CREMATOR666
Newbie
- Joined
- Dec 29, 2004
- Messages
- 3,119
- Reaction score
- 2
I am mentally disturbed and I'm absolutely fine........very oxy moron
Follow along with the video below to see how to install our site as a web app on your home screen.
Note: this_feature_currently_requires_accessing_site_using_safari
Stupid conservative christians trying to push their religion on others.
The Dark Elf said:yeah
All that violence you expell during paintball matches has nothing to do with it what-so-ever hehehe
ranga said:Honestly............. how many people here have ever committed an illegal act, whilst under the influence of HL2?
PvtRyan said:Hmm parents shouldn't buy HL2 for their children? Interesting. MAYBE THAT'S WHY THERE'S A HUGE 18+ OR M ON THE BOX!!! Maybe, just maybe, parents should take their head out of their asses, and NOT CONSIDER BUYING mature rated games for KIDS in the first place! "Hey Joe, you shouldn't buy that 18+ game for little 8-year old Billy", no f*cking shit! Why state the obvious Time? Stupid twats.
(not directed at topicstarted if it seems like that)
eatbugs said:Who listens to these tree hugging hippies anways? :naughty:
I just thought it was my duty to alert everyone.
A Report Written By A Close Friend.... DO NOT DISTRIBUTE said:"The representation of violence in video-game texts is often said to have a negative effect on young consumers. How far is this concern justified?
Throughout the development of the media, the media has often been used as a scapegoat for violence in society. The most recent clear evidence of this is the Columbine High School massacre, April 8th 1999, in America which WorldNetDaily.com cited to be the result of “video-games, hideous Rap music, TV and movies” making America “desensitised to violence”. One particular area of concern has been the increase in violent-based video game texts. As technology becomes increasingly more advanced computer graphics become one-step closer to reality. This is evident in the recent surge of crime-based games such as “Grand Theft Auto: Vice City, True Crime Streets of LA, Grand Theft Auto III” which have a lot of emphasis on joyriding, hit and run and drugs and gangs.
Most video games tend to represent violence in a physical manner. However these representations, like in film, are metaphoric representations for problems in society. However, the main concern is the effect this violence has on ‘vulnerable and impressionable’ members of society, namely children and young adults.
Representation is the method the media industry uses to present information to an audience or audiences. Every form of media represents information in some shape or form, usually in the best interests of the institution itself. Media products can represent everything from social groups to locations around the world
Violence takes on many forms, but has a universal representation in media products ‘violence is bad’ and often a result of anger or suppression. If Pavlov’s Classical Conditioning theory, which states that we learn to associate certain actions or behaviours with a specific stimulus through repetition were applied to this argument, then one could suggest that the constant portrayal of violence in both media texts and society influences younger consumers to imitate the behaviours of those around them. In whole, this is very similar to the Hypodermic Needle effects theory, which states that a consumer absorbs a text like a sponge without considering its contents. However both these theories are extreme and rule out individual thought. This can be backed up by simply looking at the recent instalment of the ‘Grand Theft Auto’ series, which sees players driving around in a fully rendered 3D city environment committing high-felony crimes. The game features constant repetition of violence and has sold millions of copies worldwide. However, if the above theories were to be true then the level of violent acts worldwide would have increased ten-fold, but in reality they haven’t. Pavlov’s research was conducted on dogs and the salivary reflex, we can not be sure that human behaviour is similar to the behaviour of dogs so it is accepted that generalising this research to humans is rather rash. The effects theory has also been generally ignored by modern media analysts as it was devised at a time when society was not media saturated, around the 1960’s, and implies that individuals do not conduct any independent thought when consuming a media text.
Psychological studies into the area have never drawn conclusive results, mainly due to the lack of external validity in laboratory experiments meaning that findings cannot be generalised to real life situations and cannot account for individual differences. Psychological studies have proven that there is a short-term effect caused by playing violent video-games, but there is no evidence to show that there are lasting long term effects.
