Submitted by SeRgIo on 12/20/2007 02:26 PM Flag This Paper
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The effect of video games on society
Year after year, the electronic gaming industry sees dynamic changes and continued growth. This certainly held true in 2002. Industry analysts predict that worldwide sales this year could exceed $20 billion demonstrating that the industry is all but immune to the economic recession. On-line gaming continues to grow by 50 percent a year. On-line gaming parlors, popular in Korea and Japan, are beginning to appear in American cities. As game graphics and imagery get ever closer to motion picture quality, the games become more realistic, exciting, and attractive to young players. More children and youth are playing than ever before. Ninety-two percent of youngsters ages 2-17 now play video or computer games.
While the industry is making the same efforts to protect children it has over the past few years, research and anecdotal evidence show that the potential for harm from video games is much greater than previously understood. Increasing power (i.e., realism) of technology is one factor; our increased knowledge base is another. Despite some commitment to implementing our past recommendations, the industry is slipping backwards by standing still. Against this backdrop is an increasingly appalling attitude toward women--this issue, more than any other, exposes an industry willing to make money by continuing to push the envelope.
A Dark Cloud Descends Over the Industry
The best selling games of the past year glorify and reward extreme violence, particularly toward women. While these games are rated M (Mature), they are extremely popular with pre-teen and teenage boys who report no trouble buying the games.
For the past seven years, we have consistently expressed concern about a subset of very violent games called "first person shooters." In these games the player advances in the game by killing. Even more disturbing this year is the fact that the best selling games of the past twelve months are not only ultra-violent, but...