. Films in the horror genre routinely explore a gamut of violence, perversion, and extreme anti-social behavior. Although extremely violent and troubling films are common, the public’s response to video game content is quite different. Video games are blamed for inciting school shootings (Anderson, 2004), destroying the fabric of society, and permanently harming the psyches of those who play them (Slevin, 2004). The city of Los Angeles and the State of Nevada have gone so far as to file lawsuits against video game companies (Jenkins, 2006; Sinclair, 2006). -
Video Games in the Supreme Court
Georgetown University Law Center Scholarship @ GEORGETOWN LAW 2017 Newbs Lose, Experts Win: Video Games in the Supreme Court Angela J. Campbell Georgetown University Law Center, [email protected] This paper can be downloaded free of charge from: https://scholarship.law.georgetown.edu/facpub/1988 https://ssrn.com/abstract=3009812 This open-access article is brought to you by the Georgetown Law Library. Posted with permission of the author. Follow this and additional works at: https://scholarship.law.georgetown.edu/facpub Angela J. Campbell* Newbs Lose, Experts Win: Video Games in the Supreme Court Table of Contents I. Introduction .......................................... 966 II. The Advantage of a Supreme Court Expert ............ 971 A. California’s Counsel ............................... 972 B. Entertainment Merchant Association’s (EMA) Counsel ........................................... 973 III. Background on the Video Game Cases ................. 975 A. Cases Prior to Brown v. Entertainment Merchants Ass’n .............................................. 975 B. Brown v. Entertainment Merchants Ass’n .......... 978 1. Before the District Court ...................... 980 2. Before the Ninth Circuit ....................... 980 3. Supreme Court ................................ 984 IV. Comparison of Expert and Non-Expert Representation in Brown ............................................. 985 A. Merits Briefs ...................................... 985 1. Statement of Facts ............................ 986 a. California’s Statement -
Redalyc.ENSAYO CONTRA LA LEY DE PROHIBICIÓN DE
Redalyc Sistema de Información Científica Red de Revistas Científicas de América Latina, el Caribe, España y Portugal VARELA PEZZANO, EDUARDO ENSAYO CONTRA LA LEY DE PROHIBICIÓN DE VIDEOJUEGOS BÉLICOS EN VENEZUELA Jurídicas, vol. 7, núm. 2, julio-diciembre, 2010, pp. 111-122 Universidad de Caldas Manizales, Colombia Disponible en: http://www.redalyc.org/src/inicio/ArtPdfRed.jsp?iCve=129020014006 Jurídicas ISSN (Versión impresa): 1794-2918 [email protected] Universidad de Caldas Colombia ¿Cómo citar? Número completo Más información del artículo Página de la revista www.redalyc.org Proyecto académico sin fines de lucro, desarrollado bajo la iniciativa de acceso abierto ENSAYO CONTRA LA LEY DE PROHIBICIÓN DE * VIDEOJUEGOS BÉLICOS EN VENEZUELA EDUARDO VARELA PEZZANO** COLEGIO MAYOR DE NUESTRA SEÑORA DEL ROSARIO Recibido el 29 de septiembre de 2010 y aprobado el 12 de diciembre de 2010 Resumen El 3 de marzo de 2010, la Asamblea Nacional venezolana promulgó la ley para la Prohibición de Videojuegos bélicos y Juguetes bélicos, un estatuto que prohíbe la fabricación, importación, distribución, compra, venta, alquiler y uso de videojuegos bélicos y juguetes bélicos en la República de Venezuela y sus demás espacios geográfi cos. Con el propósito de prevenir que esta iniciativa se repita, este ensayo desarrolla tres argumentos claves que rebaten la idea de implementar un estatuto con el mismo alcance que el venezolano. Palabras clave Videojuegos, violencia, libertad de expresión, clasifi cación ESRB, clasifi cación PEGI.del derecho. * El presente ensayo es parte de la investigación realizada por el autor para el libro derecho del entretenimiento para adultos, escrito en coautoria con la abogada Natalia Tobón Franco. -
But “Old” Media May Matter More Than “New” Media Victor C
