How 21St Century Violent Video Games Are Testing the Limits of First Amendment Values and What Can Be Done to Save Our Children Ariel Rotenberg
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Media Violence Do Children Have Too Much Access to Violent Content?
Published by CQ Press, an Imprint of SAGE Publications, Inc. www.cqresearcher.com media violence Do children have too much access to violent content? ecent accounts of mass school shootings and other violence have intensified the debate about whether pervasive violence in movies, television and video R games negatively influences young people’s behavior. Over the past century, the question has led the entertain ment media to voluntarily create viewing guidelines and launch public awareness campaigns to help parents and other consumers make appropriate choices. But lawmakers’ attempts to restrict or ban con - tent have been unsuccessful because courts repeatedly have upheld The ultraviolent video game “Grand Theft Auto V” the industry’s right to free speech. In the wake of a 2011 Supreme grossed more than $1 billion in its first three days on the market. Young players know it’s fantasy, Court ruling that said a direct causal link between media violence some experts say, but others warn the game can negatively influence youths’ behavior. — particularly video games — and real violence has not been proved, the Obama administration has called for more research into the question. media and video game executives say the cause of mas shootings is multifaceted and c annot be blamed on the enter - I tainment industry, but many researchers and lawmakers say the THIS REPORT N industry should shoulder some responsibility. THE ISSUES ....................147 S BACKGROUND ................153 I CHRONOLOGY ................155 D CURRENT SITUATION ........158 E CQ Researcher • Feb. 14, 2014 • www.cqresearcher.com AT ISSUE ........................161 Volume 24, Number 7 • Pages 145-168 OUTLOOK ......................162 RECIPIENT Of SOCIETY Of PROfESSIONAL JOURNALISTS AwARD fOR BIBLIOGRAPHY ................166 EXCELLENCE N AmERICAN BAR ASSOCIATION SILvER GAvEL AwARD THE NEXT STEP ..............167 mEDIA vIOLENCE Feb. -
Download This PDF File
Editor: Henry Reichman, California State University, East Bay Founding Editor: Judith F. Krug (1940–2009) Publisher: Barbara Jones Office for Intellectual Freedom, American Library Association ISSN 1945-4546 March 2013 Vol. LXII No. 2 www.ala.org/nif Filtering continues to be an important issue for most schools around the country. That was the message of the American Association of School Librarians (AASL), a division of the American Library Association, national longitudinal survey, School Libraries Count!, conducted between January 24 and March 4, 2012. The annual sur- vey collected data on filtering based on responses to fourteen questions ranging from whether or not their schools use filters, to the specific types of social media blocked at their schools. AASL survey The survey data suggests that many schools are going beyond the requirements set forth by the Federal Communications Commission (FCC) in its Child Internet Protection explores Act (CIPA). When asked whether their schools or districts filter online content, 98% of the respon- dents said content is filtered. Specific types of filtering were also listed in the survey, filtering encouraging respondents to check any filtering that applied at their schools. There were in schools 4,299 responses with the following results: • 94% (4,041) Use filtering software • 87% (3,740) Have an acceptable use policy (AUP) • 73% (3,138) Supervise the students while accessing the Internet • 27% (1,174) Limit access to the Internet • 8% (343) Allow student access to the Internet on a case-by-case basis The data indicates that the majority of respondents do use filtering software, but also work through an AUP with students, or supervise student use of online content individually. -
