Difference between revisions of "Video games"

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{{redirect|Computer and video games|the magazine|Computer and Video Games|PC games specifically|personal computer game}}
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{{See also|chess}}, a strategic board game dependent on intellect which can help overcome [[addiction|addiction]] to video games.
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A '''video game''' is an electronic game, which is played on a device such as a [[computer]] or [[Video game console|console]]. Video games provide the user with audio and visual feedback when the game is played. Today, they are often played with others, either in person or over the [[Internet]]. Board games are often converted into video games using online matchmaking and scripted bots, and one of the most popular of these is [[chess]] for its strategic gameplay.  '''''One expert observes that "every school shooter has been heavily immersed in violent first person shooter games."'''''<ref>https://www.dailymail.co.uk/health/article-13636601/psychology-assassins-killers-mind-shooters.html</ref> Many bright futures of young men are destroyed by video game habits, and video games even cause harmful increases in blood sugar in players.<ref>https://www.canr.msu.edu/news/diabetes_youth_and_gaming#:~:text=Youth%20with%20Type%201%20diabetes,%E2%80%9Cfight%20or%20flight%E2%80%9D%20response.</ref>
  
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{{Video Games}}
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Video games are [[addiction|addictive]], train [[young mass murderers]], and promote liberal talking points or ideas. By exploiting this [[addiction]], one article says that the "Global Video Games Market [is] to Reach $293.2 Billion by 2027."<ref>https://finance.yahoo.com/news/global-video-games-market-reach-104400018.html</ref> Additionally, another article states that In 2022, in [[Japan]], that "17 percent of children between the ages of 6 and 12 spend more than four hours a day gaming — up from 9% in 2017, with a similar jump seen among those between the ages of 12 and 15."<ref>https://www.japantimes.co.jp/news/2022/12/18/national/social-issues/video-game-addiction/</ref> As to liberality, video games, even ones exported to [[Russia]], increasingly promote the [[homosexual agenda]] contrary to the policy of Russia and elsewhere.<ref>https://www.cnet.com/tech/gaming/ea-keeps-lgbtq-content-in-russian-release-of-sims-4-wedding-pack/</ref> 
  
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A '''video game''' is an [[electronic game]] that involves interaction with a [[user interface]] to generate visual feedback on a [[video|video device]]. The word ''video'' in ''video game'' traditionally referred to a [[raster graphics|raster]] display device.<ref>{{cite web |url= http://www.freepatentsonline.com/3659285.html |title= TELEVISION GAMING APPARATUS AND METHOD | accessdate=2008-06-25 |format= |work=
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Violent video games are particularly addictive for boys and young men.<ref>https://www.webmd.com/mental-health/addiction/video-game-addiction</ref><ref>https://americanaddictioncenters.org/video-gaming-addiction</ref> Additionally, video games are associated with dropping out of school and the video game industry is criticized for exploiting its workers.<ref>https://www.wsj.com/articles/when-all-night-gaming-results-in-dropping-out-of-college-11566898208</ref><ref>http://www.carillonregina.com/labour-exploitation-rampant-in-video-game-industry/</ref>
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United States Patents }}</ref> However, with the popular use of the term "video game", it now implies any type of [[display device]]. The [[consumer electronics|electronic systems]] used to play video games are known as platforms; examples of these are [[personal computer]]s and [[video game console]]s. These platforms range from large [[computer]]s to small [[handheld device]]s. Specialized video games such as [[arcade game]]s, while previously common, have gradually declined in use.
 
  
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The [[input device]] used to manipulate video games is called a [[game controller]], and varies across platforms. For example, a dedicated console controller might consist of only a button and a [[joystick]]. Another may feature a dozen buttons and one or more joysticks. Early personal computer games often needed a [[computer keyboard|keyboard]] for [[gameplay]], or more commonly, required the user to buy a separate joystick with at least one button.{{Fact|date=November 2008}} Many modern computer games allow, or even require, the player to use a keyboard and [[Mouse (computing)|mouse]] simultaneously.
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At least one study showed that '''''"young men are playing video games instead of getting jobs"''''', as reported by the ''Chicago Tribune''.<ref>https://www.chicagotribune.com/business/ct-video-games-jobs-emploment-20160923-story.html</ref>  Young adults would be helping themselves by seeking alternatives to video games during recreational periods.
  
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Video games typically also use other ways of providing interaction and information to the player. Audio is almost universal, using [[Sound recording and reproduction|sound reproduction]] devices, such as [[Computer speaker|speakers]] and [[headphones]]. But other feedback may come via [[haptic]] [[peripheral]]s, such as vibration [[force feedback]].
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The video game industry itself also receives significant government support; in [[Quebec]], all large video game projects can receive tax credits up to 37%, increasing public debt and taxes for everyone else. <ref>https://www.montrealinternational.com/app/uploads/2019/02/industry_profile_videogame_2019-1.pdf</ref>
  
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== History ==
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== Nature of video games ==
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{{main|History of video games}}{{seealso|First video game}}
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Video games vary greatly in type and complexity, but all games are alike in that they translate player input (from a controller, mouse, keyboard or motion sensor) into onscreen actions. Games are often stored on some sort of digital media - ROM cartridge, [[CD]], [[DVD]], flash memory chip, or even cassette tape for early computer games. Older or less expensive games sometimes used dedicated chips that were pre-programmed to play certain games only. In recent years, game developers have moved to digital distribution, allowing customers to purchase game licenses online, and download over the internet. On PCs, this is often done through marketplaces such as Valve Corporation's (also known as Valve Software) Steam service, or Electronic Arts' Origin service, while the Xbox One and PlayStation 4 have their own digital distribution services.
  
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[[Image:Tennis for Two.jpg|right|thumb|256px|''Tennis for Two'', an early [[analog computer]] game that used an [[oscilloscope]] for a display.]]
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Home consoles are classified by ''generation'' to indicate their relative power and date of release. The current major consoles (Xbox Series X, PS5, Nintendo Switch OLED) are considered ''ninth generation''. Handheld consoles are not generally put into generations due to their more irregular release schedules.
  
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Early games used interactive electronic devices with various display formats. The earliest example is from 1947—a "[[Cathode ray tube|Cathode Ray Tube]] Amusement Device" was filed for a patent on [[January 25]], 1947 by [[Thomas T. Goldsmith Jr.]] and Estle Ray Mann, and issued on [[December 14]], 1948 as U.S. Patent 2455992.<ref>{{US Patent|2455992}}</ref>
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== Various genres ==
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Video games in the course of their existence have grown from simple arcade-style games, and have become more detailed and separated from one another. Genres can now include [[first person shooters|first-person shooters]], [[racing]], [[Simulation game|simulation]], [[role-playing]], [[sports]], [[action]], [[strategy]], massively multiplayer online (MMO), puzzle, Sport simulation, and many others.<ref>https://www.idtech.com/blog/different-types-of-video-game-genres</ref><ref>https://thoughtcatalog.com/jane-hurst/2015/02/12-types-of-computer-games-every-gamer-should-know-about/</ref> Even then, games can combine genres, such as ''Mass Effect'' (Role Playing and Third Person Shooting), or not fit nicely into any genre, like ''The Mystery of the Druids''. The most popular genres tend to be shooters, action, and role-playing games. Some video games are based on movies, such as Star Wars.
  
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Inspired by radar displays, it consisted of an analog device that allowed a user to control a vector-drawn dot on the screen to simulate a missile being fired at targets, which were drawings fixed to the screen.<ref name="PongStory">{{cite web| url = http://www.pong-story.com/intro.htm| title = Welcome to Pong-Story - Introduction| publisher = PONG-Story.com| accessdate = 2007-10-24}}</ref>
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== Popularity and controversy ==
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Games have risen in popularity over the years, as is shown in the rise of video game sales from the 1980s until today. This has brought with it a large amount of controversy as the video game industry continues to grow with its original player base.
  
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Other early examples include:
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Video games are addictive activities targeted at teenagers, often with tragic results. Certain genres of games are becoming increasingly violent and offensive, attracting the attention of legislators in many states to protect the exploitation of children by them. Games such as ''[[Grand Theft Auto]]'' are very violent, sexually explicit, and feature [[criminal]] behavior. These games are rated "M 17+" for "Mature," but courts have struck down laws preventing retailers from selling them to children, under an interpretation that the First Amendment protects offensive video games even for children.<ref>http://gamepolitics.livejournal.com/148962.html</ref> After a ''Conservapedian'' filed an [[amicus brief]] with the [[U.S. Supreme Court]] to consider this issue, it surprised [[liberal]]s by granting ''[[certiorari]]''.
  
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* The [[Nimrod (computing)|NIMROD]] computer at the 1951 [[Festival of Britain]]
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However, in 2011, the Supreme Court denied a ban on the sale of violent video games in California, claiming they were protected as they "qualify for First Amendment Protection" and pointing out that there has historically been no shortage of violent imagery in children's fairytales, classical literature, and comics.  Writing for the majority, Justice Scalia pointed out that "disgust is not a valid basis for restricting expression", and continued that any effects of violent video games on children "are both small and indistinguishable from effects produced by other media".<ref>[https://www.supremecourt.gov/opinions/10pdf/08-1448.pdf BROWN, GOVERNOR OF CALIFORNIA, ET AL. v. ENTERTAINMENT MERCHANTS ASSOCIATION ET AL.]</ref>
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* ''[[OXO]]'' a [[tic-tac-toe]] Computer game by [[A.S. Douglas|Alexander S. Douglas]] for the [[EDSAC]] in 1952
 
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* ''[[Tennis for Two]]'', an interactive game engineered by [[William Higinbotham]] in 1958
 
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* ''[[Spacewar!]]'', written by [[MIT]] students Martin Graetz, Steve Russell, and Wayne Wiitanen's  on a DEC [[PDP-1]] computer in 1961.
 
  
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Each game used different means of display: NIMROD used a panel of lights to play the game of [[Nim]],<ref>{{Cite web| url = http://www.goodeveca.net/nimrod/| title = Welcome to... NIMROD!| publisher = | accessdate = 2007-10-24}}</ref> OXO used a graphical display to play [[tic-tac-toe]] <ref>http://www.pong-story.com/1952.htm</ref> ''Tennis for Two'' used an [[oscilloscope]] to display a side view of a tennis court,<ref name="PongStory"/> and ''Spacewar!'' used the [[Digital Equipment Corporation|DEC]] [[PDP-1| PDP-1's]] vector display to have two [[spaceships]] battle each other.<ref>{{cite book |last= Rabin| first= Steve| title= Introduction to Game Development| origdate= 2005-06-14| publisher= Charles River Media| location= Massachusetts| isbn=1-58450-377-7 |year= 2005}}</ref>
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It has also been suggested that it is the role of parents to regulate what their children play, and that laws restricting video game vendors are an effort to replace parents' decisions with the government's decisions.<ref>https://www.deseretnews.com/article/700150989/Violent-games-2-Its-parents-responsibility-to-monitor-what-kids-play.html</ref><ref>https://segmentnext.com/2018/03/09/dear-parents-take-responsibility-kids-stop-blaming-video-games/</ref>
  
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In 1971, ''[[Computer Space]]'', created by [[Nolan Bushnell]] and [[Ted Dabney]], was the first commercially-sold, coin-operated video game. It used a black-and-white [[television]] for its display, and the computer system was made of [[7400 series|74 series]] [[Transistor-transistor logic|TTL]] [[integrated circuit|chips]].<ref>{{cite web
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As some wake up to how harmful violent video games are, the video game industry declined in 2012,<ref>http://www.nbc12.com/story/20289219/us-video-game-sales-drop-11-pct-in-november</ref> though it remains much bigger than Hollywood. Video games are likely the single biggest cause of bright young men dropping out of college. While video games were originally designed for children and adolescent males, video games have become too popular with adult males, many of whom will often neglect family and work to spend a copious number of hours playing video games including online games such as World of Warcraft in a video game addiction. [[Liberal denial]] discourages people from recognizing the problem.
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|url=http://marvin3m.com/arcade/cspace.htm
 