Adolesc Med 025 (2014) 643–669 Media Matter: But “Old” Media May Matter More Than “New” Media Victor C. Strasburger, MDa* aDistinguished Professor of Pediatrics, University of New Mexico School of Medicine, Albuquerque, New Mexico “The illiterate of the 21st century will not be those who cannot read and write, but those who cannot learn, unlearn, and relearn.” Alvin Toffler Future Shock (1970) “The way adolescents of today learn, play, and interact has changed more in the past 15 years than in the previous 570 since Gutenberg’s populariza- tion of the printing press. Jay N. Giedd, MD (2012) “We put our kids through fifteen years of quick-cut advertising, passive television watching, and sadistic video games, and we expect to see emerge a new generation of calm, compassionate, and engaged human beings?” Sidney Poitier The Measure of a Man (2007) INTRODUCTION It has now been 50 years since the US Senate held hearings about whether media violence contributes to real-life violence. Thousands of research studies later— including remarkable longitudinal studies from New Zealand,1 Japan,2 and Scotland3—it is clear that traditional media (eg, TV, movies, videos) can poten- tially have a powerful influence over the attitudes and behavior of children and *Corresponding author E-mail address: [email protected] Copyright © 2014 American Academy of Pediatrics. All rights reserved. ISSN 1934-4287 644 V. C. Strasburger / Adolesc Med 025 (2014) 643–669 adolescents.4-6 By time criteria alone, television will always win out.7 What is changing is that children, and especially teens, are watching TV on newer plat- forms (Figure 1).8,9 What is not clear is the behavioral effect of new media (eg, the Internet, social networking sites, cell phones) on child and adolescent development and behavior. -
I Like to Imagine That from a Factory That's About to Be Neglected, in Its Last Day, a NEW Weapon Is Conceived with the Waste Material
I like to imagine that from a factory that's about to be neglected, in its last day, a NEW weapon is conceived with the waste material. The barrel aggressively pointed at the developers: it's them, the programmers, that, acting on the frontier line, they'll decide the dreams and the future of our children. To Luis Anna D'Ambrosio This is the "vision" of The Game ... business and manipulation, the new project economART of AMY D Arte Spazio that for this occasion, it chose as partners and/or stakeolders Vittorio Schieroni, Alchemical Laboratory, Jaqueline Ceresoli, Neoludica, Ivan Venturi. The artists: Cecilia Borettaz, Constantine Zlatev, Massimiliano Camellini Team BloodyMontey (Paolo Tajè), Team Santa Ragione (Paolo Tajè, Pietro Righi Riva, Nicolò Tedeschi), Wannabe-Studios (Marco Piccinini, Francesco Botti, Marco Masselli, Riccardo Corradini, Stefano Restuccia, Loris Casagrandi) Team Indomitus Games (Federico Mussetola…) E-Ludo The art isn't Pegi+18 Virtual aggressiveness - real aggressiveness The giants of the entertainment gaming including 1 C, operating in Central and Eastern Europe, or the Korean Joymax, have reached so high turnovers that they have passed over the film industry's turnovers for several years. The Chinese industry of the video-game increased by 350.6% in 2012 as compared to the year before, reaching a 9.7 billion dollars profit. 90% of the earnings, that is 9.1 billion dollars, come from the online gaming (China Games Industry Report). The relationship between the weapons and the violent video-games industries is confirmed by the facts: Electronic Arts, which also makes the popular simulation of FIFA, has made a new edition of Medal of Honor Warfghter, in which guns, knives and other types of weapons used in the game were promoted. -
Video Games and Ethics