Master List of Games This Is a List of Every Game on a Fully Loaded SKG Retro Box, and Which System(S) They Appear On
Master List of Games This is a list of every game on a fully loaded SKG Retro Box, and which system(s) they appear on. Keep in mind that the same game on different systems may be vastly different in graphics and game play. In rare cases, such as Aladdin for the Sega Genesis and Super Nintendo, it may be a completely different game. System Abbreviations: • GB = Game Boy • GBC = Game Boy Color • GBA = Game Boy Advance • GG = Sega Game Gear • N64 = Nintendo 64 • NES = Nintendo Entertainment System • SMS = Sega Master System • SNES = Super Nintendo • TG16 = TurboGrafx16 1. '88 Games (Arcade) 2. 007: Everything or Nothing (GBA) 3. 007: NightFire (GBA) 4. 007: The World Is Not Enough (N64, GBC) 5. 10 Pin Bowling (GBC) 6. 10-Yard Fight (NES) 7. 102 Dalmatians - Puppies to the Rescue (GBC) 8. 1080° Snowboarding (N64) 9. 1941: Counter Attack (TG16, Arcade) 10. 1942 (NES, Arcade, GBC) 11. 1942 (Revision B) (Arcade) 12. 1943 Kai: Midway Kaisen (Japan) (Arcade) 13. 1943: Kai (TG16) 14. 1943: The Battle of Midway (NES, Arcade) 15. 1944: The Loop Master (Arcade) 16. 1999: Hore, Mitakotoka! Seikimatsu (NES) 17. 19XX: The War Against Destiny (Arcade) 18. 2 on 2 Open Ice Challenge (Arcade) 19. 2010: The Graphic Action Game (Colecovision) 20. 2020 Super Baseball (SNES, Arcade) 21. 21-Emon (TG16) 22. 3 Choume no Tama: Tama and Friends: 3 Choume Obake Panic!! (GB) 23. 3 Count Bout (Arcade) 24. 3 Ninjas Kick Back (SNES, Genesis, Sega CD) 25. 3-D Tic-Tac-Toe (Atari 2600) 26. 3-D Ultra Pinball: Thrillride (GBC) 27. -
08-1448 Brown V. Entertainment Merchants Assn. (06/27/2011)
(Slip Opinion) OCTOBER TERM, 2010 1 Syllabus NOTE: Where it is feasible, a syllabus (headnote) will be released, as is being done in connection with this case, at the time the opinion is issued. The syllabus constitutes no part of the opinion of the Court but has been prepared by the Reporter of Decisions for the convenience of the reader. See United States v. Detroit Timber & Lumber Co., 200 U. S. 321, 337. SUPREME COURT OF THE UNITED STATES Syllabus BROWN, GOVERNOR OF CALIFORNIA, ET AL. v. ENTERTAINMENT MERCHANTS ASSOCIATION ET AL. CERTIORARI TO THE UNITED STATES COURT OF APPEALS FOR THE NINTH CIRCUIT No. 08–1448. Argued November 2, 2010—Decided June 27, 2011 Respondents, representing the video-game and software industries, filed a preenforcement challenge to a California law that restricts the sale or rental of violent video games to minors. The Federal District Court concluded that the Act violated the First Amendment and permanently enjoined its enforcement. The Ninth Circuit affirmed. Held: The Act does not comport with the First Amendment. Pp. 2–18. (a) Video games qualify for First Amendment protection. Like pro- tected books, plays, and movies, they communicate ideas through fa- miliar literary devices and features distinctive to the medium. And “the basic principles of freedom of speech . do not vary” with a new and different communication medium. Joseph Burstyn, Inc. v. Wil- son, 343 U. S. 495, 503. The most basic principle—that government lacks the power to restrict expression because of its message, ideas, subject matter, or content, Ashcroft v. American Civil Liberties Un- ion, 535 U. -