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|author=Marvin Yagoda
 
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|title=1972 Nutting Associates Computer Space
 
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|year=2008
 
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}}</ref> The game was featured in the 1973 science fiction film ''[[Soylent Green]]''. ''Computer Space'' was followed in 1972 by the [[Magnavox Odyssey]], the first home console. Modeled after a late 1960s prototype console developed by [[Ralph H. Baer]] called the "Brown Box", it also used a standard television.<ref name="PongStory"/><ref>{{cite web| title = Console Portraits: A 40-Year Pictorial History of Gaming| date = [[2007-05-15]]| author = Orlando, Greg| url = http://www.wired.com/gaming/gamingreviews/multimedia/2007/05/gallery_game_history| publisher = [[Wired News]]| accessdate = 2007-10-24}}</ref> These were followed by two versions of [[Atari]]'s ''[[Pong]]''; an arcade version in 1972 and a home version in 1975.<ref name="PBS-GameRev-Time">{{cite web| title = History of Gaming - Interactive Timeline of Game History| url = http://www.pbs.org/kcts/videogamerevolution/history/timeline_flash.html| publisher = [[Public Broadcasting Service|PBS]]| accessdate = 2007-10-25}}</ref> The commercial success of ''Pong'' led numerous other companies to develop ''Pong'' clones and their own systems, spawning the [[video game industry]].<ref name="InformIT">{{cite web| author = Miller, Michael| url = http://www.informit.com/articles/article.aspx?p=378141| title = A History of Home Video Game Consoles| publisher = [[InformIT]]| date = [[2005-04-01]]| accessdate = 2007-10-25}}</ref>
 
  
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== Overview ==
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==Arguments against video game usage==
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[[File:Stephen-Fry.jpg|thumbnail|200px|right|The [[Atheism|atheist]] [[Stephen Fry]] said, "I do enjoy [[Video games|video gaming]]... In the early days of games, I would spend hours. I mean literally. I would find it would be 4AM, and I would say: 'God, I have be at work at 6.'"<ref>[http://www.dailymotion.com/video/xeuj29_stephen-fry-talks-gaming_news Stephen Fry talks gaming]</ref> ''See also: [[Irreligion, video game usage and obesity]] and [[Atheism and obesity]]'' ]]
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''See [[young mass murderers]] for their connection to video games''.<br />
  
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=== Platforms ===
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Video games have been accused of being linked to [[Young mass murderers|murders by young people]] and other [[violence]], stress-induced health problems (including unexpected heart attacks),<ref>[http://www.news.com.au/world/europe/russian-teenager-dies-after-playing-online-computer-game-defence-of-the-ancients-for-22-days-in-a-row/story-fnh81p7g-1227512824314 Teenager dies from a video game addiction]</ref> [[atheism]], [[obesity]],<ref>[http://aspe.hhs.gov/health/reports/child_obesity/ Childhood Obesity] Department of Health and Human Services, retrieved Sept 18th 2011</ref> and [[sexual immorality]]. Several prominent murderers in recent years were inspired by video games.<ref>https://www.dailymail.co.uk/news/article-316491/Teenager-gets-life-Manhunt-murder.html</ref><ref>Adelmann, Bob (August 5, 2019). [https://www.thenewamerican.com/usnews/crime/item/33028-search-for-motives-in-recent-mass-shootings-ignores-impact-of-violent-video-games Motives in Recent Mass Shootings Should Include Impact of Violent Video Games]. ''The New American''. Retrieved August 5, 2019.</ref>  [[Young mass murderer]] [[Adam Lanza]] was "immersed in a perverse video game world" and "killed himself to prevent law enforcement from taking his 'points.'"  He plotted his rampage far in advance and "learned the principles of ... the tactical reload" from his [[video games]].
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{{seealso|History of video games}}
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Video games have also been used as "murder simulators" by the American army, in order to desensitize young men, into triggering the gun better, and with less doubt, thus killing enemies more efficiently.
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<ref>[http://www.nydailynews.com/news/national/lupica-lanza-plotted-massacre-years-article-1.1291408#ixzz2NuWeFMNO]</ref>
  
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The term "platform" refers to the specific combination of electronic or computer [[hardware]] which, in conjunction with low-level software, allows a video game to operate.<ref name="platformdef">{{cite web | title =platform - Definitions from Dictionary.com | publisher =Dictionary.com | url =http://dictionary.reference.com/browse/platform | format =HTML | accessdate =2007-11-03 }}</ref> The term "system" is also commonly used.
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After a murderous rampage by another video game user in Norway:<ref>http://www.metro.co.uk/tech/games/871121-norway-stores-pull-violent-video-games-including-call-of-duty-after-massacre#ixzz1erUdaLo5</ref>
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{{cquote|A number of Norway stores have pulled violent video games from sale - including several Call of Duty games and World of Warcraft - in the wake of the massacre carried out by Anders Behring Breivik on July 22.}}
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Unbeknownst to many, the video game industry is partly subsidized by taxpayers, even in the [[conservative]] Texas.  In 2015, a spat broke out between the video game and film industries about the millions they would receive from the government.<ref>http://www.texastribune.org/2015/05/27/drama-between-film-video-game-groups-dooms-funding/</ref>
  
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In common use a "[[personal computer game|PC game]]" refers to a form of media that involves a player interacting with a [[personal computer]] connected to a high-resolution [[video monitor]]. A "[[console game]]" is played on a specialized electronic device that connects to a standard [[television set]] or [[Composite monitor|composite video monitor]]. A "[[Handheld game console|handheld]]" gaming device is a self contained electronic device that is portable and can be held in a user's hands. "[[Arcade game]]" generally refers to a game played on an even more specialized type of electronic device that is typically designed to play only one game and is encased in a special [[arcade cabinet|cabinet]]. These distinctions are not always clear and there may be games that bridge one or more platforms. Beyond this there are platforms that have non-video game variations such as in the case of [[Electromechanics|electro-mechanically]] based arcade machines. There are also devices with screens which have the ability to play games but are not dedicated video game machines (examples are [[mobile phone]]s, [[PDA]]s and [[graphing calculator]]s).
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=== Video game usage and excess weight ===
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''See also:'' [[Video game usage and excess weight]] and [[Obesity]]
  
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=== Genres ===
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Due to the sedentary lifestyle of many who abuse video games or play them for extremely long amounts of time, there is an absence of exercise - meaning [[addiction]] to video games can cause an increase in weight to unhealthy proportions.
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{{main|Video game genres}}
 
  
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A video game, like most other forms of media, may be categorized into [[Video game genres|genres]] based on many factors such as method of game play, types of goals, and more. Because genres are dependent on content for definition, genres have changed and evolved as newer styles of video games are created. As the production values of video games have increased over the years both in visual appearance and depth of story telling, the video game industry has been producing more life-like and complex games that push the boundaries of the traditional game genres. Some genres represent combinations of others, such as [[massively multiplayer online role-playing game]]s. It is also common to see higher level genre terms that are collective in nature across all other genres such as with action or horror-themed video games.
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[[File:Childhood obesity.JPG|thumb|200px|The state of Utah was acclaimed with the lowest percentage of children overweight, and was found to have the second lowest proportion of children spending 2 or more hours on TV/Video gameplay.  
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The District of Columbia, found to have the highest percentage of overweight children, also had the highest percentage nationwide of children spending an incredible 4 hours plus in front of a screen.<ref>[http://www.nationalobesityforum.org.uk/component/content/article/1-nof-in-the-media/338-tvvideo-games-and-child-obesity.html TV Video Games and obesity]</ref>]]
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The National Obesity Forum indicates:
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{{cquote|The figures highlighted by the "F as in Fat" annual report [Trust for America's Health 2007 Annual Report] were retrieved from the Data Resource Center on Child and Adolescent Health website. The analysis of these figures reveals a strong positive correlation between hours spent on TV/Video game play and the percentage of children classed as overweight per state. The state of Utah was acclaimed with the lowest percentage of children overweight, and was found to have the second lowest proportion of children spending 2 or more hours on TV/Video gameplay. The District of Columbia, found to have the highest percentage of overweight children, also had the highest percentage nationwide of children spending an incredible 4 hours plus in front of a screen.<ref>[http://www.nationalobesityforum.org.uk/component/content/article/1-nof-in-the-media/338-tvvideo-games-and-child-obesity.html TV Video Games and obesity]</ref>}}
  
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=== Types ===
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''Slate'' reported in 2012:
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In general, video games can be divided in to three types: core games, [[casual game]]s and [[serious game]]s, depending on the target audience.
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{{cquote|The American Academy of Pediatrics tells parents that children’s total entertainment media time should not exceed two hours daily. According to the Kaiser Family Foundation, average kids watch at least twice that much television. They also spend more than an hour per day online and another hour on video games. These activities, collectively called “screen time,” are widely blamed for the tripling of obesity rates in children since the 1980s.<ref>[http://www.slate.com/articles/health_and_science/medical_examiner/2012/04/are_video_games_making_kids_fat_screen_time_and_childhood_obesity_.html Are TV and Video Games Making Kids Fat?]</ref>}}
  
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===Definition of core games===
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The University of Texas at Austin declares:
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Core games are what most consider to be video games; the games players buy in a store and play on a PC, or a video game console. These core games can also be divided into the types core games, casual games and serious games themselves as well, but are still considered part of the group of core games.  
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{{cquote|A study by researchers at The University of Texas at Austin suggests that watching television is not associated with children’s weight, but playing electronic games may be, especially for girls.
  
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What defines core games is that they are generally larger and more expanded, than the games in the casual games and serious games branch. For instance, games like [[Mario Party (series)|Mario Party]], [[Buzz!]], or [[Viva Piñata]] are considered casual games in the core games branch, but are considerably different from casual games such as [[Peggle]], [[Delicious (game)|Delicious]] and [[Jewel Quest]].{{fact}}
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“Children with higher weight status spent moderate amounts of time playing electronic games, while children with lower weight status spent either a little or a lot of time playing electronic games,” said Dr. Elizabeth A. Vandewater, who led the study published in the February issue of the Journal of Adolescence.
  
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===Definition of casual games===
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Although the greater weight/video game link was found in this study with girls, she noted that future studies may reveal similar findings for boys. Either way, the findings could be significant considering how many American children play electronic games.<ref>[http://news.utexas.edu/2004/03/23/nr_video_games Video games rather than TV may be linked to childhood obesity], University of Texas at Austin news</ref>}}
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{{Main|Casual game}}
 
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The casual games branch is mostly defined by the accessibility of gameplay found in the casual genres such as [[Video game genres#Casual gaming genres|hidden object]], [[Video game genres#Casual gaming genres|match three]] and [[Video game genres#Casual gaming genres|time management]], and the distribution is mostly done through casual games portals such as [[PopCap Games|PopCap]], [[Zylom]] and [[GameHouse]].{{fact}}
 
  
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===Definition of serious games===
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The ''Pittsburg Gazette'' reports: "A 2010 study from the Eastern Ontario Research Institute found video games to blame, chiefly because children, boys especially, tend to eat more when they're playing them."<ref>[http://www.post-gazette.com/news/health/2012/11/12/TV-video-games-linked-to-obesity/stories/201211120171 TV, video games linked to obesity], Pittsburg Gazette</ref>
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{{Main|Serious game}}
 
  
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Video games are primarily meant for entertainment. However, some video games are made (at least in part) for other reasons. These include [[Advergaming|advergames]], [[educational game]]s, [[propaganda]] games (e.g. [[militainment]]), and others. Many of these fall under the category of [[serious game]]s.
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=== Irreligion, video game usage and obesity ===
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''See also:'' [[Irreligion, video game usage and obesity]] and [[Atheism and obesity]]
  