This article was downloaded by: 192.168.0.15 On: 14 Oct 2017 Access details: subscription number Publisher:Routledge Informa Ltd Registered in England and Wales Registered Number: 1072954 Registered office: 5 Howick Place, London SW1P 1WG, UK Spaces for the Future A Companion to Philosophy of Technology Joseph C. Pitt, Ashley Shew Video Games and Ethics Publication details https://www.routledgehandbooks.com/doi/10.4324/9780203735657.ch3 Monique Wonderly Published online on: 02 Aug 2017 How to cite :- Monique Wonderly. 02 Aug 2017 ,Video Games and Ethics from: Spaces for the Future,A Companion to Philosophy of Technology Routledge. Accessed on: 14 Oct 2017 https://www.routledgehandbooks.com/doi/10.4324/9780203735657.ch3 PLEASE SCROLL DOWN FOR DOCUMENT Full terms and conditions of use: https://www.routledgehandbooks.com/legal-notices/terms. This Document PDF may be used for research, teaching and private study purposes. Any substantial or systematic reproductions, re-distribution, re-selling, loan or sub-licensing, systematic supply or distribution in any form to anyone is expressly forbidden. The publisher does not give any warranty express or implied or make any representation that the contents will be complete or accurate or up to date. The publisher shall not be liable for an loss, actions, claims, proceedings, demand or costs or damages whatsoever or howsoever caused arising directly or indirectly in connection with or arising out of the use of this material. Chapter 3 Video Games and Ethics Monique Wonderly In 2012, the global video game market was valued at approximately 79 billion dollars, and according to some estimates, its value is expected to exceed 110 billion dollars by the end of 2015 (Gartner 2013). -
An Interpretive Phenomenological Study of the Meaning of Video Games In
1 “It feels more real”: An Interpretive Phenomenological Study of the Meaning of Video Games in Adolescent Lives Susan R. Forsyth, PhD, RN Assistant Adjunct Professor, Social & Behavioral Sciences University of California, San Francisco Assistant Professor School of Nursing, Samuel Merritt University, Oakland, CA Catherine A. Chesla, RN, PhD, FAAN Professor and Interim Chair, Family Health Care Nursing University of California, San Francisco Roberta S. Rehm, PhD, RN, FAAN Professor, Family Health Care Nursing University of California, San Francisco Ruth E. Malone, PhD, RN, FAAN Professor and Chair, Department of Social & Behavioral Sciences School of Nursing University of California, San Francisco Corresponding author: Susan R. Forsyth Department of Social and Behavioral Sciences 3333 California Street, LHts-455, Box 0612 San Francisco, CA 94118 [email protected] 2 510.512-8290 Acknowledgements: We thank Quinn Grundy, Kate Horton and Leslie Dubbin for their invaluable feedback. Declarations of Conflicting Interests The authors declare no potential conflicts of interest with respect to the research, authorship and/or publication of this article. Funding The authors disclosed the receipt of the following financial support for the research, authorship and/or publication of this article. Susan Forsyth is funded by a dissertation award from the Tobacco-Related Disease Research Program (TRDRP), grant #22DT- 0003. Published in Advances in Nursing Science, October 4, 2017 http://journals.lww.com/advancesinnursingscience/toc/publishahead 3 Abstract The pervasiveness of video gaming among adolescents today suggests a need to understand how gaming affects identity formation. We interviewed 20 adolescents about their experiences of playing, asking them to describe how they used games and how game playing affected their real-world selves. -
Entertainment Software Rating Board - Wikipedia, the Free Encyclopedia Visited on 10/04/2016 Not Logged in Talk Contributions Create Account Log In
Entertainment Software Rating Board - Wikipedia, the free encyclopedia Visited on 10/04/2016 Not logged in Talk Contributions Create account Log in Article Talk Read Edit View history Entertainment Software Rating Board From Wikipedia, the free encyclopedia Main page Contents "ESRB" redirects here. For the European financial agency, see European Systemic Risk Featured content Board. Current events "Mature content" redirects here. For other uses, see Pornography. Random article The Entertainment Software Rating Board Donate to Wikipedia Entertainment Software Rating Wikipedia store (ESRB) is a self-regulatory organization that Board assigns age and content