However, it has been shown that media products that depict pro-social behaviour, for example ‘Sesame Street’ can influence pro-social behaviour in the consumer. ‘Sesame Street’ was originally targeted at disadvantaged children living in urban ghettos in the USA in an aim to teach them a variety of skills that they would need in life. The show generated far more wide-spread appeal than the producers intended, and evidence does seem to suggest that it achieves its aim of influencing pro-social behaviour. Gunter & McAleer (1990), found that children between ages four and seven, the target audience, could identify and remember co-operative and helping behaviours emphasised in certain parts of the show. This evidence suggests that the younger members of society can be influenced by the way behaviour is portrayed in media products. This can in turn be used to argue that if young consumers can be influenced by pro-social depictions then they can in turn be influenced by anti-social depictions.
It is widely assumed that all video-games portray negative behaviours, a common misconception. Children’s titles such as ‘Finding Nemo’, ‘Tweenies’, ‘Bob the Builder’ and ‘Barney’ have no depictions of violent behaviour whatsoever. These titles are based off of popular children’s television programmes, which promote pro-social behaviours. Indeed even titles for the mature individual do not always depict violence. Puzzle games such as ‘Tetris’, the various ‘Dancing Stage’ games, ‘Bust-A-Move’ and ‘Starsweep’ have no depictions of violence and allow the consumer to improve hand, or even feet, eye co-ordination and promote friendly competition amongst their peers. As with chess, puzzle titles such as ‘Tetris’ can also enhance mental abilities.
The role violence plays in video-game texts can vary from title to title. What is seen as violent can also depend on the values of the individual. Some argue that puzzle games like ‘Tertris’, which simply revolves around making straight lines out of a variety of shapes to stop the screen filling up, as violent. An analysis of three contemporary texts will quickly highlight that ‘violence’ can take on many different forms in video-game texts.
The ‘Grand Theft Auto’ series sees players taking the role of escaped convicts and gang members in an effort to become the number one gang in town. Throughout the game players will steal cars at leisure, assassinate people, running over innocent bystanders and destroying rival properties in order to stop anyone who stands against them. The latest text in the series; ‘Grand Theft Auto: Vice City’ (Rockstar North 2002) places a lot of emphasis on drug smuggling and the pornography industry. These taboo subjects are depicted as cool, but are a reflection of post-modern society, because although society likes to believe these things aren’t happening, they are. Clearly, the violence depicted in the series is of an anti-social nature, but it is a stereotypical representation of what gang members get up to; committing high-felony crimes day in day out.
‘Soul Calibur II’ (Namco 2003) is the latest release in the hugely popular beat ‘em up genre series ‘Soul Blade’. The game sees players fighting one on one in a duel to the death. The violence is depicted as physical, and somewhat grotesque with players being able to skewer each other at the press of a button. However the games are set in a medieval period, where highly skilled warriors, both human and non-human, fight each other in search of the ultimate weapon, which unbeknown to them is an incarnation of evil. Seeing as characters are human and non-human, the violence has a fantasy element to it and this is reflected by coloured trails that show the path weapons have taken, meaning that it is hard to classify the visual depictions as ‘realistic’. There are also moral implications behind the violence; each character has their own reason why they are searching for the elusive ‘Soul Edge’ varying from a simple lust for power to a desire to protect their country. Indeed in the more in-depth storyline mode ‘Weapon Master’ has a short story before each fight takes place, and the duels are often a result of conflicting opinions or a form of trial. This means that violence is not represented in an overly negative way because it is depicted as a last resort; the characters want to avoid fighting where possible. One could argue that the evil infested sword ‘Soul Edge’ is a metaphoric representation of problems in society, namely the desire for power and global dominance, reflecting the ‘evils’ of those walks of life to the consumer.