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The difference between serious games in the core games branch, and the serious games branch, is the target audience. A serious core game is more often referred to as an [[educational game]], as it targets to teach or educate a younger audience, for instance [[Dora the Explorer#Video Games|Dora the Explorer]] which teaches children a different language. An actual serious game is more of a training simulator for professional workers, such as [[First Responder Training]], which helps firemen in making better tactical decisions in their line of work. Serious games are also not distributed as a game for individuals, but are tailor made software programs made for one or more companies.{{fact}}
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''Relevant Magazine'' reported about the journal article in ''The International Journal for the Psychology of Religion'' entitled ''No Other Gods Before Mario?: Game Preferences Among [[Atheism|Atheistic]] and Religious Individuals'':
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{{Cquote|[http://www.tandfonline.com/doi/abs/10.1080/10508619.2011.638606 A new study] of 228 college students found that while just about everyone prefers video games to regular board games (duh), those who claim no religion vastly prefer video games compared to the religious peers. It's a small study, but the director, Chris Burris, has an interesting hypothesis about why [[Atheism|atheists]] prefer video games. Burris believes that atheists tend to be less good at "generating emotionally evocative internal simulations of experience." Simply put, he believes that religious people tend to be more imaginative, and are able to craft their own sense of play around simple games, while non-religious people tend to prefer the concrete rules afforded by video games.<ref>[http://www.relevantmagazine.com/slices/why-do-atheists-video-games-more-religious-people-do Why Do Atheists Like Video Games More Than Religious People Do?], ''Relevant Magazine''</ref>}}
  
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== Development ==
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As far as the relationship between irreligion and obesity, please examine the articles below:
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{{main|Game development}}
 
  
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Video game development and authorship, much like any other form of entertainment, is frequently a cross-disciplinary field. [[Video game developer]]s, as employees within this industry are commonly referred, primarily include [[game programmer|programmers]] and [[graphic design]]ers.  Over the years this has expanded to include almost every type of skill that one might see prevalent in the creation of any movie or television program, including [[sound design]]ers, [[musician]]s, and other technicians; as well as skills that are specific to video games, such as the [[game designer]].  All of these are managed by [[game producer|producers]].
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*[[Atheism and obesity]]
  
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In the early days of the industry, it was more common for a single person to manage all of the roles needed to create a video game. As platforms have become more complex and powerful in the type of material they can present, larger teams have been needed to generate all of the art, programming, cinematography, and more.  This is not to say that the age of the "one-man shop" is gone, as this is still sometimes found in the casual gaming and handheld markets, where smaller games are prevalent due to technical limitations of the target platform (such as cellphones and PDAs).
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*[[Millennials, irreligion and obesity]]
  
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With the growth of the size of development teams in the industry, the problem of cost has increased. Development studios need to be able to pay their staff a competitive wage in order to attract and retain the best talent, while publishers are constantly looking to keep costs down in order to maintain profitability on their investment. Typically, a video game console development team can range in sizes of anywhere from 5 to 50 people, with some teams exceeding 100.  In May 2009, one game project was reported to have a development staff of 450.<ref>[http://www.nowgamer.com/news/513/assassins-creed-ii-triples-size-of-dev-team "Assassin's Creed II dev team triples in size"], Christopher Reynolds, 18 May 2009, NOW Gamer.</ref>  The growth of team size combined with greater pressure to get completed projects into the market to begin recouping production costs has led to a greater occurrence of missed deadlines and unfinished products;{{Fact|date=June 2008}} ''[[Duke Nukem Forever]]'' is the quintessential example of these problems.{{Fact|date=June 2008}} {{seealso|Video game industry practices}}
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*[[Generation X, irreligion and obesity]]
  
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=== Modifications ===
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*[[Baby boom generation, irreligion and obesity]]
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{{main|Mod (computer gaming)}}
 
  
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Many games produced for the PC are designed such that technically-oriented consumers can modify the game.  These [[mod (computer gaming)|mods]] can add an extra dimension of replayability and interest. The [[Internet]] provides an inexpensive medium to promote and distribute mods, and they have become an increasingly important factor in the commercial success of some games.{{Fact|date=June 2008}} Developers such as [[id Software]], [[Valve Software]], [[Crytek]], [[Epic Games]] and [[Blizzard Entertainment]] ship their games with some of the very development tools used to make the game in the first place, along with documentation to assist mod developers, which allows for the kind of success seen by popular mods such as the (previously) ''[[Half-Life (video game)|Half-Life]]'' mod ''[[Counter-Strike]]''.
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=== Exergaming ===
 +
As far as "exergaming" (video games that prompt the users to engage in physical activity), ''Slate'' reports:
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{{cquote|After three months, “there was no evidence that children receiving the active video games were more active in general or at any time,” the authors wrote. (The year before, a similar study in New Zealand had shown only minor improvement with active games; kids weighed just a pound less after six months of "exergaming".)<ref>[http://www.slate.com/articles/health_and_science/medical_examiner/2012/04/are_video_games_making_kids_fat_screen_time_and_childhood_obesity_.html Are TV and Video Games Making Kids Fat?]</ref>}}
  
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=== Cheating ===
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== Overcoming addiction to video games ==
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{{main|Cheating (video games)}}
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As with any [[addiction]], video game usage can be hard to overcome as soon as one is drawn into it.  Fortunately, [[faith]]-based efforts to overcome addiction can be effective and rewarding, and churches exist in part to help people overcome harmful vices in the world.  (See also: [[habit]]) The Online Gamers Anonymous website is a good example and has chapters in many places, nooks and crannies.
  
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Cheating in computer games may involve [[cheat codes]] implemented by the game developers,<ref name="WashPost">{{cite web| title = In Game World, Cheaters Proudly Prosper| url = http://www.washingtonpost.com/wp-dyn/content/article/2006/08/27/AR2006082701059.html| publisher = [[Washington Post]]| author = Vargas, Jose Antonio| date = [[2006-08-28]]| accessdate = 2007-10-24}}</ref><ref name="KonamiCode">{{cite web| url = http://www.1up.com/do/feature?cId=3108751&did=1| title = Cracking the Code: The Konami Code| publisher = [[1UP.com]]| author = 1UP Staff| accessdate = 2007-10-24}}</ref> modification of game code by third parties,<ref name="AboutCheatCodes">{{cite web| title = Video Game Cheats and Codes - What Are Cheat Codes?| url = http://vgstrategies.about.com/od/faqglossary/a/WhatAreCheats.htm| publisher = [[About.com]]| author = Rybka, Jason| accessdate = 2007-10-24}}</ref><ref>{{cite web| title = Why Use Cheats and Codes for Console and PC Games?| url = http://vgstrategies.about.com/od/basicgamingtipstricks/a/whyusecheats.htm| publisher = [[About.com]]| author = Rybka, Jason| accessdate = 2007-10-24}}</ref> or players exploiting a software glitch. Modifications are facilitated by either [[cheat cartridge]] hardware or a software [[trainer (games)|trainer]].<ref name="AboutCheatCodes"/> Cheats usually make the game [[Difficulty level|easier]] by providing an unlimited amount of some resource; for example lives, weapons, health, or ammunition.<ref name="KonamiCode"/><ref name="AboutCheatCodes"/> Other cheats might provide an unusual or amusing feature, like altered game colors or graphical appearances.
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[[Catholicism]] recommends that people give up something they like on Fridays, and throughout all of [[Lent]].  For some, it is easy to end a bad habit altogether once one is successful in giving it up at least one day a week, or throughout the 40 days of Lent.
  
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=== Glitches ===
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In this regard, the [[Bible]] can be extraordinarily helpful and inspiring.  Replacing video game usage with readings from books such as [[Psalms]] and [[Proverbs]] can turn a [[vice]] into an enormous boost to one's life.  One approach is to read the Proverbs chapter having the same number as the day of the month (e.g., on February 17 read Proverbs 17), and read five chapters in Psalms that also correspond to the day of the month (e.g., read Psalms 81-85) on February 17 (17 times 5 is 85). [[New Testament]] passages in which [[Jesus]] mentions [[Hell]] can also be tremendously beneficial in combating vice.  See, e.g., Mark 9:43.
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{{main|Computer glitch}}
 
  
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Software errors not detected by software testers during development can find their way into released versions of computer and video games. This may happen because the glitch only occurs under unusual circumstances in the game, was deemed too minor to correct, or because the game development was hurried to meet a publication deadline. Glitches can range from minor graphical errors to serious bugs that can delete saved data or cause the game to malfunction. In some cases publishers will release updates (referred to as patches) to repair glitches.
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In general, acquiring good habits can help drive out bad ones. Setting goals helps: Give yourself a weekly or monthly report card on all aspects of life. (See also: [[Beating NFL addiction]])
  
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== Theory ==
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===Violence===
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{{main|Game studies}}
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Most of the controversy comes from the rising trend toward violence in video games, as pioneered by ''[[Doom (video game series)|Doom]]'', ''[[Quake]]'', "[[Spring]]", and the ''[[Grand Theft Auto]]'' series.
  
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Although departments of computer science have been studying the technical aspects of video games for years, theories that examine games as an artistic medium are a relatively recent development in the humanities. The two most visible schools in this emerging field are [[ludology]] and [[narratology]]. Narrativists approach video games in the context of what [[Janet Murray]] calls "Cyberdrama". That is to say, their major concern is with video games as a storytelling medium, one that arises out of interactive fiction. Murray puts video games in the context of the [[Holodeck]], a fictional piece of technology from ''[[Star Trek]]'', arguing for the video game as a medium in which we get to become another person, and to act out in another world.<ref>{{cite book | last = Murray | first = Janet | authorlink = Janet Murray | year = 1998 | title = Hamlet on the Holodeck | publisher = MIT Press | isbn = 0262631873}}</ref> This image of video games received early widespread popular support, and forms the basis of films such as ''[[Tron (film)|Tron]]'', ''[[eXistenZ]]'', and ''[[The Last Starfighter]]''.
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Some people point out that violent video games cause violent behavior in children. The effects of violent video games on the developing psyches of children and adolescents vary greatly and of course depend on the mental stability of the subject in question.
 +
Serious crimes have often been associated with video games. For example, a 14-year-old brutally murdered a video arcade employee one morning and his cousin stands trial for murdering the store manager when he entered the store shortly thereafter.<ref>http://www.nj.com/starledger/stories/index.ssf?/base/news-5/1212467732102240.xml&coll=1</ref>
 +
In the [[United States|USA]], all retail games carry ratings from the [[ESRB]], a video game ratings organization.
  
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Ludologists break sharply and radically from this. They argue that a video game is first and foremost a game, which must be understood in terms of its rules, interface, and the concept of play that it deploys. [[Espen J. Aarseth]] argues that, although games certainly have plots, characters, and aspects of traditional narratives, these aspects are incidental to gameplay. For example, Aarseth is critical of the widespread attention that narrativists have given to the curvaceous heroine of the game ''[[Tomb Raider]]'', saying that "the dimensions of [[Lara Croft]]'s body, already analyzed to death by [[film theory|film theorists]], are irrelevant to me as a player, because a different-looking body would not make me play differently... When I play, I don't even see her body, but see through it and past it."<ref>{{cite web| last = Aarseth| first = Espen J.| authorlink = Espen J. Aarseth|date=2004-05-21| url = http://www.electronicbookreview.com/thread/firstperson/vigilant| title = Genre Trouble| format = HTML| publisher = [http://www.electronicbookreview.com/ Electronic Book Review]| accessdate = 2006-06-14}}</ref> Simply put, ludologists reject traditional theories of art because they claim that the artistic and socially relevant qualities of a video game are primarily determined by the underlying set of rules, demands, and expectations imposed on the player.
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Some claim that kids who don't play video games at all seem to show more violent tendencies. Of course, as expected, those who played violent video games for large amounts of time also showed violent tendencies; the study, however, claims that this is a "risk marker", not an actual cause.<ref>http://wii.qj.net/New-research-reveals-kids-who-don-t-play-videogames-at-all-are-more-at-risk-of-violent-tendencies/pg/49/aid/118505 New research reveals kids who don't play video games at all are more at risk of violent tendencies</ref>  
  