List of Western-Themed Games
List of Western-Themed Games Key action (A) adventure (ADV) card game (C) duel (D) first-person shooter (FPS) laser disc/multimedia (LD) other (O) pinball (PB) platform (PL) puzzle (PUZ) real-time strategy/manager (RTS) role-playing game (RPG) strategy/wargame (S) target shooting/reaction (TS) Year Games 1939 Buckaroo (PB), Ride “M” Cowboy (PB) 1941 Texas Mustang (PB) 1945 Wagon Wheels (PB) 1946 Dynamite (PB) 1947 Broncho (PB), Ranger (PB) 1948 Round Up (PB) 1949 Oklahoma (PB), Tumbleweed (PB), Utah (PB) 1950 Buffalo Bill (PB), Six Shooter (TS) 1954 Stage Coach (PB) 1955 Smoke Signal (PB), Southern Belle (PB), Wild West Gallery (TS) 1957 Arrow Head (PB) 1959 Gunsmoke (TS) 1960 Pony Express (TS), Texan (PB), Wagon Train (PB) 1961 Double Barrel (PB), Indian Scout (TS), Mr. Quick Draw (TS), Mr. Top Gun (TS), Wild West (TS) 1962 Arrowhead (PB), Flipper Cowboy (PB) 1963 Bronco (PB), Texas Ranger Gatling Gun (TS) WiderScreen 1/2015: Villin lännen uudet visiot – New Visions of the Wild West 1964 Bonanza (PB), Championship Fast Draw (TS) 1965 Buckaroo (PB) 1966 Six Shooter (PB) 1967 Rifleman (TS), Wild West Rifle Gallery (TS) 1968 Civil War (S), Dogies (PB), Gun Smoke (PB), Stage Coach (PB) 1969 Lariat (PB) 1970 Bonanza (TS), Cowboy (PB), Gun Fight (D), White Lightning (TS) 1971 Gold Rush (PB), Lawman (PB) 1972 Rodeo Shooting Gallery (TS), Texas Ranger (PB) 1974 Big Indian (PB), Cowboy (A), Wild Gunman (TS) 1975 El Dorado (PB), Fast Draw (PB), Gun Fight [Western Gun] (D) 1976 Cherokee (PB), Outlaw (TS), Plinker’s Canyon (TS), Top -
Virtual Pacifism 1
Virtual Pacifism 1 SCREEN PEACE: HOW VIRTUAL PACIFISM AND VIRTUAL NONVIOLENCE CAN IMPACT PEACE EDUCATION A THESIS SUBMITTED TO THE GRADUATE SCHOOL IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE MASTER OF ARTS OF TELECOMMUNICATIONS BY JULIA E. LARGENT DR. ASHLEY DONNELLY – ADVISOR BALL STATE UNIVERSITY MUNCIE, INDIANA JULY 2013 Virtual Pacifism 2 Table of Contents Title Page 1 Table of Contents 2 Acknowledgement 3 Abstract 4 Foreword 5 Chapter One: Introduction and Justification 8 Chapter Two: Literature Review 24 Chapter Three: Approach and Gathering of Research 37 Chapter Four: Discussion 45 Chapter Five: Limitations and a Call for Further Research 57 References 61 Appendix A: Video Games and Violence Throughout History 68 Appendix B: Daniel Mullin’s YouTube Videos 74 Appendix C: Juvenile Delinquency between 1965 and 1996 75 Virtual Pacifism 3 Acknowledgement I would like to thank my committee members, Dr. Ashley Donnelly, Professor Nancy Carlson, and Dr. Paul Gestwicki, for countless hours of revision and guidance. I also would like to thank my friends and family who probably grew tired of hearing about video games and pacifism. Lastly, I would like to thank those nonviolent players who inspired this thesis. Without these individuals playing and posting information online, this thesis would not have been possible. Virtual Pacifism 4 Abstract Thesis: Screen Peace: How Virtual Pacifism and Virtual Nonviolence Can Impact Peace Education Student: Julia E. Largent Degree: Master of Arts College: Communication, Information, and Media Date: July 2013 Pages: 76 The following thesis discusses how virtual pacifism can be utilized as a form of activism and discussed within peace education with individuals of all ages in a society saturated with violent media. -
Newagearcade.Com 5000 in One Arcade Game List!
