Regulating Violence in Video Games: Virtually Everything
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Cyprus 2017 Human Rights Report
CYPRUS 2017 HUMAN RIGHTS REPORT Since 1974 the southern part of Cyprus has been under the control of the government of the Republic of Cyprus. The northern part of Cyprus, administered by Turkish Cypriots, proclaimed itself the “Turkish Republic of Northern Cyprus” (“TRNC”) in 1983. The United States does not recognize the “TRNC,” nor does any country other than Turkey. A substantial number of Turkish troops remained on the island. A buffer zone, or “Green Line,” patrolled by the UN Peacekeeping Force in Cyprus (UNFICYP), separates the two sides. REPUBLIC OF CYPRUS EXECUTIVE SUMMARY The Republic of Cyprus is a constitutional republic and multiparty presidential democracy. In 2013 voters elected President Nicos Anastasiades in free and fair elections. In May 2016 voters elected 56 representatives to the 80-seat House of Representatives (Vouli Antiprosopon) in free and fair elections. Civilian authorities maintained effective control over the security forces. The most significant human rights issues included instances of corruption, which the authorities investigated; and societal violence against members of minority ethnic and national groups. The government investigated and prosecuted officials who committed human rights abuses. There were no reports of impunity during the year. Section 1. Respect for the Integrity of the Person, Including Freedom from: a. Arbitrary Deprivation of Life and Other Unlawful or Politically Motivated Killings There were no reports that the government or its agents committed arbitrary or unlawful killings. b. Disappearance There were no reports of disappearances by or on behalf of government authorities. CYPRUS 2 c. Torture and Other Cruel, Inhuman, or Degrading Treatment or Punishment The constitution and law prohibit such practices. -
Invisible Labor, Invisible Play: Online Gold Farming and the Boundary Between Jobs and Games
Vanderbilt Journal of Entertainment & Technology Law Volume 18 Issue 3 Issue 3 - Spring 2016 Article 2 2015 Invisible Labor, Invisible Play: Online Gold Farming and the Boundary Between Jobs and Games Julian Dibbell Follow this and additional works at: https://scholarship.law.vanderbilt.edu/jetlaw Part of the Internet Law Commons, and the Labor and Employment Law Commons Recommended Citation Julian Dibbell, Invisible Labor, Invisible Play: Online Gold Farming and the Boundary Between Jobs and Games, 18 Vanderbilt Journal of Entertainment and Technology Law 419 (2021) Available at: https://scholarship.law.vanderbilt.edu/jetlaw/vol18/iss3/2 This Article is brought to you for free and open access by Scholarship@Vanderbilt Law. It has been accepted for inclusion in Vanderbilt Journal of Entertainment & Technology Law by an authorized editor of Scholarship@Vanderbilt Law. For more information, please contact [email protected]. VANDERBILT JOURNAL OF ENTERTAINMENT & TECHNOLOGY LAW VOLUME 18 SPRING 2016 NUMBER 3 Invisible Labor, Invisible Play: Online Gold Farming and the Boundary Between Jobs and Games Julian Dibbell ABSTRACT When does work become play and play become work? Courts have considered the question in a variety of economic contexts, from student athletes seeking recognition as employees to professional blackjack players seeking to be treated by casinos just like casual players. Here, this question is applied to a relatively novel context: that of online gold farming, a gray-market industry in which wage-earning workers, largely based in China, are paid to play fantasy massively multiplayer online games (MMOs) that reward them with virtual items that their employers sell for profit to the same games' casual players. -
Non-Serious Serious Games
