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Video game controversies : ウィキペディア英語版 | Video game controversies Video game controversies are societal and scientific arguments about whether the content of video games change the behavior and attitudes of a player, and whether this is reflected in video game culture overall. Since the early 1980s, advocates of video games have emphasized their use as an expressive medium, arguing for their protection under the laws governing freedom of speech and also as an educational tool. Detractors argue that video games are harmful and therefore should be subject to legislative oversight and restrictions. The positive and negative characteristics and effects of video games are the subject of scientific study. Results of investigations into links between video games and addiction, aggression, violence, social development, and a variety of stereotyping and sexual morality issues are debated.〔Freedman J. "Media violence and its effect on aggression: assessing the scientific evidence." University of Toronto Press, Toronto 2002 ISBN 0-8020-8425-7.〕 ==Background== The Entertainment Software Association reports that 17% of video game players are boys under the age of eighteen and that 36% are women over the age of eighteen, with 48% of all gamers being women of all ages. They also report that the average age of gamers is 31. A survey of 1,102 children between 12 and 17 years of age found that ninety-seven percent are video game players who have played in the last day and seventy-five percent of parents checked the censor's rating on a video game before allowing their child to purchase it. Of these children, fourteen percent of girls and fifty percent of boys favored games with an "M" (mature) or "AO" (adult-only) rating. Thirty-two percent of American adults play video games and to 2007, the number was increasing. Since the late 1990s, some acts of violence have been highly publicized because the perpetrators had a history of playing video games containing violent elements. Some research finds violent video game use correlates with a temporary increase in aggression and a decrease in prosocial behavior (caring about the welfare and rights of others) but these results have not been reproduced.〔Anderson C. and Bushman B. "Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: A meta-analytic review of the scientific literature."Psychological Science 2001 12(5) p353 - 359.〕 Others theorise positive effects of playing video games including prosocial behavior in some contexts and argue that the video game industry has served as a scapegoat for more generalised problems affecting some communities.
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