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While many games rely on [[Emergence|emergent principles]], video games commonly present simulated story worlds where emergent behavior occurs within the context of the game.  The term "emergent narrative" has been used to describe how, in a simulated environment, storyline can be created simply by "what happens to the player."<ref>[http://xbox.ign.com/articles/502/502409p1.html IGN: GDC 2004: Warren Spector Talks Games Narrative<!-- Bot generated title -->]</ref> However, emergent behavior is not limited to sophisticated games. In generally any place where event-driven instructions occur for [[AI]] in a game, emergent behavior will exist. For instance, take a racing game in which cars are programmed to avoid crashing, and they encounter an obstacle in the track: the cars might then maneuver to avoid the obstacle causing the cars behind them to slow and/or maneuver to accommodate the cars in front of them and the obstacle. The programmer never wrote code to specifically create a traffic jam, yet one now exists in the game.
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Multiple studies have shown a correlation between violent video games and increased levels of aggression, caused by playing some of the aforementioned video games.<ref>https://journals.sagepub.com/doi/abs/10.1177/014616702237649</ref><ref>https://www.sciencedirect.com/science/article/pii/S0140197103000976</ref> However, in such cases, it is vital to keep in mind the fact that correlation does not equal causation. <ref>https://yourlogicalfallacyis.com/false-cause</ref>
  
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== Social aspects ==
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===Sexuality===
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Although nudity is not prominent in [[western]] video games, there are various products containing sexually suggestive material. One reason for the relative lack of explicitly sexual material in Western games may be the refusal of retailers including [[Wal-Mart]]<ref>http://www.walmart.com/catalog/catalog.gsp?cat=440903</ref> to sell games carrying an "Adults-Only" rating. One notable target of controversy is the ''[[Grand Theft Auto]]'' series after a third-party mod was released that allowed the player to engage in a mini-game containing explicit sexual material. Mods are, as "third-party" would imply, fan-made and are not the responsibility of the game's developer. Other sources of this criticism relate to the game ''[[Tomb Raider]]'',  one of the first games to depict and advertise a female character (the protagonist) as a sex symbol.<ref>Ashley, Robert. "The Secret History of Videogame Sex." Official Playstation Magazine Feb. 2006: 96-99.</ref>
  
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=== Demographics ===
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==Arguments for video game usage==
 +
Video games have been suspected of giving otherwise liberal people some virtual conservative viewpoints.<ref>http://kotaku.com/5764327/5764327/are-video-games-turning-liberals-into-virtual-conservatives</ref> They have also been shown to help people to become more attuned to their surroundings and increase coordination, and in the future may be used to treat people with visual problems and to train soldiers.<ref>http://news.nationalgeographic.com/news/2003/05/0528_030528_videogames.html</ref>
  
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[[Image:GRAW2 X360 El Paso Medic Tankcover14 full.jpg|thumb|right|250px|Games such as ''[[Tom Clancy's Ghost Recon Advanced Warfighter 2]]'' are regarded as male-oriented video games.]]
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While the evidence is conflicting, some also say that video games keep the participants engaged and more mentally active than watching television.  
  
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The November 2005 Nielsen Active Gamer Study, taking a survey of 2,000 regular gamers, found that the U.S. games market is diversifying. The age group among male players has expanded significantly up into the 25-40 age group. For casual online puzzle-style and simple mobile [[cell phone]] games, the gender divide is more or less equal between males and females. Females have been shown to be significantly attracted to playing certain online multi-user video games that offer a more communal experience, and a small number of young females have been shown to play aggressive games that are sometimes thought of as being "traditionally male" games. According to the ESRB almost 41% of PC gamers are women.<ref>{{cite web | author = Guy, Hannah |year=2007 | url = http://www.pcworld.ca/news/column/a7fe9b8a0a010408019ac931643ebf2c/pg0.htm | title = Women video gamers: Not just solitaire}}] from ''[[PC World (magazine)#PC World Canada|PC World]]'', [[Canada]]</ref> With such video game social networks as [http://missvideogame.com/ Miss Video Game] and [http://www.gamerdna.com/ Guild Cafe] having a large percentages of female gamers, the "traditionally male" games are now considered cross-gendered.
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Also, the [[APA | American Psychological Association]] states that while there is a well-established link between violent video games and [[Aggression|aggressive]] behaviors, empirical research finds there is little to no evidence connecting [[violence|violent behavior]] (extreme physical aggressive behavior) to video games.<ref>{{Cite web |title=APA RESOLUTION on Violent Video Games |url=https://www.apa.org/about/policy/resolution-violent-video-games.pdf |access-date=2022-11-05 |website=www.apa.org}}</ref><ref>{{Cite web |title=APA TASK FORCE REPORT on Violent Video Games |url=https://www.apa.org/science/leadership/bsa/report-violent-video-games.pdf |access-date=2022-11-05 |website=www.apa.org}}</ref>
  
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When comparing today’s industry climate with that of 20 years ago, women and many adults are more inclined to be using products in the industry. While the market for teen and young adult men is still a strong market, it’s the other demographics which are posting significant growth. In 2008, the average American gamer has been playing for 12 years, and is now, on average, 35 years of age.<ref>[http://www.ibisworld.com/industry/retail.aspx?indid=2003&chid=1 ''US Video Games Industry Report"] IBISWorld, August 2008''</ref>
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== Video games and society ==
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As video games become more popular, their impact on society becomes ever more present. A prime example of this is the massive ad campaigns for the ''[[Halo (franchise)|Halo]]'' and ''[[Grand Theft Auto]]'' franchises. Advertising, merchandising, and even social pressures have changed in the ever-growing influence of video gaming.
  
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=== Multiplayer ===
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Due to their popularity, various corporations have begun placing advertisements for their products within the context of the game. ''[[Second Life]]'', an Internet-based virtual world, has attempted to blur the lines between the real world and the virtual world, and companies such as Adidas, Reebok, and Dell have set up virtual stores selling real-world products within the game.  [[Reuters]] also operates a news bureau reporting news in the game.
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{{main|Multiplayer game}}
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== NPC internet meme ==
  
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Video gaming has traditionally been a social experience. From its early beginnings, video games have commonly been playable by more than a single player. [[Multiplayer game|Multiplayer video games]] are those that can be played either competitively or cooperatively by using either multiple input devices, or by [[Hotseat (multiplayer mode)|hotseating]]. ''[[Tennis for Two]]'', arguably the first video game, was a two-player game, as was its successor ''[[Pong]]''. The first commercially available game console, the [[Magnavox Odyssey]], had two controller inputs.
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[[File:NPC internet meme.jpg|thumbnail|right|250px|Popular graphic used in the NPC internet meme.]]
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The [[NPC internet meme]] (derived from [[Non-Playable Character (NPC)]] in video gaming), is a politically [[right-wing]] internet [[meme]] that represents [[liberal]]s/[[leftism|leftists]] (like [[Social Justice Warrior|SJWs]]) who do not think for themselves, lack [[critical thinking]] skills and have been politically indoctrinated.
  
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Since then, most consoles have been shipped with two or four controller inputs. Some have had the ability to expand to four, eight or as many as twelve inputs with additional adapters, such as the [[Multitap]]. Multiplayer [[arcade game]]s typically feature play for two to four players, sometimes tilting the monitor on its back for a top-down viewing experience allowing players to sit opposite one another.
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According to the website The Verge:
 +
{{Cquote|Last week, ''The [[New York Times]]'' published a piece about an insular 4chan meme that had started to bleed over into political [[Twitter]]. At the time, NPC — an acronym for the gaming term “non-playable character” — had been weaponized.. in an attempt to “own the libs” by calling them automatons, but it was still a relatively niche meme very few outlets had touched.
  
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Many early computer games for non-PC descendant based platforms featured multiplayer support. Personal computer systems from [[Atari]] and [[Commodore International|Commodore]] both regularly featured at least two game ports. PC-based [[computer games]] started with a lower availability of multiplayer options because of technical limitations. PCs typically had either one or no game ports at all. Network games for these early personal computers were generally limited to only text based adventures or [[MUD]]s that were played remotely on a dedicated server. This was due both to the slow speed of modems (300-1200-bit/s), and the prohibitive cost involved with putting a computer online in such a way where multiple visitors could make use of it. However, with the advent of widespread [[local area network]]ing technologies and Internet based online capabilities, the number of players in modern games can be 32 or higher, sometimes featuring integrated text and/or voice chat. [[MMO]]s can offer extremely high numbers of simultaneous players; ''[[Eve Online]]'' set a record with just under 36,000 players on a single server in 2006.<ref name="MMORPGdotCOMReport32955PCU">[http://mmorpg.com/gamelist.cfm/loadNews/6778/NewPCU.html MMORPG.com report EVE Online reaching 32955 Peak Concurrent Users]</ref>
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Along with a couple of stories before it, the Times’ article kicked off a domino effect: its publication prompted popular members of the [[alt-right]] — including [[Paul Joseph Watson]] and [[Infowars]] — to amplify the meme to their audiences through YouTube videos, articles, and tweets. Search results for “NPC” increased, according to Google Trends...
  
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=== Benefits ===
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Suddenly, a meme... [was] telegraphed to a massive audience in a jarringly forced display of virality that highlights just how quickly an inside joke from an insular community can spread with the oxygen of press coverage.
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{{Mergeto|Video game effects|date=November 2008}}
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<ref>[https://www.theverge.com/2018/10/23/17991274/npc-meme-4chan-press-coverage-viral The NPC meme went viral when the media gave it oxygen], The Verge, 2018</ref>}}
  
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It has been shown that action video game players have better [[visuomotor skill]]s, such as their resistance to [[distraction]], their sensitivity to information in [[peripheral vision]], and their ability to count briefly presented objects than nonplayers.<ref>
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=== The rise of the NPC internet meme ===
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{{cite journal
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[[File:NPC Google trends.jpg|thumbnail|center|1400px|Google Trends graph of the number of worldwide searches for the term NPC]]
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  | authorlink = Green, C. S., & Bavelier, D
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{{Clear}}
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  | title = Action video games modify visual attention
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There has been a huge rise in the use of the NPC meme on the internet as can be seen [https://trends.google.com/trends/explore?date=all&q=NPC by this Google Trends graph of worldwide searches for the term ].  
−
  | journal = Nature
 
−
  | volume = 423
 
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  | pages = 534–537
 
−
  | year = 2003
 
−
  | id = Green & Bavelier
 
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  | doi = 10.1038/nature01647
 
−
  | author = Green, C. Shawn}} </ref>
 
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They found that such enhanced abilities could be acquired by training with an action game, involving challenges to switch attention to different locations, but not with a game requiring concentration on single objects.
 
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It has been suggested by a few studies that online/offline video gaming can be used as a therapeutic tool in the treatment of different mental health concerns.
 
