Tuesday 3 January 2012

Task Four

“Women make up just 12% of the development workforce in Britain – a percentage reflected by similar surveys in the US and Canada. Why? The obvious answer is that, because games were born in dingy arcades and on 80s home computers, creators tended to hail from computer science and engineering backgrounds, areas traditionally dominated by men.”
Games are not going to go away, they are simply going to become more immersive, more beguiling and more time-devouring.
Teenagers enjoy the intensity of such games, because it is through such heart-thumping distractions that they can escape feelings of rejection or low self-esteem.
“The implications of this are many and include the idea that continued exposure to violent videos will make an adolescent less sensitive to violence, more accepting of violence and more likely to commit aggressive acts since the emotional component associated with aggression is reduced and normally acts as a brake on aggressive behavior.
“Adolescents who were more hostile tended to consume more electronic media, played more violent video games, prefer more violent content, and have fewer parental limits on the content of their video games,"
"It is possible that the people who are most affected by violent media are those who are most naturally aggressive, thus putting the most vulnerable at the greatest risk for increased aggression."
About 90 percent of U.S. kids ages 8 to 16 play video games, and they spend about 13 hours a week doing so (more if you're a boy). Now a new study suggests virtual violence in these games may make kids more aggressive in real life.



Violent video games DO make us feel violent, say two thirds of teenagers
“Violence in games has 'more impact' on them than violence in film or television, they say.

“Two-thirds of 12 to 15-year-olds say violence in video games affects their behaviour.


Fury over ‘bad taste’ war game
“Considering the enormous loss of life in the Iraq War, glorifying it in a video game shows very poor judgement

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