‘The Legend of ZELDA: Majora’s Mask’ (Nintendo 2000) is a game from one of the most successful gaming franchises to date; ‘The Legend of ZELDA’. The Zelda games see players take the role of Link, a young elf, on epic quests to save the mythical land of Hyrule from the evils that constantly threaten it’s tranquillity. The games usually see the evil getting defeated and the Princess Zelda being rescued from the evil’s claws, hence why some fans have dubbed the series “the fairytale you control”. The violence is depicted in a physical way, with Link having to slay evil creatures in a bid to lift curses that have been placed over individuals or towns. Like with ‘Soul Calibur II’ there are often reasons provided for the violence, usually to restore happiness to families or restore tranquillity to the land. However, the game itself does not focus entirely on hacking and slashing evil beasts. There are sections in the games called Temples, which see players having to solve a variety of often mind-taxing puzzles to advance further and slay the creature that rests at the heart of the temple. The games also have a variety of side-quests, which can range from finding a lost puppy to re-uniting separated couples. ‘The Legend of ZELDA: Majora’s Mask’ is seen as one of the darker chapters in the Zelda series with the main storyline seeing Link in a desperate struggle to stop the Moon crashing into the land by harnessing the power of enchanted masks. The sub-plots were equally as dark, often focusing on death or re-uniting people so that they could spend there last days together. One of the more notable sub-plots saw Link using violence in an effort to stop a thief from ruining a wedding ceremony. It is clear from such storyline tangents that there are moral messages behind the violence depicted in the Zelda games, the above example reinforces the idea that stealing is morally wrong and will result in punishment.
It is clear that violence can have a variety of meanings behind it in video-game texts, but generally most violence is depicted in a physical manner, with verbal violence not making an appearance until 2002 with the advent of voice acting. As the texts examined above show, violence can have messages behind it and can be interpreted at different levels. The level at which violence is interpreted depends on the age of the consumer. For example a seven year old playing ‘The Legend of ZELDA: Majora’s Mask’ would see the violence as necessary and part of the game, whereas older consumers would recognize the significance of the violence in relation to the storyline. Sophisticated thinkers may even bee able to decode the moral principles behind the violence. However such ideas cannot be applied to recent titles such as ‘Def Jam Vendetta’ (EA Sports BIG 2003) which feature iconography associated with black gangster rap and promotes the anti-social behaviour observed from such groups in a positive manner.
The first-person shooter genre has fallen under a bulk of scrutiny due to the media being used as a scapegoat. First-person shooters see players take the role of an individual who is usually related to the American Military in some form or another. The action involves the player shooting other opponents, either human controlled or controlled by ‘artificial intelligence’ (A.I.) to fulfil objectives. All the action is observed in the first-person, through the characters own eyes, literally placing the player in the head of the character they are controlling. This has created it’s own moral panics, making it look like the player is actually killing another individual and desensitising them to the consequences of killing by making it seem fun. Indeed, as graphics technology has improved over the years, the rendered backdrops and polygonal drawn characters look increasingly like the real world, with some arguing that the graphics will soon be a ‘reflection of reality’ (Playstation World Magazine). Games like ‘Perfect Dark’ (Rareware 2000), ‘Medal of Honour: Rising Sun’ (Electronic Arts 2003), ‘Kill Zone’ (GUERRILA 2004) are all examples of first-person shooters that have used increased graphical capacity to add realism to the experience. However, games like ‘TimeSplitters 2’ (Free Radical 2002), ‘XIII’ (Ubisoft 2003) have used cartoon style graphics in place of realistic ones. ‘TimeSplitters 2’ is a more fun based first-person shooter that mocks the clichés of television and the conventions of the first-person genre. The graphics are not realistic and it is clear that the game is for fun. The same is true of ‘XIII’ bar the storyline that revolves around a conspiracy in the US Government. Regardless of graphical style, first-person shooters are still extremely violent; it is believed that the game ‘DOOM II’ (ID software) influenced the Columbine High School Massacre. ‘DOOM II’s graphics are far outdated, implying that the content of the genre is as much of a concern as the graphics. First-person shooters are pioneering the online-gaming market, almost as in equal in popularity as massively online multiplayer online role playing games (MMORPG’s), with games such as ‘Half-Life’, ‘Counterstrike’ and ‘Call of Duty’ being popular online first-person shooters. ‘Gamers’ devote hours of time playing these games online together, creating online communities based off of a passion for playing games, one of the more positive aspects of the genre. The same is true for offline multiplayer titles like ‘Goldeneye 007’ (Rareware 1997) and ‘TimeSplitters 2’, which allow individuals to come together and relieve stress and anger in an enjoyable and cathartic manner.