  
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In [[Steven Berlin Johnson|Steven Johnson]]'s book, ''[[Everything Bad Is Good For You]]'', he argues that video games in fact demand far more from a player than traditional games like ''[[Monopoly (game)|Monopoly]]''. To experience the game, the player must first determine the objectives, as well as how to complete them. They must then learn the game controls and how the human-machine interface works, including menus and [[HUD (computer gaming)|HUDs]]. Beyond such skills, which after some time become quite fundamental and are taken for granted by many gamers, video games are based upon the player navigating (and eventually mastering) a highly complex system with many variables. This requires a strong analytical ability, as well as flexibility and adaptability. He argues that the process of learning the boundaries, goals, and controls of a given game is often a highly demanding one that calls on many different areas of cognitive function. Indeed, most games require a great deal of patience and focus from the player, and, contrary to the popular perception that games provide instant gratification, games actually delay gratification far longer than other forms of entertainment such as film or even many books.<ref>[http://www.newyorker.com/archive/2005/05/16/050516crbo_books Brain Candy: The New Yorker<!-- Bot generated title -->]</ref> Some research suggests video games may even increase players' attention capacities.<ref>{{cite web | author = Daphne Bavelier ''et al.'' | year = 2003 | url = http://www.bcs.rochester.edu/people/daphne/GreenandBavelier.pdf | title = Action video game modifies visual selective attention | publisher = Nature/University of Rochester | dateformat = mdy | accessdate = April 29 2006 |format=PDF}}</ref>
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The main factors are:  
  
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Learning principles found in video games have been identified as possible techniques with which to reform the U.S. education system.<ref>{{cite book| last = Gee | first = James Paul | title = What Video Games Have to Teach us About Literacy and Learning | publisher = Palgrave Macmillan | year = 2003 | isbn = 1403961697 }}</ref> It has been noticed that gamers adopt an attitude while playing that is of such high concentration, they don't realize they're learning, and that if the same attitude could be adopted at school, education would enjoy significant benefits.<ref>{{cite web | author = James Paul Gee ''et al.'' | year = 2007 | url = http://www.wired.com/wired/archive/11.05/view.html | title = Wired 11.05: View | publisher = Codenet, Inc. | dateformat = mdy | accessdate = December 4 2007 }}</ref> Students are found to be "learning by doing" while playing video games while fostering creative thinking.<ref>
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'''1.''' [[Elon Musk]] taking over Twitter which gave a boost to the political right.
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{{cite journal
 
−
  | title = Video games
 
−
  | journal = CQ Researcher
 
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  | volume = 16
 
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  | pages = 960–937
 
−
  | year = 2006
 
−
  | doi = cqresrre2006111000
 
−
  | author = Glazer, S.}} </ref>
 
  
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The [[United States Army|U.S. Army]] has deployed machines such as the [[PackBot]] which make use of a game-style [[Game controller|hand controller]] to make it more familiar for young people.<ref>{{cite web | year=2007 | url = http://www.spacedaily.com/reports/iRobot_Receives_New_Military_Orders_14_PackBot_Robots_999.html | title=iRobot Receives New Military Orders 14 PackBot Robots | dateformat = mdy | accessdate = July 25 2007}}</ref>
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'''2.''' Supporters of [[right-wing]] politics are getting more active in [[culture war]] issues such as anti-[[woke]] backlash.
  
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According to research discussed at the 2008 Convention of the American Psychological Association, certain types of video games can improve the gamers’ dexterity as well as their ability to problem-solve. A study of 33 laparoscopic surgeons found that those who played video games were 27 percent faster at advanced surgical procedures and made 37 percent fewer errors compared to those who did not play video games. A second study of 303 laparoscopic surgeons (82 percent men; 18 percent women) also showed that surgeons who played video games requiring spatial skills and hand dexterity and then performed a drill testing these skills were significantly faster at their first attempt and across all 10 trials than the surgeons who did not play the video games first.<ref>[http://newswise.com/articles/view/543366/ Playing Video Games Offers Learning Across Life Span] Newswise, Retrieved on August 17, 2008.</ref>
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'''3.''' The growing hunger for [[free speech]] and anti-[[cancel culture]] sentiments.
  
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Whilst many studies have detected superior mental aptitudes amongst habitual gamers, research by Walter Boot at the University of Illinois found that non-gamers showed no improvement in memory or multitasking abilities after 20 hours of playing three different games. The researchers suggested that "individuals with superior abilities are more likely to choose video gaming as an activity in the first place".<ref>{{cite magazine|journal=New Scientist|title=One less excuse to play video games|date=November 1, 2008|issue=2680|pages=23|publisher=Reed Business Information|url=http://www.newscientist.com/article/mg20026805.700-video-games-dont-train-your-brain.html|accessdate = 2008-10-30}}</ref>
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'''4.''' The rise of a few other right-wing friendly social media platforms (Rumble, Gab, etc.).
  
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=== Controversy ===
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'''5.''' [[Right-wing]]ers are [https://www.axios.com/2021/12/06/conservative-social-media-crypto-publishing-internet aggressively building their own ecosystem].
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{{main|Video game controversy}}
 
  
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Like related forms of media, computer and video games have been the subject of frequent controversy and [[censorship]], due to the depiction of graphic [[violence]], [[Sex|sexual themes]], [[advergaming]] (a form of [[advertising]] in games), consumption of [[Recreational drug use|drugs]], consumption of [[Alcoholic beverage|alcohol]] or [[tobacco]], [[propaganda]], or [[profanity]] in some games. Among others, critics of video games sometimes include parents' groups, [[politician]]s, organized [[religious]] groups, and other [[special interest]] groups, even though all of these can be found in all forms of entertainment and media. Various games have been accused of causing [[video game addiction|addiction]] and even [[violence|violent]] behavior. "Video game censorship" is defined as the use of state or group power to control the playing, distribution, purchase, or sale of video games or computer games. Video game controversy comes in many forms, and censorship is a controversial subject. Proponents and opponents of censorship are often very passionate about their individual views.
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'''6.''' A right-wing populist program normally encompasses factors such as economic protectionism/problems and anti-immigration/anti-illegal immigration sentiments and these factors are rising in some countries.
  
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Various national content rating organizations, such as the [[Entertainment Software Ratings Board]] or ESRB in North America, rate software for certain age groups and with certain content warnings. Some of these organizations are optional industry self-regulation (such as the ESRB), while others are part of national government censorship organizations. Also, parents are not always aware of the existence of these ratings.<ref>{{cite web | publisher = Console Watcher | year = 2006 | url = http://www.consolewatcher.com/2006/01/grand-theft-auto-makers-sued-by-la-attorney-for-hidden-porn/ | title = "Grand Theft Auto Makers Sued By LA Attorney For Hidden Porn" | dateformat = mdy | accessdate = October 26 2006}}</ref>
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'''7.''' European right-wing political figures ([[Marine Le Pen]], [[Viktor Orbán]], Andrej Duda, etc.) are using the European Union corruption scandal as a political weapon and inciting anti-EU sentiment ahead of the 2024 European Parliament elections which is giving a bounce to right-wingers.
  
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== Commercial aspects ==
+
== Education in video games ==
 +
It is unlikely that there is any educational value in video game usage, compared with better activities that could be pursued.
  
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=== Game sales ===
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But Firaxis Games, a noteworthy video game development company, has been creating a video game series called ''Civilization'' for nearly a decade.<ref>http://www.firaxis.com/company/</ref> Civilization is a simulation game that allows the player to lead a nation from ancient times to the modern day. It features a dynamic military system, politics, trading, and historical content. It has been recognized for its unintentional educational properties.<ref>http://www.firaxis.com/community/teacher.php</ref>
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{{seealso|List of best-selling video games}}
 
  
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[[Image:Videogameretaildisplay.jpg|thumb|220px|A typical retail display (in [[Geneva]], [[Switzerland]]) with a large selection of games for several major consoles]]
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Microsoft Flight Simulator is another example of a video game that may have some slight educational value.<ref>https://www.microsoft.com/Products/Games/FSInsider/product/Pages/InfoEducators.aspx</ref>
  
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The three largest producers of and markets for computer and video games (in order) are [[North America]] (US and Canada), [[Japan]] and the [[United Kingdom]]. Other significant markets include [[Australia]], [[Spain]], [[Germany]], [[South Korea]], [[Mexico]], [[France]] and [[Italy]].<ref>[http://www.elspa.com/assets/files/c/computerandvideogamesabritishphenomenonaroundthewo_174.pdf Computer And Video Games: A British Phenomena Around the World] ([[Portable Document Format|PDF]])</ref> Both [[India]] and [[People's Republic of China|China]] are considered emerging markets in the video game industry and sales are expected to rise significantly in the coming years.
+
Some games are also created specifically as teaching tools. While they may not offer detailed, useful knowledge, they typically attempt at least to teach useful concepts or general information.  An example of this is the now-dated game, Oregon Trail.
  
−
Sales of different types of games vary widely between these markets due to local preferences. Japanese consumers tend to purchase console games over computer games, with a strong preference for games catering to local tastes. In [[South Korea]], computer games are preferred, especially [[Massively multiplayer online role-playing game|MMORPG]] games and [[real-time strategy]] games. There are over 20,000 [[Internet café]]s in South Korea where computer games can be played for an hourly charge.
+
== Faith in video games ==
 +
[[Faith]] in video games has, as a rule, either led to the creation of new and dynamic antagonists, or video games that are mediocre, such as ''[[Spiritual Warfare]]'' and ''[[Bible Adventures]]'' for the Nintendo Entertainment System, or ''[[The Bible Game]]'' for various systems. ''Bible Adventures'' in particular is infamous for its poor design and playability.
  
−
The [[NPD Group]] tracks computer and video game sales in the United States. It reported that:
+
The Bible, or other such religious texts, tells a story spanning many different viewpoints. Turning these ideas into a video game, however, most often leads to games that tend to bore most video game audiences.
  
−
* Console and portable software sales: $6.2 billion, up 8% from 2003<ref name="sales">{{cite web | date = January 18, 2005 | url = http://gameinfowire.com/news.asp?nid=5650 | title = U.S. video game industry sales dip in 2004 | publisher = Game Info Wire | dateformat = mdy | accessdate = February 12 2006}}</ref>
+
Religion has, however, taken a prominent place amongst the various heroes and villains in video games. The ''Breath of Fire'' series and the ''Shin Megami Tensei'' games, in particular, use a god as a main antagonist in many of their incarnations. Other games to use religion in some way include the ''Final Fantasy'' series, ''[[Left Behind: Eternal Forces]]'', ''Black and White'', ''Heaven and Hell'', ''Xenogears'', ''Okami'', and the ''Tales'' series, particularly ''Tales of Symphonia''. Unfortunately, many (not all) of the aforementioned games (And nearly any Role-playing game from East Asia) present religion (or its respective church and followers) as evil, fake, or having ulterior and nefarious motives.  
−
* Console and portable hardware and accessory sales: $3.7 billion, down 35% from 2003<ref name="sales" />
 
−
* PC game sales: $1.1 billion, down 15% from 2006<ref name="ussales">{{cite web | publisher = Entertainment Software Association (ESA) | year = 2004 | url = http://www.theesa.com/facts/salesandgenre.asp | archiveurl = http://web.archive.org/web/20060208194822/http://www.theesa.com/facts/sales_genre_data.php | archivedate=2006-02-08 | title = Sales & Genre data | dateformat = mdy | accessdate = February 12 2006}}</ref>
 
  
−
PC games that are [[digital distribution|digitally distributed]] either directly or by networks such as [[Steam (content delivery)|Steam]] are not tracked by the NPD, and Steam does not list sales numbers for games downloaded through their service. [[Copyright infringement of software|Unauthorized distribution]] is also rampant on the PC.<ref name="forbes">{{cite web | last =DiCarlo | first =Lisa | title =Do Game Publishers Ignore Piracy? | publisher =Forbes.com |date=July 18, 2005 | url =http://www.forbes.com/2005/07/18/videogame-piracy-worldwide-cx_ld_0718piracy.html | format =HTML | dateformat =mdy | accessdate=October 29 2007}}</ref>
+
Games may include a fictional religion as part of the setting if the use of a real religion may invite undesirable controversy.
  
−
These figures are sales in dollars, not units, Unit shipments for each category were higher than the dollar sales numbers indicate, because more software and hardware was discounted than in 2003. But with the release of the next-generation consoles in 2006, these numbers increased dramatically. The game and film industries are also becoming increasingly intertwined, with companies like [[Sony]] having significant stakes in both. A large number of summer blockbuster films spawn a companion game, often launching at the same time to share the marketing costs.
+
Video game reviewers have sometimes unjustly attacked and reviewed games where real-world religion plays a notable role. One of the most prominent examples of this is the game ''[[Left Behind: Eternal Forces]]''.<ref>http://www.gamerevolution.com/review/pc/left_behind</ref>
  
−
=== Criticism ===
+
==Popular video game franchises==
  
−
In [[Australia]], the [[United Kingdom]] and other [[PAL region]]s, generally when compared to the US, PAL gamers pay 40% to 50% more for the same product.<ref>[http://en.wikipedia.org/wiki/Regional_lockout#Australia "Article on Regional Lockout Pricing"]</ref>
+
=== Culturally Historical ===
 +
*''[[Pong]]'' - the first real video game, resembling a two-dimensional interpretation of table tennis using hand held dials as controllers.
 +
*''[[Pac-Man]]'' - An old maze game. It was very popular with kids and adults back in the eighties.
  
