Thursday, 19 January 2012

Task Six

The video game industry has shown to be a powerful component of entertainment, generating billions of pounds worth of sales. Video games are considered to be “one of the leading forms of media consumption”. However, many video games in this modern climate have shown to become increasingly violent which has raised concern within society. The significance of 18 rated games has been devalued there is a continuation present of underage gamers approaching this wrath compiled of aggressiveness in violent video games. Consequently, there are various institutional, as well as society issues confronted by the manner in which the consumers are affected by violent video games.
My critical investigation will primarily focus on how violence has become more explicit over the years. Whilst doing so, I will also explain how technology/new & digital media has become a big part of this change in video games. Furthermore, I will link all my ideas and thoughts with real life events which may have been a factor of this increase of violence in video games. Hence, Call of Duty is a prime example of displaying my thoughts across in a more rational manner as this is possibly the largest franchise in first person shooter.
It would seem from an institutional perspective, video games are becoming more violent as this is a preference from the audience. Robert Bowling, developer of Infinity Ward, has over a million followers on twitter. During the production of their latest project, Call of Duty: Modern Warfare 3, Robert Bowling kept in touch with his followers on twitter to ensure that Modern Warfare was  a success.

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