TO BE CONTINUED
Liam said:A ReIt was this fascination with the communal aspect of the genre that led ‘Maxim Magazine’ to send a reporter to the March 2002 ‘Cyberathlete Professional League World Championships’ in Dallas, Texas an international first-person shooter tournament. Here the reporter quickly found that the people who play first-person shooters don’t refer to killing another person ‘killing’, but they refer to it as ‘fragging’, showing that there is thought and that the world of gaming has been separated from reality. The prize of the tournament was $70,000.00 US, an incredible amount of money to be awarded for simply being very good at a video-game. The tournament lasted over 5 days and the competitors hardly slept at all during that period. Dr. Dan Rutherford of NetDoctor.co.uk offered a prognosis in the article. He states that prolonged game-play can cause ‘Repetitive Strain Injury’ and muscular problems, sleep deprivation over a long period can lead to hallucinations and even going on to suggest that repeated play can cause deep vein thrombosis as the ‘guys are sitting on pressure points under their backsides’. He also states that to get to such a level of skill would require an addiction to the games and could lead to a variety of social problems including bachelorhood. These points are extremely negative and show that video-games can have an effect on health if played for long periods of time. The idea that this could lead to social isolation and bachelorhood implies that there are negative effects of violent video-games, still these aren’t necessarily violent anti-social behaviours because the individual is excluding themselves from society, meaning that any long-term negative behavioural influences will be exerted in the confines of the individuals home. It must also be noted that the gamers ability to separate killing in a game from killing in reality by terming it ‘fragging’ shows that individual thought has occurred thus damaging the effects model viewpoint. As the remaining health issues aren’t directly linked to behaviour it means that no physiological argument stands.
Due to concerns over negative influences, like film and home video, video-games have a regulation board. In Europe this was originally titled ELSPA (European Leisure and Software Publishers Association), where games were given age ratings based on the content, but no indicators of the type of content were printed on the packaging itself. In 2003 ELSPA was replaced by PEGI (Pan-European Game Information), the first cross-cultural regulatory body for games to be established in Europe. PEGI was formed off of the system ELSPA used. PEGI gives games an age certificate based on the nature of the content of the game but, unlike ELSPA, clearly notable symbols are printed on the package to represent the nature of the content in the game. However the symbols do not indicate the level and frequency of such content in the game. Indeed, a review of PEGI’s submission form shows that even if there is only one depiction of say, drugs, the game will have to have a drug symbol on it’s packaging. Whereas PEGI is now a compulsory body that all new games have to be submitted to, ELSPA was not. In some instances the BBFC (British Board of Film Classification) gave certificates to games that were considered to be ‘movie-like’ in style, namely titles such as ‘Resident Evil’ and ‘Grand Theft Auto’. The main downfall of both PEGI and ELSPA is the fact that they are regulatory bodies that cover the whole of Europe and as such cannot compensate for local cultural differences, a problem that is reflected when a local film classification board ends up classifying a text. PEGI’s symbols and ratings are more prominent and noticeable than ELSPA’s tiny certificates which shows that steps are being taken to indicate the nature of the product to the purchaser, particularly informing parents if the product is suitable for their children or not. However, unlike when a game is certified by a film classification board, the PEGI rating does not, as of yet, prohibit sale of the product to anyone below the marked age. Even when regulation systems are in place, it does not guarantee that rated products will not be consumed by consumers under-age, because many children watch 18 certificate films and like-wise have played 18 certificate games.