−
As English is the main language in Australia and the UK there is little impetus for translation (although regional differences naturally exist). The differences between PAL and [[NTSC]] are these days irrelevant; most video displays run at least 60[[Hertz|Hz]]. But there is a legal problem of [[regional lockout]] in Australia, with most DVD players release coming [[DVD region code#Legal concerns|region-free]] to meet local laws.<ref>[http://www.austlii.edu.au/cgi-bin/sinodisp/au/cases/cth/HCA/2005/58.html "High Court of Australia enforcing region free"]</ref>
+
=== Platformer ===
 +
*''[[Donkey Kong]]'' - An early platform game in which [[Mario]] (then known as "Jumpman") tries to save his girlfriend Pauline from a barrel-flinging ape named Donkey Kong. Both Donkey Kong and Mario went on to star in many other successful video games.
 +
*''[[Super Mario Bros.]]'' - Side-scrolling platform game series by [[Nintendo]]. Players play as Mario and Luigi, two Italian plumber brothers, who explore the Mushroom Kingdom in order to rescue Princess Peach from the evil Bowser [called Koopa in Japan]. This is possibly the most well-known game in the world.
  
−
But video game consoles are still sold fully region-locked in Australia. Some effort to increase awareness of the issue, specifically to Nintendo of Australia,<ref>[http://www.nintendo.com.au/ Nintendo Australia]</ref> was in the form of a formal report outlining the issues, published by Aaron Rex Davies.<ref>[http://homepages.ihug.co.nz/~aaronights/2007-8-11_report_into_software_releases.pdf "Research report into excessive delays in release of Wii software by [[Nintendo]] in Australia and New Zealand regions"] by Aaron Rex Davies ([[Portable Document Format|PDF]])</ref> The report has gone on to gain a lot of attention in the public media.<ref>[http://www.aussie-nintendo.com/?v=news&p=16776 "Australia to Nintendo: Knock It Off"]</ref>
+
=== 2D Role-Play ===
 +
*''[[Final Fantasy]]'' - A very popular and long running [[RPG]] series in both the [[United States]] and [[Japan]]. Earlier games were rather child-friendly, but the series has become more mature over time.
 +
*''[[The Legend of Zelda]]'' - A popular series of fantasy action-adventure games.
  
−
== See also ==
+
=== First Person Role-Play ===
−
{{Portal|Video games|Gamepad.svg}}
+
*''[[Assassins Creed]]'' - Taking place, after a fashion, during the [[Crusades]]. Play as Altair, and kill leaders from both sides to stop a deadly plot.
 +
*''[[Mass Effect]]'' - A science fiction RPG for mature players.
 +
*''[[Tomb Raider]]'' - Series of games following the adventures of Lara Croft.
  
−
<div style="column-count:2;-moz-column-count:2;">
+
=== Above & Below ===
 +
*''[[Grand Theft Auto]]'' - A game series about [[gangster]]-like characters who perform missions to rise to the top by killing, stealing, and other, sometimes violent, missions.
  
−
* [[Audio game]]
+
=== First Person Shooters (FPS) ===
−
* [[:Category:Novels based on video games]]
+
*''[[Call of Duty]]'' - A series of [[first-person shooters]] in which a player is either a soldier in World War II or a soldier involved in the [[War on Terror]].
−
* [[Computer Games Artist]]
+
*''Half-Life'' and ''Half-Life 2'' - First-Person Shooter series about Gordon Freeman, a luckless scientist turned hero-from-desperation. This game uses one of the leading physics engines in first-person shooters, the Source engine.
−
* [[Gamers Outreach Foundation]]
+
*''[[Halo]] - A trilogy of games following a super soldier during a fictional future [[war]].
−
* [[Gaming PC]]
+
*''[[Medal of Honor]]'' - A first-person shooter series usually taking place in the front lines of World War II.
−
* [[History of Games]]
+
*''[[Portal]]'' - A popular first-person shooter/puzzle game using the same game engine as ''Half-Life 2'' involving inter-dimensional travel through portals in an abandoned testing facility. This game is known for its deadpan sense of humor.
−
* [[Nonviolent video game]]
 
−
* [[Personal computer game]]
 
−
* [[ROM]]
 
−
* [[Unlockable games]]
 
−
* [[Videogame art]]
 
−
* [[Video game collecting]]
 
−
* [[Video game console emulator]]
 
−
* [[Video game culture]]
 
−
* [[Video game industry]]
 
−
* [[Video game packaging]]
 
  
−
</div>
+
=== Third Person Shooters ===
 +
*''[[Gears of War]]'' - Mankind has been annihilated by an underground race of beings.
  
−
<big>'''Lists'''</big>
+
=== Strategy ===
 +
*''[[Age of Empires]]'' - An [[Real-Time Strategy|RTS]] in which the player leads an ancient civilization.
 +
*''[[Civilization]]'' - A strategy game in which the player leads a civilization from it's birth, and into the future.
  
−
* [[List of gaming topics]]
+
=== Arcade Fighting ===
−
* [[List of home computers by video hardware]]
+
*''[[Mortal Kombat]]'' - Multi-player fighting game which is famous for violence, blood, and gory finishing moves called "fatalities".
−
* [[Lists of video games]]
+
*''[[Super Smash Bros.]]'' - Series of Nintendo fighting games. It mixes characters from different [[Nintendo]] franchises [with some exceptions] in wide environments.
 +
*''[[Soul Calibur]]'' - A weapon-based fighting game. Revolves around the tale of two weapons, Soul Edge [Cursed] and Soul Calibur [Blessed], and those who fight for control or destruction of the weapons.
 +
*''[[Street Fighter]]'' - One-on-one [[martial arts]] fighting game series, where a player selects one of various martial artists and battles other players or against computer-controlled characters.
  
−
== References ==
+
=== Simulation ===
−
{{reflist|2}}
+
*''[[Guitar Hero]]'' - A game where players play the role of the [[guitar]]ist in a band. Uses a special controller in the shape of and is played similarly to a guitar.
 +
*''[[Harvest Moon]]'' - Farm life simulator, with many sequels spreading from various platforms. The character runs a farm, raises animals, and can eventually marry.
 +
*''[[NHL]]'' series - A series of Hockey games produced by EA Sports.
 +
*''[[The Sims]]'' - A life simulator produced by EA.
  
−
{{refbegin}}
+
=== Survival Horror ===
 +
*''[[Resident Evil]]'' - Survival/horror video game series, revolving around viral zombies and the survivors of the zombie attacks.
  
−
* {{cite web | author = Lieu, Tina |month=August | year=1997 | url = http://www.cjmag.co.jp/magazine/issues/1997/aug97/0897pcgames.html | archiveurl = http://web.archive.org/web/19980112155115/http://www.cjmag.co.jp/magazine/issues/1997/aug97/0897pcgames.html | archivedate = 1998-01-12 | title = Where have all the PC games gone?" | publisher = Computing Japan }}
+
==See also==
 +
*[[Addiction]]
 +
*[[Video game industry]]
 +
*[[Video game controversy]]
 +
*[[Jack Thompson]]
 +
*[[Young mass murderers]]
  
−
* {{cite web | author = Costikyan, Greg |year=1994 | url = http://www.costik.com/nowords.html | title = I Have No Words & I Must Design }}
+
==References==
−
 
+
{{reflist|2}}
−
* {{cite web | author = Crawford, Chris |year=1982 | url = http://www.vancouver.wsu.edu/fac/peabody/game-book/Coverpage.html | title = The Art of Computer Game Design }}
 
−
 
 
−
* {{cite book |first=Katie|last=Salen | title=The Game Design Reader: A Rules of Play Anthology| coauthors=Eric Zimmerman| year=2005 | publisher=[[The MIT Press]] | isbn=0-262-19536-4}}
 
−
 
 
−
* {{cite web | author = Smuts, Aaron |year=2005 | url = http://www.contempaesthetics.org/newvolume/pages/article.php?articleID=299 | title = Are Video Games Art? }}
 
−
 
 
−
* {{cite web | author = Blodget, Henry | date = April 12, 2005 | url = http://slate.msn.com/id/2116629/ | title = How to Solve China's Piracy Problem | publisher = Slate.com | dateformat = mdy | accessdate = February 12 2006 }}
 
−
 
 
−
* {{cite web | author = Winegarner, Beth | date = January 28, 2005 | url = http://www.gamespot.com/news/2005/01/28/news_6117438.html | title = Game sales hit record highs | publisher = Gamespot | dateformat = mdy | accessdate = February 12 2006 }}
 
−
 
 
−
* {{cite journal | publisher = Routledge | volume = 6 | issue = 4 | date = [[2002-10-01]] | pages = 395–417 | doi = 10.1080/1362517022000047334 | title = Digital Dinosaurs and Artificial Life: Exploring the Culture of Nature in Computer and Video Games | author = John Wills | journal = Cultural Values (Journal for Cultural Research)}}
 
−
 
 
−
* Williams, J. P., & Smith, J. H., eds.  (2007). The players' realm: studies on the culture of video games and gaming. Jefferson, N.C.: McFarland & Co.  ISBN 9780786428328
 
−
 
 
−
{{refend}}
 
−
 
 
−
== Additional reading ==
 
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−
== External links ==
 
−
{{sisterlinks|Computer and video games}}
 
−
 
 
−
* {{dmoz|Games/Video_Games}}
 
−
 
 
−
* [http://www.prospect-magazine.co.uk/article_details.php?id=10209 Tom Chatfield writes] on the culture and future of video games for [[Prospect Magazine]]
 
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* [http://archives.cbc.ca/arts_entertainment/media/topics/3607/ CBC Digital Archives: The Arcade Age]
 
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[[Category:Video games| Video games]]
+
==External links==
 +
*[http://www.whattheyplay.com/ What They Play - the parent's guide to video games]
 +
*[http://www.leftbehindgames.com/index.php Left Behind Games - a Christian, family-friendly video game company]
 +
*[https://www.theepochtimes.com/chapter-fourteen-popular-culture-a-decadent-indulgence_2685394.html Chapter Fourteen: Popular Culture–A Decadent Indulgence], ''The Epoch Times'' (from ''How the Specter of Communism Is Ruling Our World'').
  
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[[ar:لعبة فيديو]]
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[[an:Bidiochuego]]
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[[Category:Video Games]]
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[[br:C'hoari video]]
 
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[[gan:電子遊戲]]
 
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Latest revision as of 15:13, August 23, 2026

See also: chess, a strategic board game dependent on intellect which can help overcome addiction to video games.

A video game is an electronic game, which is played on a device such as a computer or console. Video games provide the user with audio and visual feedback when the game is played. Today, they are often played with others, either in person or over the Internet. Board games are often converted into video games using online matchmaking and scripted bots, and one of the most popular of these is chess for its strategic gameplay. One expert observes that "every school shooter has been heavily immersed in violent first person shooter games."[1] Many bright futures of young men are destroyed by video game habits, and video games even cause harmful increases in blood sugar in players.[2]

Video games are addictive, train young mass murderers, and promote liberal talking points or ideas. By exploiting this addiction, one article says that the "Global Video Games Market [is] to Reach $293.2 Billion by 2027."[3] Additionally, another article states that In 2022, in Japan, that "17 percent of children between the ages of 6 and 12 spend more than four hours a day gaming — up from 9% in 2017, with a similar jump seen among those between the ages of 12 and 15."[4] As to liberality, video games, even ones exported to Russia, increasingly promote the homosexual agenda contrary to the policy of Russia and elsewhere.[5]

Violent video games are particularly addictive for boys and young men.[6][7] Additionally, video games are associated with dropping out of school and the video game industry is criticized for exploiting its workers.[8][9]

At least one study showed that "young men are playing video games instead of getting jobs", as reported by the Chicago Tribune.[10] Young adults would be helping themselves by seeking alternatives to video games during recreational periods.