Newagearcade.com 5,000 In One arcade game list! 1. AAE|Armor Attack 2. AAE|Asteroids Deluxe 3. AAE|Asteroids 4. AAE|Barrier 5. AAE|Boxing Bugs 6. AAE|Black Widow 7. AAE|Battle Zone 8. AAE|Demon 9. AAE|Eliminator 10. AAE|Gravitar 11. AAE|Lunar Lander 12. AAE|Lunar Battle 13. AAE|Meteorites 14. AAE|Major Havoc 15. AAE|Omega Race 16. AAE|Quantum 17. AAE|Red Baron 18. AAE|Ripoff 19. AAE|Solar Quest 20. AAE|Space Duel 21. AAE|Space Wars 22. AAE|Space Fury 23. AAE|Speed Freak 24. AAE|Star Castle 25. AAE|Star Hawk 26. AAE|Star Trek 27. AAE|Star Wars 28. AAE|Sundance 29. AAE|Tac/Scan 30. AAE|Tailgunner 31. AAE|Tempest 32. AAE|Warrior 33. AAE|Vector Breakout 34. AAE|Vortex 35. AAE|War of the Worlds 36. AAE|Zektor 37. Classic Arcades|'88 Games 38. Classic Arcades|1 on 1 Government (Japan) 39. Classic Arcades|10-Yard Fight (World, set 1) 40. Classic Arcades|1000 Miglia: Great 1000 Miles Rally (94/07/18) 41. Classic Arcades|18 Holes Pro Golf (set 1) 42. Classic Arcades|1941: Counter Attack (World 900227) 43. Classic Arcades|1942 (Revision B) 44. Classic Arcades|1943 Kai: Midway Kaisen (Japan) 45. Classic Arcades|1943: The Battle of Midway (Euro) 46. Classic Arcades|1944: The Loop Master (USA 000620) 47. Classic Arcades|1945k III 48. Classic Arcades|19XX: The War Against Destiny (USA 951207) 49. Classic Arcades|2 On 2 Open Ice Challenge (rev 1.21) 50. Classic Arcades|2020 Super Baseball (set 1) 51. -
American Psychiatric Association 1999 Annualmeeting
1999 SCIENTIFIC PROGRAM COMMITTEE Seated (left to right): Drs. Ordonca. Levin, Ruiz, Butterfield. Balon, Shaffi. 1st Row Standing (left to right): Drs. Belfer. Pena. Vergare, Pi. Spitz. Mega. McDowell. Goldfinger, Val, Lu, Tamminga. 2nd Row Standing (left to right): Drs. Ratner. Hamilton. Weissman. Ramox, Cutler. Dudley. Millman. Book. May 15,1999 Dear Colleagues and Guests: Welcome to the 152nd Annual Meeting of the American Psychiatric Association. This is the occasion when organized psychiatry displays its might in one of the largest educational, social and political medical gatherings in the world. The theme for 1999 is easy to remember, "The Clinician" I chose this theme because it represents the professional lives of most psychiatrists. I want to pay tribute to the attitudes, the skills and the knowledge of those who see patients day in and day out Research has given precision to our diagnoses and effectiveness to our treatments We are winning the war against anxiety and mood disorders, the psychoses, chemical dependence and the disorders resulting from structural damage to the brain. Psychotherapy and psychotropics are increasingly better targeted. We are going to dialogue about new initiatives in mental health financing. Radical reform is possible with the use of tax exemptions-vouchers, defined contributions (as opposed to the fine benefits), and consolidation of programs to enhance individual control. Our presentations here are going to show that the business community can join us in the protection of the working community. Employees are not costs but assets, the human capital is the best source of profits, and the employers should work better with physicians and not with insurance companies. -
Game Development in Unity
Jason Dansie Game Development in Unity Game Production, Game Mechanics and the Effects of Gaming Helsinki Metropolia University of Applied Sciences Bachelor of Engineering Information Technology Thesis 01 August 2013 Abstract Author(s) Jason Dansie Title Game development in Unity Number of Pages 34 pages Date 1 August 2013 Degree Bachelor of Engineering Degree Programme Information Technology Specialization option Programming Instructor(s) Markku Karhu, Head of Degree Programme The goal of this thesis is to examine how video games are designed and to see how differ- ent game mechanics work and how to use them in the development of a game, as well as examine what are both the positive and negative effects games have on adults and chil- dren. This thesis looks at how games in general are developed in Unity, a 3D game engine which has become not only popular but a standard in the gaming industry. The thesis de- scribes how the interface in Unity is used to quickly generate game environments, how scripts are used for logic, game interaction and other game mechanics. It demonstrates how a few of these games were made in Unity and also deployed to several different de- vices and operating systems with several specific games target for children ages four to eight years of age. Further the thesis shows how deployment to several mobile devices helped to allow users of all ages and backgrounds to be able to test the games. Giving the programming group insight and ideas for improvements to the games being produced. Finally it also takes a look at game addiction, violence in games and the positive effects of games. -
PDF – Volume 6, Issue 3, July 2013