In conclusion, it is clear that factors such as individual differences and socio-economic backgrounds play a significant role. Each individual reacts differently to a text and consumes it in a different way. In rare cases such as the Columbine High School Massacre and the Jamie Bulger murder, media products have fallen under scrutiny. When consumption of a media product is pointed at as an influence of an anti-social behaviour it can result in a softer criminal sentence, when in the reality is that poor social environments nurture such behaviours. There is moral panic over video games because of the interactive element they provide, but the majority of individuals who consume them can separate fantasy from reality. Psychological research has shown that there are short-term negative effects from exposure to violent texts, but there is no evidence to show that there are long-term effects. Given the role of individual differences and socio-economic factors, there is justifiable concern over the negative influences of video-game texts, but those factors are more to blame than the text itself which is a point grossly forgotten when texts become scapegoats. It would be extremely hard to regulate whether or not texts are released in individual areas, especially seeing how easy it is to obtain products via the Internet, so concern will remain. However video-games do have a lot of positive sides; cathartic release of stress, educational influences, the ability to instigate abstract thought, escapism and the building of new communities both online and offline. All of these positive sides are forgotten when violent elements of one genre are falsely generalized to the entire industry. To conclude, there is justifiable concern over behavioural influences from particular genres, but generally the pros of video-games far outweigh the cons."
eatbugs said:provokes people to act aggressively in real life therefore it should be banned.
yeah your right... HL2 didn't have even a gore(except wen you explode that damn antlion). there's no way for HL2 to become top 3 most violent. top 100 fits HL2 better. :EOwnzed said:God damn why to people get so uptite when games are violent jeezus christ. There is always going to be violent games with blood and gore, get over it dammit. People like that should die.
ranga said:Honestly............. how many people here have ever committed an illegal act, whilst under the influence of HL2?
zencat said:god youre a tard. its mainly the christian fundementalists that are trying to censor the airwaves and games not the 'tree hugging hippies'
think of the most liberal countries in the world like amsterdam - censorship or freedom? freedom.
now think of religious conservative countries like iran or even victorian america - censorship or freedom? censorship.
heres a scenario.. who would want to censor video games and television, green peace or jerry fallwell? thats right, jerry fallwell.
tool.
Fliko said:Half-life 2 had gore, blood = gore.
It should be based on how mature the kid it, it is, the Parent's job to decide if they are mature enough to have one. I am 13 years old, been playing lots of FPS and RTS games. Since i was about 7. I am probably one of the most nicest people in my class. Everyone else runs around screaming "Wanna fight about it punk?".
To be personally honest, I seen more people acting violently by just going to a sports event (AKA football)
uhm there was this thing 2 years ago, something with beta/whatever theft, that counts as under influence
Sid Burn said:Damn... DooM 3 is the top ranked of all the most violent games... maybe its bec. of teh incident that happen a long time ago. Doom's reputation is indeed ruined.
OD-Black_Fire said:I've been playing bloody violent video games since I was 6 (I'm now 15) and I'm still sane. If you're sane before playing a game, you're sane after. Get those people who kill people after playing GTA off the ****ing streets and into nub houses.
Besides, Half Life 2 has very little gore. Sure, burnt bodies and zombines, but it's not like you see anything getting torn apart. The mature content is in the message, but it's nothing a sane 12 year old can't handle. Or even most 10 year olds.
I feel I've typed that too many times.
EDIT: Wait, when I played Halo 2, I hardly saw blood.
eatbugs said:Who listens to these tree hugging hippies anways? :naughty:
eatbugs said:It is too violent for the average human and provokes people to act aggressively in real life therefore it should be banned.
Here are the top five games to avoid for children and teens, according to the U.S National institute on Media and the family
1. DooM 3
2.Grand Theft Auto: san andreas
3.Halflife-2
4. Halo 2
5. Resident evil: outbreak.