The video game industry itself also receives significant government support; in Quebec, all large video game projects can receive tax credits up to 37%, increasing public debt and taxes for everyone else. [11]

Nature of video games

Video games vary greatly in type and complexity, but all games are alike in that they translate player input (from a controller, mouse, keyboard or motion sensor) into onscreen actions. Games are often stored on some sort of digital media - ROM cartridge, CD, DVD, flash memory chip, or even cassette tape for early computer games. Older or less expensive games sometimes used dedicated chips that were pre-programmed to play certain games only. In recent years, game developers have moved to digital distribution, allowing customers to purchase game licenses online, and download over the internet. On PCs, this is often done through marketplaces such as Valve Corporation's (also known as Valve Software) Steam service, or Electronic Arts' Origin service, while the Xbox One and PlayStation 4 have their own digital distribution services.

Home consoles are classified by generation to indicate their relative power and date of release. The current major consoles (Xbox Series X, PS5, Nintendo Switch OLED) are considered ninth generation. Handheld consoles are not generally put into generations due to their more irregular release schedules.

Various genres

Video games in the course of their existence have grown from simple arcade-style games, and have become more detailed and separated from one another. Genres can now include first-person shooters, racing, simulation, role-playing, sports, action, strategy, massively multiplayer online (MMO), puzzle, Sport simulation, and many others.[12][13] Even then, games can combine genres, such as Mass Effect (Role Playing and Third Person Shooting), or not fit nicely into any genre, like The Mystery of the Druids. The most popular genres tend to be shooters, action, and role-playing games. Some video games are based on movies, such as Star Wars.

Popularity and controversy

Games have risen in popularity over the years, as is shown in the rise of video game sales from the 1980s until today. This has brought with it a large amount of controversy as the video game industry continues to grow with its original player base.

Video games are addictive activities targeted at teenagers, often with tragic results. Certain genres of games are becoming increasingly violent and offensive, attracting the attention of legislators in many states to protect the exploitation of children by them. Games such as Grand Theft Auto are very violent, sexually explicit, and feature criminal behavior. These games are rated "M 17+" for "Mature," but courts have struck down laws preventing retailers from selling them to children, under an interpretation that the First Amendment protects offensive video games even for children.[14] After a Conservapedian filed an amicus brief with the U.S. Supreme Court to consider this issue, it surprised liberals by granting certiorari.

However, in 2011, the Supreme Court denied a ban on the sale of violent video games in California, claiming they were protected as they "qualify for First Amendment Protection" and pointing out that there has historically been no shortage of violent imagery in children's fairytales, classical literature, and comics. Writing for the majority, Justice Scalia pointed out that "disgust is not a valid basis for restricting expression", and continued that any effects of violent video games on children "are both small and indistinguishable from effects produced by other media".[15]

It has also been suggested that it is the role of parents to regulate what their children play, and that laws restricting video game vendors are an effort to replace parents' decisions with the government's decisions.[16][17]

As some wake up to how harmful violent video games are, the video game industry declined in 2012,[18] though it remains much bigger than Hollywood. Video games are likely the single biggest cause of bright young men dropping out of college. While video games were originally designed for children and adolescent males, video games have become too popular with adult males, many of whom will often neglect family and work to spend a copious number of hours playing video games including online games such as World of Warcraft in a video game addiction. Liberal denial discourages people from recognizing the problem.

Arguments against video game usage

The atheist Stephen Fry said, "I do enjoy video gaming... In the early days of games, I would spend hours. I mean literally. I would find it would be 4AM, and I would say: 'God, I have be at work at 6.'"[19] See also: Irreligion, video game usage and obesity and Atheism and obesity

See young mass murderers for their connection to video games.

Video games have been accused of being linked to murders by young people and other violence, stress-induced health problems (including unexpected heart attacks),[20] atheism, obesity,[21] and sexual immorality. Several prominent murderers in recent years were inspired by video games.[22][23] Young mass murderer Adam Lanza was "immersed in a perverse video game world" and "killed himself to prevent law enforcement from taking his 'points.'" He plotted his rampage far in advance and "learned the principles of ... the tactical reload" from his video games. Video games have also been used as "murder simulators" by the American army, in order to desensitize young men, into triggering the gun better, and with less doubt, thus killing enemies more efficiently. [24]

After a murderous rampage by another video game user in Norway:[25]

“ A number of Norway stores have pulled violent video games from sale - including several Call of Duty games and World of Warcraft - in the wake of the massacre carried out by Anders Behring Breivik on July 22. ”

Unbeknownst to many, the video game industry is partly subsidized by taxpayers, even in the conservative Texas. In 2015, a spat broke out between the video game and film industries about the millions they would receive from the government.[26]

Video game usage and excess weight

See also: Video game usage and excess weight and Obesity

Due to the sedentary lifestyle of many who abuse video games or play them for extremely long amounts of time, there is an absence of exercise - meaning addiction to video games can cause an increase in weight to unhealthy proportions.

The state of Utah was acclaimed with the lowest percentage of children overweight, and was found to have the second lowest proportion of children spending 2 or more hours on TV/Video gameplay.

The District of Columbia, found to have the highest percentage of overweight children, also had the highest percentage nationwide of children spending an incredible 4 hours plus in front of a screen.[27]

The National Obesity Forum indicates:

“ The figures highlighted by the "F as in Fat" annual report [Trust for America's Health 2007 Annual Report] were retrieved from the Data Resource Center on Child and Adolescent Health website. The analysis of these figures reveals a strong positive correlation between hours spent on TV/Video game play and the percentage of children classed as overweight per state. The state of Utah was acclaimed with the lowest percentage of children overweight, and was found to have the second lowest proportion of children spending 2 or more hours on TV/Video gameplay. The District of Columbia, found to have the highest percentage of overweight children, also had the highest percentage nationwide of children spending an incredible 4 hours plus in front of a screen.[28] ”

Slate reported in 2012:

“ The American Academy of Pediatrics tells parents that children’s total entertainment media time should not exceed two hours daily. According to the Kaiser Family Foundation, average kids watch at least twice that much television. They also spend more than an hour per day online and another hour on video games. These activities, collectively called “screen time,” are widely blamed for the tripling of obesity rates in children since the 1980s.[29] ”

The University of Texas at Austin declares:

“ A study by researchers at The University of Texas at Austin suggests that watching television is not associated with children’s weight, but playing electronic games may be, especially for girls.

“Children with higher weight status spent moderate amounts of time playing electronic games, while children with lower weight status spent either a little or a lot of time playing electronic games,” said Dr. Elizabeth A. Vandewater, who led the study published in the February issue of the Journal of Adolescence.

Although the greater weight/video game link was found in this study with girls, she noted that future studies may reveal similar findings for boys. Either way, the findings could be significant considering how many American children play electronic games.[30]

”

The Pittsburg Gazette reports: "A 2010 study from the Eastern Ontario Research Institute found video games to blame, chiefly because children, boys especially, tend to eat more when they're playing them."[31]

Irreligion, video game usage and obesity

See also: Irreligion, video game usage and obesity and Atheism and obesity

Relevant Magazine reported about the journal article in The International Journal for the Psychology of Religion entitled No Other Gods Before Mario?: Game Preferences Among Atheistic and Religious Individuals:

“ A new study of 228 college students found that while just about everyone prefers video games to regular board games (duh), those who claim no religion vastly prefer video games compared to the religious peers. It's a small study, but the director, Chris Burris, has an interesting hypothesis about why atheists prefer video games. Burris believes that atheists tend to be less good at "generating emotionally evocative internal simulations of experience." Simply put, he believes that religious people tend to be more imaginative, and are able to craft their own sense of play around simple games, while non-religious people tend to prefer the concrete rules afforded by video games.[32] ”

As far as the relationship between irreligion and obesity, please examine the articles below:

Exergaming

As far as "exergaming" (video games that prompt the users to engage in physical activity), Slate reports:

“ After three months, “there was no evidence that children receiving the active video games were more active in general or at any time,” the authors wrote. (The year before, a similar study in New Zealand had shown only minor improvement with active games; kids weighed just a pound less after six months of "exergaming".)[33] ”

Overcoming addiction to video games

As with any addiction, video game usage can be hard to overcome as soon as one is drawn into it. Fortunately, faith-based efforts to overcome addiction can be effective and rewarding, and churches exist in part to help people overcome harmful vices in the world. (See also: habit) The Online Gamers Anonymous website is a good example and has chapters in many places, nooks and crannies.

Catholicism recommends that people give up something they like on Fridays, and throughout all of Lent. For some, it is easy to end a bad habit altogether once one is successful in giving it up at least one day a week, or throughout the 40 days of Lent.

In this regard, the Bible can be extraordinarily helpful and inspiring. Replacing video game usage with readings from books such as Psalms and Proverbs can turn a vice into an enormous boost to one's life. One approach is to read the Proverbs chapter having the same number as the day of the month (e.g., on February 17 read Proverbs 17), and read five chapters in Psalms that also correspond to the day of the month (e.g., read Psalms 81-85) on February 17 (17 times 5 is 85). New Testament passages in which Jesus mentions Hell can also be tremendously beneficial in combating vice. See, e.g., Mark 9:43.

In general, acquiring good habits can help drive out bad ones. Setting goals helps: Give yourself a weekly or monthly report card on all aspects of life. (See also: Beating NFL addiction)

Violence

Most of the controversy comes from the rising trend toward violence in video games, as pioneered by Doom, Quake, "Spring", and the Grand Theft Auto series.

Some people point out that violent video games cause violent behavior in children. The effects of violent video games on the developing psyches of children and adolescents vary greatly and of course depend on the mental stability of the subject in question. Serious crimes have often been associated with video games. For example, a 14-year-old brutally murdered a video arcade employee one morning and his cousin stands trial for murdering the store manager when he entered the store shortly thereafter.[34] In the USA, all retail games carry ratings from the ESRB, a video game ratings organization.

Some claim that kids who don't play video games at all seem to show more violent tendencies. Of course, as expected, those who played violent video games for large amounts of time also showed violent tendencies; the study, however, claims that this is a "risk marker", not an actual cause.[35]

Multiple studies have shown a correlation between violent video games and increased levels of aggression, caused by playing some of the aforementioned video games.[36][37] However, in such cases, it is vital to keep in mind the fact that correlation does not equal causation. [38]

Sexuality

Although nudity is not prominent in western video games, there are various products containing sexually suggestive material. One reason for the relative lack of explicitly sexual material in Western games may be the refusal of retailers including Wal-Mart[39] to sell games carrying an "Adults-Only" rating. One notable target of controversy is the Grand Theft Auto series after a third-party mod was released that allowed the player to engage in a mini-game containing explicit sexual material. Mods are, as "third-party" would imply, fan-made and are not the responsibility of the game's developer. Other sources of this criticism relate to the game Tomb Raider, one of the first games to depict and advertise a female character (the protagonist) as a sex symbol.[40]

Arguments for video game usage

Video games have been suspected of giving otherwise liberal people some virtual conservative viewpoints.[41] They have also been shown to help people to become more attuned to their surroundings and increase coordination, and in the future may be used to treat people with visual problems and to train soldiers.[42]

While the evidence is conflicting, some also say that video games keep the participants engaged and more mentally active than watching television.

Also, the American Psychological Association states that while there is a well-established link between violent video games and aggressive behaviors, empirical research finds there is little to no evidence connecting violent behavior (extreme physical aggressive behavior) to video games.[43][44]

Video games and society

As video games become more popular, their impact on society becomes ever more present. A prime example of this is the massive ad campaigns for the Halo and Grand Theft Auto franchises. Advertising, merchandising, and even social pressures have changed in the ever-growing influence of video gaming.

Due to their popularity, various corporations have begun placing advertisements for their products within the context of the game. Second Life, an Internet-based virtual world, has attempted to blur the lines between the real world and the virtual world, and companies such as Adidas, Reebok, and Dell have set up virtual stores selling real-world products within the game. Reuters also operates a news bureau reporting news in the game.

NPC internet meme

Popular graphic used in the NPC internet meme.

The NPC internet meme (derived from Non-Playable Character (NPC) in video gaming), is a politically right-wing internet meme that represents liberals/leftists (like SJWs) who do not think for themselves, lack critical thinking skills and have been politically indoctrinated.