Volume 6, Issue 3 July 2013 ISSN: 2151-0806 Vol. 6, Issue 3 July, 2013 Editor: Dr. David Gabbard, Boise State University Table of Contents ARTICLES Why Security Needs Liberty Amien Kacou….………………………………………………………………………………… 3 Drone Warfare: A Worldwide Terrorist Threat Timothy Rodriguez………………………………………………………... …………………... 12 Democratization and Armed Conflict in Africa: Critical Perspectives Abosede Omowumi Babatunde …...……..…………………………………………………….. 20 Revelation on Johan Galtung’s Approach to Peace: Implications for the African Peace Oluwaseun Bamidele …...……………..……………………………………………………….. 37 Feminist Peacebuilding: Merging Theory and Practice in Pisco, Peru Anna Erwin ………………………………………………………………………………...…... 46 Power, Peace and the Political: Arendt’s Alternative to Perpetual Peace Anya Topolski ……………………………………………………………………………...….. 57 What Does a Reciprocal Peace Process Look Like? Katerina Standish ……………………………...…………………………………………...…... 69 Towards Peaceful Adaptation? Reflections on the Purpose, Scope, and Practice of Peace Studies in the 21st Century Rhys Kelly & Ute Kelly ……..………………...…………………………………………...…... 85 Playing to Kill: Video Games and Violence Urko Del Campo Arnaudas ……..…………...………………………………………….…...... 107 Peace Studies Journal, Vol. 6, Issue 3, July 2013 Page 1 ISSN: 2151-0806 Socio-Economic Status as a Predictor of Perceptions, Behaviors, and Administrative Responses Related to Bullying Marvin J. Berlowitz and Kelli Jette…………………..…………………………………..…… 120 Interview with Michael Wayne Ustaszewski Melissa Sheridan Embser-Herbert …………………..…………………………………..……. -
Violence and Video Games
LESSON PLAN Level: Grades 7-9 About the Author: MediaSmarts Violence and Video Games Overview In this lesson, students explore the issues surrounding violent video games. The lesson begins with a review of the Entertainment Software Rating Board’s rating codes for video and computer games, and a class discussion about the appropriateness of these ratings for children and teens. Using the article “Killer Games” as a starting point, students discuss the elements that contribute to video game violence; at what age young people should be in order to play violent games; and the possible effects of violent video games on young people. As a summative activity, students write a persuasive essay (or have a class debate) refuting or affirming the idea that violent video games promote violence among youth. Learning Outcomes Students demonstrate: an understanding of the debate surrounding the influence of violent video games on young people an awareness of the different types of violence found in some video games a knowledge of the classification systems that govern video and computer games an understanding of their own attitudes towards violent video games Preparation and Materials Photocopy the following student handouts: Killer Games Video and Computer Games Rating Systems Video Games and TV Teach Kids to Kill Procedure In Canada, most video game manufacturers have adopted the Entertainment Software Rating Board (ESRB) system. This rating system categorizes games according to levels of nudity, sex, violence and offensive language. It’s important to note that although most games are rated, nothing legally prevents a young person under the age of 17 from legally purchasing an adult or mature game – many retailers routinely rent and sell adult-rated games to minors. -
Videogames and Isolation the Galapagos Effect on the Videogame Market
Single Cycle Degree programme in Lingue culture e società dell’Asia e dell’Africa mediterranea (LICAAM) ordinamento ex DM 270/2004 Final Thesis Videogames and isolation The Galapagos effect on the videogame market Supervisor Ch. Prof. Patrick Heinrich Assistant supervisor Ch. Prof. Pierantonio Zanotti Graduand Luca D’Angelo Matriculation Number 855677 Academic Year 2017 / 2018 Index Index..................................................................................................................................................... 3 要旨 ...................................................................................................................................................... 4 Introduction .......................................................................................................................................... 6 CHAPTER 1: The world of gaming..................................................................................................... 8 1.1 Origin ......................................................................................................................................... 8 1.2 Golden Age of West and East ................................................................................................... 11 1.3 Old “console wars” ................................................................................................................. 17 1.4 The 1990s ................................................................................................................................. 20