Players get a call from a very mysterious
person and says they need to go and kill this person and they automatically
assume they are a contract killer.
Students and some faculty do not believe
that playing violent video games causes a person to become violent.
“It’s pretty simplistic to just say
exposure to violence causes you to be violent,” Texas Tech professor Jimmie Reeves
said as he sat back in his chair.
Reeves said it is not clear what the impact
of video games was on the shooter in Sandy Hook, Conn.
According to the Entertainment Software
Association, the top selling game by units sold in 2011 is "Call of Duty:
Modern Warfare 3."
Reeves said the overall statistics of youth
violence have gone down, and the decline of youth violence occurred at the same
time as the invention of the most violent video games.
“How do you explain that and blame Sandy
Hook on video games?” Reeves said.
Bobby Rodriguez, a junior business
administration major from El Paso, Texas, plays video games on a daily basis
and was asked what impact violent video games have on him. He said he does not
feel different when he plays them.
“I think if you’re violent they might make
you escalate,” Rodriquez said, “but they’re not going to make you into
something that you aren’t.”
According to the Entertainment Software
Association, 91 percent of parents pay attention to the content of the games
their children play.
Robin Haislett is a doctoral student at Tech
who does research on video games.
“In a lot of cases, there are messages that are
embedded even far under the guise of it being a hyper-violent game,” Haislett
said.
Haislett said there is a game called “Hotline
Miami” that has embedded messages. The player takes control of a contract
killer and has to kill a person, like a mob boss.
Haislett continued and said once they complete
the mission, they have to walk back through the level and everything that the
player killed is still there.
“Even if it hyper-violent like that, it isn’t
necessarily about the violence, it’s more about how you react to it,” Haislett
said.
Haislett finished off with a statement on the
general impact of video games.
“Games are not meant to replace life in any way
or try to make you a different person,” Haislett said, “but it’s a way for you
to explore something without having to walk out into society and have this big
social stigma over you."
Service
Journalism
2012
Sales, Demographic, and Usage Data:
·
The
average U.S. household owns at least one dedicated game console, PC, or
smartphone.
·
90
percent of the time parents are present when games are purchased or rented.
·
85
percent of parents are aware of the Entertainment System Rating Board rating
system.
·
98 percent
of parents feel the Entertainment Software Rating Board rating system is either
very or somewhat helpful in choosing games for their children.
Source: Entertainment Software Association:
Essential Facts About The Computer and Video Game Industry
Author-source
page
Author: Jonathan Lin
jonathan.lin@ttu.edu
Sources: Jimmie Reeves
jimmie.reeves@ttu.edu
Bobby
Rodriguez
bobby.rodriguez@ttu.edu
Robin
Haislett
robin.haislett@ttu.edu
Miguel
Velasquez
miguel.velasquez@ttu.edu
Rashad
Chowdhury
rashad.chowdhury@ttu.edu
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