Press Start Non-Serious Serious Games Non-Serious Serious Games Matthew Hudson Toshiba Design Center Abstract Serious games have been shown to promote behavioural change and impart skills to players, and non-serious games have proven to have numerous benefits. This paper argues that non-serious digital games played in a ‘clan’ or online community setting can lead to similar real world benefits to serious games. This paper reports the outcomes from an ethnographic study and the analysis of user generated data from an online gaming clan. The outcomes support previous research which shows that non-serious games can be a setting for improved social well- being, second language learning, and self-esteem/confidence building. In addition this paper presents the novel results that play within online game communities can impart benefits to players, such as treating a fear of public speaking. This paper ultimately argues that communities of Gamers impart ‘serious’ benefits to their members. Keywords Online communities; digital games; clan; social play; serious games; non-serious games Press Start 2016 | Volume 3 | Issue 2 ISSN: 2055-8198 URL: http://press-start.gla.ac.uk Press Start is an open access student journal that publishes the best undergraduate and postgraduate research, essays and dissertations from across the multidisciplinary subject of game studies. Press Start is published by HATII at the University of Glasgow. Hudson Non-Serious Serious Games Introduction Serious games have been shown to promote behavioural change and impart skills to players (Lampton et al. 2006, Wouters et al. 2009), and non-serious games have been shown to have numerous benefits (Granic et al. -
“Basically… Porn Is Everywhere”
“Basically... porn is everywhere” A Rapid Evidence Assessment on the Effects that Access and Exposure to Pornography has on Children and Young People By Miranda A.H. Horvath, Llian Alys, Kristina Massey, Afroditi Pina, Mia Scally and Joanna R. Adler “Basically... porn is everywhere” | A Rapid Evidence Assessment on the Effects that Access and Exposure to Pornography has on Children and Young People Table of Contents About the Office of the Children’s Commissioner 2 Acknowledgements 3 Foreword 4 Executive summary 6 Background 13 Methodology 16 Summary of Rapid Evidence Assessment studies 20 Research question 1: The evidence base on children and young people’s 20 access and exposure to pornography Research question 2: The existing evidence base on the effects that access 32 and exposure to pornography have on children and young people’s sexual expectations, attitudes and behaviours Research question 3: Do literature reviews and meta-analyses on the 46 associations between access and exposure to sexualised or violent visual imagery on children and young people bear relevance to the issues addressed by this REA? Discussion and conclusions 56 Recommendations 66 References 68 Endnotes 84 Appendices (published separately) Appendix 1 United Nations Convention on the Rights of the Child Appendix 2 Attendees at the experts workshop Appendix 3 Research objectives specified in the tender Appendix 4 Sub-questions for the research questions Appendix 5 Detailed methodology Appendix 6 Inclusion and exclusion criteria Appendix 7 Initial and revised search -
Different PEGI Age Labels and Their Effect on Aggressive Affect, Aggressive Cognition and Arousal
Different PEGI age labels and their effect on aggressive affect, aggressive cognition and arousal David van Duuren 0056316 Masterthesis C&M Eerste begeleider: Dr. Ard Heuvelman Tweede begeleider: Maurice Tan, Msc 1 Abstract This study investigated the effects of three different Pan European Game Information (PEGI) age labels on aggression. These three different age labels, 3+, 12+ and 18+, were a reflection of three different degrees of violence. Based on the General Aggression Model (GAM), aggressive affect, aggressive cognition and arousal were measured by means of an experiment. The results show that aggressive affect increased after playing 18+ labeled video games, which was in line with the GAM. Aggressive cognition decreased