According to the website The Verge:

“ Last week, The New York Times published a piece about an insular 4chan meme that had started to bleed over into political Twitter. At the time, NPC — an acronym for the gaming term “non-playable character” — had been weaponized.. in an attempt to “own the libs” by calling them automatons, but it was still a relatively niche meme very few outlets had touched.

Along with a couple of stories before it, the Times’ article kicked off a domino effect: its publication prompted popular members of the alt-right — including Paul Joseph Watson and Infowars — to amplify the meme to their audiences through YouTube videos, articles, and tweets. Search results for “NPC” increased, according to Google Trends...

Suddenly, a meme... [was] telegraphed to a massive audience in a jarringly forced display of virality that highlights just how quickly an inside joke from an insular community can spread with the oxygen of press coverage. [45]

”

The rise of the NPC internet meme

Google Trends graph of the number of worldwide searches for the term NPC

There has been a huge rise in the use of the NPC meme on the internet as can be seen by this Google Trends graph of worldwide searches for the term .

The main factors are:

1. Elon Musk taking over Twitter which gave a boost to the political right.

2. Supporters of right-wing politics are getting more active in culture war issues such as anti-woke backlash.

3. The growing hunger for free speech and anti-cancel culture sentiments.

4. The rise of a few other right-wing friendly social media platforms (Rumble, Gab, etc.).

5. Right-wingers are aggressively building their own ecosystem.

6. A right-wing populist program normally encompasses factors such as economic protectionism/problems and anti-immigration/anti-illegal immigration sentiments and these factors are rising in some countries.

7. European right-wing political figures (Marine Le Pen, Viktor Orbán, Andrej Duda, etc.) are using the European Union corruption scandal as a political weapon and inciting anti-EU sentiment ahead of the 2024 European Parliament elections which is giving a bounce to right-wingers.

Education in video games

It is unlikely that there is any educational value in video game usage, compared with better activities that could be pursued.

But Firaxis Games, a noteworthy video game development company, has been creating a video game series called Civilization for nearly a decade.[46] Civilization is a simulation game that allows the player to lead a nation from ancient times to the modern day. It features a dynamic military system, politics, trading, and historical content. It has been recognized for its unintentional educational properties.[47]

Microsoft Flight Simulator is another example of a video game that may have some slight educational value.[48]

Some games are also created specifically as teaching tools. While they may not offer detailed, useful knowledge, they typically attempt at least to teach useful concepts or general information. An example of this is the now-dated game, Oregon Trail.

Faith in video games

Faith in video games has, as a rule, either led to the creation of new and dynamic antagonists, or video games that are mediocre, such as Spiritual Warfare and Bible Adventures for the Nintendo Entertainment System, or The Bible Game for various systems. Bible Adventures in particular is infamous for its poor design and playability.

The Bible, or other such religious texts, tells a story spanning many different viewpoints. Turning these ideas into a video game, however, most often leads to games that tend to bore most video game audiences.

Religion has, however, taken a prominent place amongst the various heroes and villains in video games. The Breath of Fire series and the Shin Megami Tensei games, in particular, use a god as a main antagonist in many of their incarnations. Other games to use religion in some way include the Final Fantasy series, Left Behind: Eternal Forces, Black and White, Heaven and Hell, Xenogears, Okami, and the Tales series, particularly Tales of Symphonia. Unfortunately, many (not all) of the aforementioned games (And nearly any Role-playing game from East Asia) present religion (or its respective church and followers) as evil, fake, or having ulterior and nefarious motives.

Games may include a fictional religion as part of the setting if the use of a real religion may invite undesirable controversy.

Video game reviewers have sometimes unjustly attacked and reviewed games where real-world religion plays a notable role. One of the most prominent examples of this is the game Left Behind: Eternal Forces.[49]

Popular video game franchises

Culturally Historical

  • Pong - the first real video game, resembling a two-dimensional interpretation of table tennis using hand held dials as controllers.
  • Pac-Man - An old maze game. It was very popular with kids and adults back in the eighties.

Platformer

  • Donkey Kong - An early platform game in which Mario (then known as "Jumpman") tries to save his girlfriend Pauline from a barrel-flinging ape named Donkey Kong. Both Donkey Kong and Mario went on to star in many other successful video games.
  • Super Mario Bros. - Side-scrolling platform game series by Nintendo. Players play as Mario and Luigi, two Italian plumber brothers, who explore the Mushroom Kingdom in order to rescue Princess Peach from the evil Bowser [called Koopa in Japan]. This is possibly the most well-known game in the world.

2D Role-Play

First Person Role-Play

  • Assassins Creed - Taking place, after a fashion, during the Crusades. Play as Altair, and kill leaders from both sides to stop a deadly plot.
  • Mass Effect - A science fiction RPG for mature players.
  • Tomb Raider - Series of games following the adventures of Lara Croft.

Above & Below

  • Grand Theft Auto - A game series about gangster-like characters who perform missions to rise to the top by killing, stealing, and other, sometimes violent, missions.

First Person Shooters (FPS)

  • Call of Duty - A series of first-person shooters in which a player is either a soldier in World War II or a soldier involved in the War on Terror.
  • Half-Life and Half-Life 2 - First-Person Shooter series about Gordon Freeman, a luckless scientist turned hero-from-desperation. This game uses one of the leading physics engines in first-person shooters, the Source engine.
  • Halo - A trilogy of games following a super soldier during a fictional future war.
  • Medal of Honor - A first-person shooter series usually taking place in the front lines of World War II.
  • Portal - A popular first-person shooter/puzzle game using the same game engine as Half-Life 2 involving inter-dimensional travel through portals in an abandoned testing facility. This game is known for its deadpan sense of humor.

Third Person Shooters

  • Gears of War - Mankind has been annihilated by an underground race of beings.

Strategy

  • Age of Empires - An RTS in which the player leads an ancient civilization.
  • Civilization - A strategy game in which the player leads a civilization from it's birth, and into the future.

Arcade Fighting

  • Mortal Kombat - Multi-player fighting game which is famous for violence, blood, and gory finishing moves called "fatalities".
  • Super Smash Bros. - Series of Nintendo fighting games. It mixes characters from different Nintendo franchises [with some exceptions] in wide environments.
  • Soul Calibur - A weapon-based fighting game. Revolves around the tale of two weapons, Soul Edge [Cursed] and Soul Calibur [Blessed], and those who fight for control or destruction of the weapons.
  • Street Fighter - One-on-one martial arts fighting game series, where a player selects one of various martial artists and battles other players or against computer-controlled characters.

Simulation

  • Guitar Hero - A game where players play the role of the guitarist in a band. Uses a special controller in the shape of and is played similarly to a guitar.
  • Harvest Moon - Farm life simulator, with many sequels spreading from various platforms. The character runs a farm, raises animals, and can eventually marry.
  • NHL series - A series of Hockey games produced by EA Sports.
  • The Sims - A life simulator produced by EA.

Survival Horror

  • Resident Evil - Survival/horror video game series, revolving around viral zombies and the survivors of the zombie attacks.

See also

References

  1. ↑ https://www.dailymail.co.uk/health/article-13636601/psychology-assassins-killers-mind-shooters.html
  2. ↑ https://www.canr.msu.edu/news/diabetes_youth_and_gaming#:~:text=Youth%20with%20Type%201%20diabetes,%E2%80%9Cfight%20or%20flight%E2%80%9D%20response.
  3. ↑ https://finance.yahoo.com/news/global-video-games-market-reach-104400018.html
  4. ↑ https://www.japantimes.co.jp/news/2022/12/18/national/social-issues/video-game-addiction/
  5. ↑ https://www.cnet.com/tech/gaming/ea-keeps-lgbtq-content-in-russian-release-of-sims-4-wedding-pack/
  6. ↑ https://www.webmd.com/mental-health/addiction/video-game-addiction
  7. ↑ https://americanaddictioncenters.org/video-gaming-addiction
  8. ↑ https://www.wsj.com/articles/when-all-night-gaming-results-in-dropping-out-of-college-11566898208
  9. ↑ http://www.carillonregina.com/labour-exploitation-rampant-in-video-game-industry/
  10. ↑ https://www.chicagotribune.com/business/ct-video-games-jobs-emploment-20160923-story.html
  11. ↑ https://www.montrealinternational.com/app/uploads/2019/02/industry_profile_videogame_2019-1.pdf
  12. ↑ https://www.idtech.com/blog/different-types-of-video-game-genres
  13. ↑ https://thoughtcatalog.com/jane-hurst/2015/02/12-types-of-computer-games-every-gamer-should-know-about/
  14. ↑ http://gamepolitics.livejournal.com/148962.html
  15. ↑ BROWN, GOVERNOR OF CALIFORNIA, ET AL. v. ENTERTAINMENT MERCHANTS ASSOCIATION ET AL.
  16. ↑ https://www.deseretnews.com/article/700150989/Violent-games-2-Its-parents-responsibility-to-monitor-what-kids-play.html
  17. ↑ https://segmentnext.com/2018/03/09/dear-parents-take-responsibility-kids-stop-blaming-video-games/
  18. ↑ http://www.nbc12.com/story/20289219/us-video-game-sales-drop-11-pct-in-november
  19. ↑ Stephen Fry talks gaming
  20. ↑ Teenager dies from a video game addiction
  21. ↑ Childhood Obesity Department of Health and Human Services, retrieved Sept 18th 2011
  22. ↑ https://www.dailymail.co.uk/news/article-316491/Teenager-gets-life-Manhunt-murder.html
  23. ↑ Adelmann, Bob (August 5, 2019). Motives in Recent Mass Shootings Should Include Impact of Violent Video Games. The New American. Retrieved August 5, 2019.
  24. ↑ [1]
  25. ↑ http://www.metro.co.uk/tech/games/871121-norway-stores-pull-violent-video-games-including-call-of-duty-after-massacre#ixzz1erUdaLo5
  26. ↑ http://www.texastribune.org/2015/05/27/drama-between-film-video-game-groups-dooms-funding/
  27. ↑ TV Video Games and obesity
  28. ↑ TV Video Games and obesity
  29. ↑ Are TV and Video Games Making Kids Fat?
  30. ↑ Video games rather than TV may be linked to childhood obesity, University of Texas at Austin news
  31. ↑ TV, video games linked to obesity, Pittsburg Gazette
  32. ↑ Why Do Atheists Like Video Games More Than Religious People Do?, Relevant Magazine
  33. ↑ Are TV and Video Games Making Kids Fat?
  34. ↑ http://www.nj.com/starledger/stories/index.ssf?/base/news-5/1212467732102240.xml&coll=1
  35. ↑ http://wii.qj.net/New-research-reveals-kids-who-don-t-play-videogames-at-all-are-more-at-risk-of-violent-tendencies/pg/49/aid/118505 New research reveals kids who don't play video games at all are more at risk of violent tendencies
  36. ↑ https://journals.sagepub.com/doi/abs/10.1177/014616702237649
  37. ↑ https://www.sciencedirect.com/science/article/pii/S0140197103000976
  38. ↑ https://yourlogicalfallacyis.com/false-cause
  39. ↑ http://www.walmart.com/catalog/catalog.gsp?cat=440903
  40. ↑ Ashley, Robert. "The Secret History of Videogame Sex." Official Playstation Magazine Feb. 2006: 96-99.
  41. ↑ http://kotaku.com/5764327/5764327/are-video-games-turning-liberals-into-virtual-conservatives
  42. ↑ http://news.nationalgeographic.com/news/2003/05/0528_030528_videogames.html
  43. ↑ APA RESOLUTION on Violent Video Games.
  44. ↑ APA TASK FORCE REPORT on Violent Video Games.
  45. ↑ The NPC meme went viral when the media gave it oxygen, The Verge, 2018
  46. ↑ http://www.firaxis.com/company/
  47. ↑ http://www.firaxis.com/community/teacher.php
  48. ↑ https://www.microsoft.com/Products/Games/FSInsider/product/Pages/InfoEducators.aspx
  49. ↑ http://www.gamerevolution.com/review/pc/left_behind

External links