From video game designers were able to put red pixels on his imaginary characters who had died recently, there have been people crusade against its subversive forms. The outrage in video games seems to be cyclical, disappearing very briefly before the explosion in the public eye once again with renewed frenzy. The dispute seems to have raised up again in recent times, with numerous crimes blamed on the corrupt influence of video games. There have also been several "controversies" surrounding the latest video games and its content in the areas of violence and sexuality.
The first game to receive wide critical attention and media was the martial art fighting game "Mortal Kombat". This game includes streams of blood issued from the attacks and "Deaths" who could perform in stunned opponents after his defeat. These deaths were sequences of animation gruesome showing the victorious player killing his opponent defeated in a variety of ways. The players he managed in this new experience and the controversy surrounding the violence caused massive hype who reported to the less informed players that the game was there. As a result players played the new game just to find out what all the talk was sobre, thereby significantly increasing revenues.
One of greatest sparks of controversy has been the recent "Hot Coffee" modification of "Grand Theft Auto: San Andreas (GTA:SA)". This involved unlock a sexually oriented mini-game that had removed the game before release, although obviously not from source code. The creators of the game, Rockstar Entertainment, obviously gave notice that this part of the game was not suitable for the video game public and removed the access to it. An enterprising fan of the game found out and changed the original code to provide access to the content once more. Demands were presented against Rockstar to include that content in their game, although the validity of the demand must be questioned. If the game is simply bought and played as expected by the developers, they would never find this mini game certainly tasteless and inappropriate. It is not until the modification made by the user is downloaded and installed the player is able to access the content.
Regardless of who is the blame, "GTA: SA" was reassessed in America and banned the sale in Australia. Curiously the gratuitous violence and encouraged in the game went unnoticed in the wake of the "scandalous" scenes of sex with dresses, cartoonesque people.
When examined objectively almost all games contain a certain amount of violent content. The bright kid-friendly and colorful "Mario" Nintendo Games presented a character stomping on the head of the animated creature. In fact most games, even children's games, involve the protagonist giving against a horde of enemy of some kind and generally "elimination" of them in some way, if they be striking with a weapon or part of the body (feet, hands, possibly a tail depending on the nature of the character). The stand only difference is that in the children's play the 'bad' characters usually bounce back in a cute way and exploit with a sound of humorous puff pastry (or simply disappear) whereas in a game oriented old mature players, the characters are more likely to be (somewhat) realistic, spraying a gusher of red to their demise.
When some young people somewhere commits a violent crime these days seems to get blamed for a video game "Duke Nukem" and "Earthquake" being accused by the Columbine High massacre, a more recent incident between a group of juvenile attributing their violent actions to "Mortal Kombat" video games. Without any solid evidence either way it is difficult to say whether or not violence video games really have much influence on the players. It would be really sure that probably have a group control of isolated children who have never seen a violent movie or play a video game bloody. History however show that they were committed brutal crimes long before video games or movies even came into existence.
Children are very easily influenced by something that are excited and I have seen this happen much. Often playing a video game wrestling with a group of eight years leads to the eight year-old stridently so screaming and trying to fix each other down on the ground. Pre-teens often punch and kick their way out of a cinema in terrible combat positions after having seen a martial arts film. The current system of classification of content on the site is not geared towards the restriction of consumption; largely aimed simply to inform the public about what you will experience. Legal restrictions not are actually implemented until the ratings higher, more severe as in the movies x-rated. Parents, guardians and society in general need to start taking an interest in who is seeing certain types of content. Rather than complain about the entertainment that is enjoying a child, the father could be there at first looking at the classification that is clearly printed on the packaging of all entertainment. A simple "do not think that it is appropriate, what you think about this game?" "He has a lizard!"It distracts the child a surprising number of times. In my experience, children really want only to people interested in what you are interested in, not only murmurs interchangeably, "Yes dear, that is good." as the child settles the most recent violent game.
What happens with the children who are playing in the categories of restricted classification? The only way that can even get the game in his possession is if a parent (or someone of legal age) acquires the game for the child, or if the store ignores guidelines for qualification in the place and sells them independently. Either way the fact that the content of the game has fallen into the hands of a minor is not fault of the video game developer.
I wasn't defending the integrity of artistic vision presented in video games, as many other players. Frankly there seems to be little artistic integrity in the delivery of blood which is becoming more fluid in appearance. However I enjoy playing some games that are very violent in nature and in many cases the violent nature of games increases my enjoyment. Games are escapism, (possibly) is useless playing a video game that simulates something only can leave and do (and even sports games of somehow constantly sell in large quantities... curious...). Curiously I've never felt the overwhelming desire of breaking a murder of stance and confirmation of kung fu. Perhaps more important that simply prohibit questionable video games content could be studying why this content is so attractive to today's society?
Daniel Punch
M6.NET Web assistants
http://www.M6.NET
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