after playing 18+ labeled video games, which contradicted the GAM. For arousal, no effect was found. However, the arousal measurement turned out not to be a valid reflection of arousal in the GAM. Since no comparison between PEGI and other video game content rating systems has taken place and since there is uncertainty about the effect of violent video games on aggressive behavior in general, it is not possible to draw any conclusions about the academic value of PEGI. 2 Introduction The video game industry is a large industry, and growing. Having its origins in the 70s, video games at that time were very primitive compared to current standards. Hand in hand with technological innovations since that period, video games have become more and more realistic. Realism in video games can manifest itself in different ways: graphical improvement is an important one. In the beginning, video games were nothing more than a number of geometrical shapes, nowadays they are a clear resemblance of the real world. -
Pegi Annual Report
PEGI ANNUAL REPORT ANNUAL REPORT INTRODUCTION 2 CHAPTER 1 The PEGI system and how it functions 4 AGE CATEGORIES 5 CONTENT DESCRIPTORS 6 THE PEGI OK LABEL 7 PARENTAL CONTROL SYSTEMS IN GAMING CONSOLES 7 STEPS OF THE RATING PROCESS 9 ARCHIVE LIBRARY 9 CHAPTER 2 The PEGI Organisation 12 THE PEGI STRUCTURE 12 PEGI S.A. 12 BOARDS AND COMMITTEES 12 THE PEGI CONGRESS 12 PEGI MANAGEMENT BOARD 12 PEGI COUNCIL 12 PEGI EXPERTS GROUP 13 COMPLAINTS BOARD 13 COMPLAINTS PROCEDURE 14 THE FOUNDER: ISFE 17 THE PEGI ADMINISTRATOR: NICAM 18 THE PEGI ADMINISTRATOR: VSC 20 PEGI IN THE UK - A CASE STUDY? 21 PEGI CODERS 22 CHAPTER 3 The PEGI Online system 24 CHAPTER 4 PEGI Communication tools and activities 28 Introduction 28 Website 28 Promotional materials 29 Activities per country 29 ANNEX 1 PEGI Code of Conduct 34 ANNEX 2 PEGI Online Safety Code (POSC) 38 ANNEX 3 The PEGI Signatories 44 ANNEX 4 PEGI Assessment Form 50 ANNEX 5 PEGI Complaints 58 1 INTRODUCTION Dear reader, We all know how quickly technology moves on. Yesterday’s marvel is tomorrow’s museum piece. The same applies to games, although it is not just the core game technology that continues to develop at breakneck speed. The human machine interfaces we use to interact with games are becoming more sophisticated and at the same time, easier to use. The Wii Balance Board™ and the MotionPlus™, Microsoft’s Project Natal and Sony’s PlayStation® Eye are all reinventing how we interact with games, and in turn this is playing part in a greater shift. -
[Japan] SALA GIOCHI ARCADE 1000 Miglia
SCHEDA NEW PLATINUM PI4 EDITION La seguente lista elenca la maggior parte dei titoli emulati dalla scheda NEW PLATINUM Pi4 (20.000). - I giochi per computer (Amiga, Commodore, Pc, etc) richiedono una tastiera per computer e talvolta un mouse USB da collegare alla console (in quanto tali sistemi funzionavano con mouse e tastiera). - I giochi che richiedono spinner (es. Arkanoid), volanti (giochi di corse), pistole (es. Duck Hunt) potrebbero non essere controllabili con joystick, ma richiedono periferiche ad hoc, al momento non configurabili. - I giochi che richiedono controller analogici (Playstation, Nintendo 64, etc etc) potrebbero non essere controllabili con plance a levetta singola, ma richiedono, appunto, un joypad con analogici (venduto separatamente). - Questo elenco è relativo alla scheda NEW PLATINUM EDITION basata su Raspberry Pi4. - Gli emulatori di sistemi 3D (Playstation, Nintendo64, Dreamcast) e PC (Amiga, Commodore) sono presenti SOLO nella NEW PLATINUM Pi4 e non sulle versioni Pi3 Plus e Gold. - Gli emulatori Atomiswave, Sega Naomi (Virtua Tennis, Virtua Striker, etc.) sono presenti SOLO nelle schede Pi4. - La versione PLUS Pi3B+ emula solo 550 titoli ARCADE, generati casualmente al momento dell'acquisto e non modificabile. Ultimo aggiornamento 2 Settembre 2020 NOME GIOCO EMULATORE 005 SALA GIOCHI ARCADE 1 On 1 Government [Japan] SALA GIOCHI ARCADE 1000 Miglia: Great 1000 Miles Rally SALA GIOCHI ARCADE 10-Yard Fight SALA GIOCHI ARCADE 18 Holes Pro Golf SALA GIOCHI ARCADE 1941: Counter Attack SALA GIOCHI ARCADE 1942 SALA GIOCHI ARCADE 1943 Kai: Midway Kaisen SALA GIOCHI ARCADE 1943: The Battle of Midway [Europe] SALA GIOCHI ARCADE 1944 : The Loop Master [USA] SALA GIOCHI ARCADE 1945k III SALA GIOCHI ARCADE 19XX : The War Against Destiny [USA] SALA GIOCHI ARCADE 2 On 2 Open Ice Challenge SALA GIOCHI ARCADE 4-D Warriors SALA GIOCHI ARCADE 64th. -
