Media Violence Do Children Have Too Much Access to Violent Content?
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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. -
Bachelor Thesis
BACHELOR THESIS “How does Sound Design Impact the Players Perception of the Level of Difficulty in a First Person Shooter Game?” Sebastian Darth 2015 Bachelor of Arts Audio Engineering Luleå University of Technology Department of Arts, Communication and Education 1 “How does sound design impact the players perception of the level of difficulty in a first person shooter game?” Sebastian Darth 2015 Bachelor of Science Audio Engineering Luleå University of Technology Department of Arts, Communication and Education 2 Abstract This research paper explore if a games sound design have an impact on a games perceived difficulty from a players point of view. The game industry produces many game titles that are similar in terms of mechanics and controls, for example, first person shooter games. This thesis investigates if the differences in sound design matter. Where many first person shooter games are very similar in terms of gameplay, controls and sound design, these sound designs are similar though not identical. With new information on how players use sound when they play games, interesting new games styles, mechanics and kinds of game-play could be explored. This study found that players use the sounds of his or her allies in the game more than any other sound when presented different tasks in games. It was also shown that players use the sound of weapon fire to know where their targets are and when they need to take cover to avoid defeat. Finally it was suggested that loud weapons might impact the perceived difficulty as it might cover the sounds of the various voices. -
UPC Platform Publisher Title Price Available 730865001347
UPC Platform Publisher Title Price Available 730865001347 PlayStation 3 Atlus 3D Dot Game Heroes PS3 $16.00 52 722674110402 PlayStation 3 Namco Bandai Ace Combat: Assault Horizon PS3 $21.00 2 Other 853490002678 PlayStation 3 Air Conflicts: Secret Wars PS3 $14.00 37 Publishers 014633098587 PlayStation 3 Electronic Arts Alice: Madness Returns PS3 $16.50 60 Aliens Colonial Marines 010086690682 PlayStation 3 Sega $47.50 100+ (Portuguese) PS3 Aliens Colonial Marines (Spanish) 010086690675 PlayStation 3 Sega $47.50 100+ PS3 Aliens Colonial Marines Collector's 010086690637 PlayStation 3 Sega $76.00 9 Edition PS3 010086690170 PlayStation 3 Sega Aliens Colonial Marines PS3 $50.00 92 010086690194 PlayStation 3 Sega Alpha Protocol PS3 $14.00 14 047875843479 PlayStation 3 Activision Amazing Spider-Man PS3 $39.00 100+ 010086690545 PlayStation 3 Sega Anarchy Reigns PS3 $24.00 100+ 722674110525 PlayStation 3 Namco Bandai Armored Core V PS3 $23.00 100+ 014633157147 PlayStation 3 Electronic Arts Army of Two: The 40th Day PS3 $16.00 61 008888345343 PlayStation 3 Ubisoft Assassin's Creed II PS3 $15.00 100+ Assassin's Creed III Limited Edition 008888397717 PlayStation 3 Ubisoft $116.00 4 PS3 008888347231 PlayStation 3 Ubisoft Assassin's Creed III PS3 $47.50 100+ 008888343394 PlayStation 3 Ubisoft Assassin's Creed PS3 $14.00 100+ 008888346258 PlayStation 3 Ubisoft Assassin's Creed: Brotherhood PS3 $16.00 100+ 008888356844 PlayStation 3 Ubisoft Assassin's Creed: Revelations PS3 $22.50 100+ 013388340446 PlayStation 3 Capcom Asura's Wrath PS3 $16.00 55 008888345435 -
Nicole Vickery Thesis (PDF 10MB)
ENGAGING IN ACTIVITIES: THE FLOW EXPERIENCE OF GAMEPLAY Nicole E. M. Vickery Bachelor of Games and Interactive Entertainment, Bachelor of Information Technology (First Class Honours) Submitted in fulfilment of the requirements for the degree of Doctor of Philosophy School of Electrical Engineering and Computer Science Science and Engineering Faculty Queensland University of Technology 2019 Keywords Videogames; Challenge; Activities; Gameplay; Play; Activity Theory; Dynamics; Flow; Immersion; Game design; Conflict; Narrative. i Abstract Creating better player experience (PX) is dependent upon understanding the act of gameplay. The aim of this thesis is to develop an understanding of enjoyment in dynamics actions in-game. There are few descriptive works that capture the actions of players while engaging in playing videogames. Emerging from this gap is our concept of activities, which aims to help describe how players engage in both game-directed (ludic), and playful (paidic) actions in videogames. Enjoyment is central to the player experience of videogames. This thesis utilises flow as a model of enjoyment in games. Flow has been used previously to explore enjoyment in videogames. However, flow has rarely been used to explore enjoyment of nuanced gameplay behaviours that emerge from in-game activities. Most research that investigates flow in videogames is quantitative; there is little qualitative research that describes ‘how’ or ‘why’ players experience flow. This thesis aims to fill this gap by firstly understanding how players engage in activities in games, and then investigating how flow is experience based on these activities. In order to address these broad objectives, this thesis includes three qualitative studies that were designed to create an understanding of the relationship between activities and flow in games. -
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. -
Battlefield 3 Psp Iso Download
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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. -
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. -
Battlefield 3 Wages War with Groundbreaking Frostbite 2 Game Engine Technology
Battlefield 3 Wages War With Groundbreaking Frostbite 2 Game Engine Technology DICE Announces Massive Pre-order Incentive for Fall Blockbuster STOCKHOLM--(BUSINESS WIRE)-- DICE, an Electronic Arts Inc. studio (NASDAQ:ERTS), the makers of the multi-platinum Battlefield: Bad Company™ series today announced a massive pre-order incentive for Battlefield 3™, the long-awaited successor to the epic, internationally acclaimed 2005 game, Battlefield 2™. Battlefield 3 leaps ahead of its time with the power of Frostbite™, 2DICE's new cutting-edge game engine. This state-of-the- art technology is the foundation on which Battlefield 3 is built, delivering enhanced visual quality, a grand sense of scale, massive destruction, dynamic audio and character animation utilizing ANT technology from the latest EA SPORTS™ games. The experience doesn't stop with the engine — it just starts there. In single-player, multiplayer and co-op, Battlefield 3 is a near-future war game depicting international conflicts spanning land, sea and air. Players are dropped into the heart of the combat whether it occurs on dense city streets where they must fight in close quarters or in wide open rural locations that require long range tactics. "We are gearing up for a fight and we're here to win," said Karl Magnus Troedsson, General Manager, DICE. "Where other shooters are treading water Battlefield 3 innovates. Frostbite 2 is a game-changer for shooter fans. We call it a next-generation engine for current-generation platforms." In Battlefield 3, players step into the role of the elite U.S. Marines. As the first boots on the ground, players will experience heart-pounding missions across diverse locations including Paris, Tehran and New York.