ratings, enforces Interaction industry-adopted advertising guidelines, and Help About Wikipedia ensures responsible online privacy principles for Community portal computer and video games in the United States, Recent changes nearly all of Canada, and Mexico. The ESRB was Contact page established in 1994 by the Entertainment Software 2006 – present logo Tools Association (formerly the Interactive Digital What links here Software Association), in response to criticism of Type Non-profit, self-regulatory Related changes violent content found in video games such as Industry Organization and rating system Upload file Night Trap, Mortal Kombat, and other controversial Predecessor 3DO Rating System Special pages Recreational Software Advisory video games with excessively violent or sexual Permanent link Council content. Videogame Rating Council Page information September 16, 1994; 22 years Wikidata -
Big Losses Reported in British Assaults
J 2 i - M/vNCHESTER HERALD. Fri., May 21, 1982 •••eeeeeeeeeeeeeeeeeeeee •••••••••••••••••*•***** •••••••••••••••••••••••* Auto* For Solo 61 Auto* For Solo 61 Autot For Sale 61 •••••••4cc«ac«*eeeeeeeee 4iffofl For 8a/« 6f Auto* For Solo 61 •••••••••••••••••••••••• •••••••••••••••••••••••• •••••••••••••••••••••••« •••••••••••••••••••••••• 1969 MGC - 6 cyl., five 1970 CHEVELLE Malibu - 1979 FORD Mustang, 4 1972 PINTO 1600, four OD, V6, excellent conm- speed overdrive, wire MHS champ s p ^ , standard. |500 or Excellent running condi wheels, new paint, top. From old car Builder copes best offer. Telephone 649- tion. Asking $1000. tion, 36,000 miles. $3,800. Completely rebuilt engine. 646-4574, 747-5201. 7313. __________ _ Telephone 649-2285 after $3,650. Telephone 875-4805., 4:30 p.m. in CCIL track 1971 CHEVROLET Con- htotorcycleo-BIcycIo* 64 to old bike in tough times cours wagon. Posi- 1967 OLDS CUTLASS 330, . p a g e 15 traction, trailering axle, V8, rebuilt transmission, MOTORCYCLE . p a g e 9 . page 3 roof rack, 350 V8, power tires, other good parts. INSURANCE - Lowest steering, automatic, radio, $450. or best offer. Rates Available! Many op rear defogger, more. Evenings 643-1911. tions. Call: Clarice or Original owner. 643-2880. Joan, Clarke Insurance 1973 OPEL MANTA - 4 A Agency 643-1126. PINTO 1976- 4 cylinder. cyl., four speed transmis Automatic. AM cassette. sion, sun roof, 73,000 miles. MOTORCYCLE Don’t store things you Good condition - depen [e7S«231 Excellent condition! $1895. INSURANCE - For all your can’t use. Sell them fast Call 643-2572. dable transportation. $1295 motorcycle needs, call us. with a hard-working “ Manchester, Conn. - after 5 p.m. -
Abandonware 110, 115, 116, 120 Ableism 256 Academic Pedagogy 317 a Clockwork Orange 151, 152 Activist Games 253 Adaptive 3
371 Index A Atari Games v. Nintendo 112, 113 Attention Deficit Hyperactivity Disorder abandonware 110, 115, 116, 120 (ADHD) 193, 194, 199, 201, 206 ableism 256 Attention, Relevance, Confidence/Challenge, academic pedagogy 317 and Satisfaction/Success (ARCS) 211, A Clockwork Orange 151, 152 220, 222, 231 activist games 253 avatar 98, 100, 101, 102, 103, 104, 107, 185, adaptive 36, 37, 38, 40, 41, 43, 45, 46, 50, 52 186 Adaptive Educational Interactive Narrative Ayiti: The Cost of Life 267, 268 System (AEINS) 208, 210, 212, 213, 214, 215, 218, 219, 220, 221, 222, 223, B 224, 225, 226, 227, 228, 229, 230 add-on 110, 119 BAT ILE 211 aesthetic distance 142, 143, 145, 146, 147, Batman 197 148, 149, 150, 155, 156 bio-ethical debate 276 ageism 256 bio-ethics 275 alternative play 128, 129 BioShock 39, 50, 54, 76, 79, 81 ambiguity 83, 89, 90, 93, 95 BioWare 72, 78, 79, 82 America’s Army 83 Black & White 41, 54 Animal Crossing 203 Blade Runner 40, 52 anti-oppression 253, 254, 255, 256, 257, 258, Blizzard v. BnetD 114 259, 267, 268, 269, 270, 271 Blizzard v. Glider 119 anti-oppression theory 259 Blizzard v. MDY 113 anti-oppressive approach 254 Boom Blox 148 anti-oppressive ethics 255, 257 Brain Age 200, 201 anti-oppressive games 267, 269, 271 brain-training games 200 anti-oppressive principles 253, 254, 255, 257, British Board of Film Classification (BBFC) 258 142 anti-oppressive self-reflection 257 Bully 161, 165 anti-racism 255 C antiwar game 83, 84, 85, 86, 87, 89, 90, 91, 92, 93, 94, 95 Calculations x 20 200 antiwar rhetoric 83, 84, 86, 89, 90 Call of Duty 84, 85 Artificial Insemination 286 Cannon Fodder 83, 88, 89, 97 Assisted Reproductive Technology (ART) 275, case study 19, 25 276, 277, 279, 285, 286, 288, 289 Copyright © 2011, IGI Global. -