05-15-14 Karlsen Digra Proofread
Analysing the history of game controversies Faltin Karlsen Norwegian School of Information Technology Schweigaardsgate 14 N-0185 +47 90 73 70 88 [email protected] ABSTRACT The aim of this paper is to discuss some of the controversies that have surrounded digital games. Within media studies, such controversies are often referred to as moral panics or media panics. They are understood as cyclical events that arise when new media or media phenomena are introduced into society. The paper’s point of departure is the controversy that erupted after the launch of Death Race in 1976, which initiated the first world- spanning debate concerning digital games and violence. Similar debates followed the launch of games like Doom and Mortal Kombat. More recent controversies about game violence have erupted specifically in the wake of school shootings. My analysis shows that, while these debates certainly share similarities, they also undergo important transformations over time. Via a historical perspective, I will demonstrate the importance of these changes to our understanding of the status of digital games in society. Keywords moral panic, media panic, game violence, media regulation, media history INTRODUCTION The concept of media panic is often invoked when public controversies arise around digital games or other media. A media panic is a heated public debate that is most often ignited when a new medium enters society. Concern is usually expressed on behalf of children or youth, and the medium is described as seductive, psychologically harmful, or immoral (Drotner 1999). While media panics tend to revolve around new media, slightly older media, like newspapers and television, are where these concerns are expressed. -
Thursday, March 13, 2014 5:00Pm-6:20Pm Friday, March 14
1 Thursday, March 13, 2014 "DIFFERENTIATING GOAL-DIRECTED MOTIVATION FROM 5:00pm-6:20pm AROUSAL WITH A NOVEL PROGRESSIVE HOLD DOWN (PHD) TASK" Invited Speaker Georgian MATTHEW BAILEY, GREG JENSEN (COLUMBIA UNIVERSITY, PSI CHI INVITED KEYNOTE ADDRESS: ANTHONY DEPARTMENT OF PSYCHOLOGY), KATHLEEN TAYLOR GREENWALD (BARNARD COLLEGE, DEPARTMENT OF PSYCHOLOGY), Thursday, March 13, 2014 ELEANOR SIMPSON (COLUMBIA UNIVERSITY, 5:00pm-6:20pm DEPARTMENT OF PSYCHIATRY), CHRIS MEZIAS (BARNARD COLLEGE, DEPARTMENT OF PSYCOLOGY), CAIT WILLIAMSON (COLUMBIA UNIVERSITY, DEPARTMENT OF CHAIR: DEBORAH HARRIS-O'BRIEN (TRINITY WASHINGTON PSYCHIATRY), RAE SILVER (COLUMBIA UNIVERSITY, UNIVERSITY) DEPARTMENT OF PSYCHOLOGY), PETER BALSAM (COLUMBIA UNIVERSITY, DEPARTMENT OF PSYCHIATRY) HOW ‘HIDDEN BIASES OF GOOD PEOPLE’ PRODUCE We developed a novel motivation assay known as the DISCRIMINATION Progressive Hold Down (PHD) task. This task requires mice to make responses (holding levers in the depressed position) for ANTHONY GREENWALD (UNIVERSITY OF WASHINGTON) progressively longer durations of time. We characterized this novel task then tested mice on methamphetamine. Discrimination in the United States has changed greatly in the Methamphetamine increases the number of presses made and last 50 years. In the 1980s, the concept of ‘modern racism’ length of time mice press before quitting, but did not increase the captured some of these changes. More recently, the concept of breakpoint on the PHD task as would be expected from ‘implicit’ (or ‘hidden’) bias has been introduced to understand increased motivation. further changes, including changes in how gender biases operate. This presentation supports the conclusion that 8:40am - 8:55am societally significant discrimination now occurs mostly without either malice or intent—as products of mental processes that THE POST-REINFORCEMENT PAUSE IN VARIABLE operate automatically and unthinkingly. -
Dp Guide Lite Us
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The “Jūdō Sukebei”
ISSN 2029-8587 PROBLEMS OF PSYCHOLOGY IN THE 21st CENTURY Vol. 9, No. 2, 2015 85 THE “JŪDŌ SUKEBEI” PHENOMENON: WHEN CROSSING THE LINE MERITS MORE THAN SHIDŌ [MINOR INFRINGEMENT] ― SEXUAL HARASSMENT AND INAPPROPRIATE BEHAVIOR IN JŪDŌ COACHES AND INSTRUCTORS Carl De Crée University of Rome “Tor Vergata”, Rome, Italy Ghent University, Ghent, Belgium International Association of Judo Researchers, United Kingdom E-mail: [email protected] Abstract The sport of jūdō was intended as an activity “for all”. Since in 1996 a major sex abuse scandal broke out that involved a Dutch top jūdō coach and several female elite athletes, international media have identified many more abuses. To date no scholarly studies exist that have examined the nature, extent, and consequences of these anomalies. We intend in this paper to review and analyze sexual abuses in jūdō. To do so we offer a descriptive jurisprudence overview of relevant court and disciplinary cases, followed by a qualitative-analytical approach looking at the potential factors that prompt jūdō-related bullying and sexual harassment. Sex offenders may be attracted to jūdō because of: 1. the extensive bodily contact during grappling, 2. the easy access to voyeuristic opportunities during contest weigh-ins and showering, 3. Jūdō’s authoritarian and hierarchical structure as basis for ‘grooming’, 4. lack of integration of jūdō’s core moral component in contemporary jūdō coach and instructor education, and 5. its increasing eroti- cization by elite jūdō athletes posing for nude calendars and media and by specialized pornographic jūdō manga and movies. Cultural conceptions and jurisprudence are factors that affect how people perceive the seriousness and how these offences are dealt with. -
Video Games As Free Speech
The University of Maine DigitalCommons@UMaine Honors College 5-2014 Video Games as Free Speech Benjamin Cirrinone University of Maine - Main Follow this and additional works at: https://digitalcommons.library.umaine.edu/honors Part of the Political Theory Commons Recommended Citation Cirrinone, Benjamin, "Video Games as Free Speech" (2014). Honors College. 162. https://digitalcommons.library.umaine.edu/honors/162 This Honors Thesis is brought to you for free and open access by DigitalCommons@UMaine. It has been accepted for inclusion in Honors College by an authorized administrator of DigitalCommons@UMaine. For more information, please contact [email protected]. VIDEO GAMES AS FREE SPEECH by Benjamin S. Cirrinone A Thesis Submitted in Partial Fulfillment of the Requirements for a Degree with Honors (Political Science) The Honors College University of Maine May 2014 Advisory Committee: James E.Gallagher, Associate Professor of Sociology Emeritus & Honors Faculty Mark D. Brewer, Associate Professor of Political Science Richard J. Powell, Associate Professor, Department of Political Science/Leadership Studies Sol Goldman, Adjunct Assistant Professor of Political Science Mark Haggerty, Rezendes Professor for Civic Engagement, Honors College Copyright © 2014 Benjamin Cirrinone All rights reserved. This work shall not be reproduced in any form, except for the inclusion of brief quotations in review, without permission in written form from the author. Abstract The prevalence of video game violence remains a concern for members of the mass media as well as political actors, especially in light of recent shootings. However, many individuals who criticize the industry for influencing real-world violence have not played games extensively nor are they aware of the gaming community as a whole.