Schwarzenegger V. Entertainment Merchants Association
computer law & security review 27 (2011) 278e290 available at www.sciencedirect.com www.compseconline.com/publications/prodclaw.htm POSTAL 2 plays in US court - Schwarzenegger v. Entertainment Merchants Association Sylvia Kierkegaard Law School, Southampton University UK & President, International Association of IT Lawyers, Denmark abstract Keywords: In an unprecedented legal development, the case of violence in video games has now Violent video games reached the highest American court. The US Supreme Court is set to decide whether states First Amendment can restrict minors from buying violent video games in the case of Schwarzenegger v. Free speech Entertainment Merchants Association. The decision could have serious implications on the Child protection future of First Amendment rights and children’s ’welfare. To resolve Schwarzenegger, the Rape simulation Justices will need to decide how much First Amendment protection should be extended to RapeLay violent video games and whether minors have a greater constitutional right to violence Hentai than they do to obscenity. Obscenity standard ª 2011 Sylvia Kierkegaard. Published by Elsevier Ltd. All rights reserved. Ginsberg State interest Desensitization Deviant behavior 1. Introduction The huge market for video games means that potentially millions of young children will continue to spend their after- noons at the controls of video games simulating acts of decapitation, dismemberment and other forms of gory kill- Can a video game lead to murder and rape? Should sale and ings. Mortal Kombat turned heads with its controversial rental of violent video games be banned or restricted to minors? violence such as ripping someone’s head off or burning them to a skeleton after the match. -
GOG-API Documentation Release 0.1
GOG-API Documentation Release 0.1 Gabriel Huber Jun 05, 2018 Contents 1 Contents 3 1.1 Authentication..............................................3 1.2 Account Management..........................................5 1.3 Listing.................................................. 21 1.4 Store................................................... 25 1.5 Reviews.................................................. 27 1.6 GOG Connect.............................................. 29 1.7 Galaxy APIs............................................... 30 1.8 Game ID List............................................... 45 2 Links 83 3 Contributors 85 HTTP Routing Table 87 i ii GOG-API Documentation, Release 0.1 Welcome to the unoffical documentation of the APIs used by the GOG website and Galaxy client. It’s a very young project, so don’t be surprised if something is missing. But now get ready for a wild ride into a world where GET and POST don’t mean anything and consistency is a lucky mistake. Contents 1 GOG-API Documentation, Release 0.1 2 Contents CHAPTER 1 Contents 1.1 Authentication 1.1.1 Introduction All GOG APIs support token authorization, similar to OAuth2. The web domains www.gog.com, embed.gog.com and some of the Galaxy domains support session cookies too. They both have to be obtained using the GOG login page, because a CAPTCHA may be required to complete the login process. 1.1.2 Auth-Flow 1. Use an embedded browser like WebKit, Gecko or CEF to send the user to https://auth.gog.com/auth. An add-on in your desktop browser should work as well. The exact details about the parameters of this request are described below. 2. Once the login process is completed, the user should be redirected to https://www.gog.com/on_login_success with a login “code” appended at the end.