Saturday, December 1, 2007

Portfolio

Criteria A:
Presentation of the Issue

Video games have always created controversy, because they somehow affect peoples’ behaviors. It can cause aggression when violent games are played. This does not necessarily mean that people will kill others, but can cause behavioral changes in their attitude.

The article “State of play: Violence and video games” it was published by the BBC and written by Margaret Robertson is an example of this issue in society. This article utilizes examples from real life to help the readers understand that violent games can cause people to adapt different and even harmful behaviors.

The article also describes some video games that are considered violent; Robertson herself tells us about her experience when she herself plays with these games. Even though violence is viewed on television the video games portray violence in a more realistic manner; therefore producing an alteration in someone’s conduct.

The I.T. systems involved in this issue are computers and software, which are programs that tell the computer what to carry out. In this case they are written codes that are the games and which are later shown on computer screen. There is also a hardware which is the physical part that is necessary for playing the games.

Society is of course affected by this I.T. system in both positive and negative ways. Some of the positive ways are providing entertainment for people; regardless of age or gender. A negative effect connected to this IT system is that video games change people’s attitudes which can cause negative side effects in society, because this can cause radical and dangerous behaviors which will be dangerous for other people.















Criteria B:
The IT background of the issue

Video games need a processor, which has all the codes of the information that is going to be given in graphics. A processor controls all the functions of a game. It’s considered vital because with its absence video games will never work.

A piece that is fundamental and is considered the translator of the information given by the processor is the graphic card. This card shows us all the symbols but in images, which makes it easier for us humans to understand what these symbols mean. Basically the function of this card is simply to show these codes on the screen.

An important peripheral for example, is the joystick. This peripheral element helps to the main objective of entertainment. Incorporating this element or accessory makes the purpose of the game more realistic. A peripheral is a piece that is added to a system in order to spread out its abilities.

Video games have changed from unrealistic to realistic. These qualities are possible due to the graphic card and processor, which are a major influence in video games.

In the past when the graphic card wasn’t so effective, the images were simple and were of a bad quality. As we can see on the left side there is an example of how old video games are. In the past they were simple and didn’t show high levels of violence.

Now technological graphic cards portray violence in video games, these graphics are more 3D and lively and this is affecting people’s behavior.

More realistic games produce more violence as seen in Figure 1. There is a great difference between high violent games and low violent games. A scientific research states that 68% of students that play video games have an aggressive attitude. This is another example to prove that video games affect people’s behavior.

























Criteria C:
The impact of the issue

There are many negative and positive aspects of playing video games. A positive impact that video games have is that we can use them as a way of entertainment and pleasure, but the problem is that the media and the politicians often remark video games and gamers as folks devils (Karen Sternheimer, 2007). Video games are not a bad influence; scientific studies show that playing for a short time causes relax in peoples’ behavior.

Most of the time the media and adults judge young people fro being violent because of aggressive video games, but they do not really know and analyze deep inside what the real issue is about (Sujata Sinha, 2007).

During the last years video games have greatly changed technologically, becoming rational. Playing violent video games in short-term and long-term affects people (Jessica Nicoll & Kevin M. Kieffer, 2005). Aggressive behavior is a major issue that matters and we have to deal with. The scientific study done by these people clearly stated that people are less aggressive when playing for twenty minutes than the ones that play for hours.

Two kinds of experiment called (violence in the real world and violence in the lab) were implemented on college students in order to investigate more about the causes of violence when playing video games. All the graphics are real that make the players think that they are in a real life situation; as a consequence most gamers that are addicted to video games have the worst behavior (Anderson, Craig &Dill, 2005).



















Criteria D:
Solutions to the problems arising from the issue

some parents have started to complain about how violent video games changed the behavior of their children, leading them to become more hostile. There are scientific studies that probed that there is a big difference with kids that play violent video games and kids that study instead. Parents don’t believe that playing video games affect or influence their children’s behavior, but they still think that we need a solution to this problem.

A possible solution for this problem would be the control the selling of violent video games; it would be a good option to sell interactive games to academic purposes. We can use games in a positive way; one option would be have fun while learning something new. Another way in which we can prevent violent behaviors is by monitoring the amount of time that children are playing video games.

To achieve this goal of reducing levels of violence in children we need parents to be strict with their kids and control the time that their children kid spend time playing and also the government should control the type of games that are being sold.

























Criteria E:
Bibliography

Robertson, Margaret. "State of Play: Violence and video games." BBC News. 13 Aug. 2007. 26 Nov. 2007
.

Walsh, David. "Video Game Violence and Public Policy." National Institute on Media and the Family. 1
Dec. 2007 .

Sliwinski, Alexander. "Study: Evidence low that video games cause violence." Joystiq. 19 Feb. 2007.
1 Dec. 2007 study-evidence-low-that-video-games-cause-violence/>.

"Games & Violence." Video Game Voters. 1 Dec. 2007 gamesandviolence/>.

Jenkins, Henry. "Reality Bytes: Eight Myths About Video Games Debunked ." Video Game Revolution. 1
Dec. 2007 .

Willenz, Pam. "Violent Video Games Can Increase Agression." Media Information. 23 Apr. 2000. 1 Dec.
2007 .

Thursday, November 8, 2007

Criteria D

Criteria D

Some parents have started to complain about how violent video games change the behavior of the kids, leading them to become more aggressive. There are scientific studies that probed that there is a big difference with kids that play violent video games and kids that study instead. No matter if parents don’t believe that playing video games affect or influence their children’s behavior, but they still think that we need a solution to this problem.

A possible solution of this problem would be control the selling of violent video games, it would be a good option to sell interactive games to academic purposes. We can use games in a good a way, one option would be have fun while you are learning something new. Another way in which we can prevent violent behaviors is by monitoring the amount of time that children are playing video games.

To achieve this goal of reducing levels of violence in children we need the parents to be strict with their kids and control the time that the kid spend time playing and also the government should control the type of games that are being sell.

Sunday, November 4, 2007

Criteria C

There are many negative and positive aspects of playing video games. A positive impact that video games have is that we can use them to have fun, but the problem is that the media and the politicians often remark video games and gamers as folks devils (Karen Sternheimer, 2007). Video games are not a bad influence, scientific studies show that playing for a short time causes relax in peoples’ behavior.

Most of the time media and adults judge young people of being violent because of violent video games, but they do not really know and analyze deep inside what the real problem is about (Sujata Sinha, 2007).

During the last years video games have greatly changed technologically, becoming realistic. Playing violent video games in short-term and long-term affects people (Jessica Nicoll & Kevin M. Kieffer, 2005). Aggressive behavior is all that matters and that we have to deal with; the scientific study done by this two people, clearly stated that people are greatly aggressive when playing for twenty minutes than the ones that play for hours.

Two kinds of experiment called (violence in the real world and violence in the lab) were done with college students, in order to investigate more about the causes of violence when playing video games. All the graphics are real that make the players think that they are in a real life situation; as a consequence most of gamers that are addicted to video games have the worst behavior (Anderson, Craig &Dill, 2005).

Monday, October 8, 2007

Criteria B

Paola Andrea Cortes Albarracin
11- D
ITGS

Criteria B

Video games need a processor, which has all the codes of the information that is going to be given in images. A processor controls all the functions of this game. It’s considered vital because with its absence the video games will never work.

A piece that is fundamental, it’s considered the translator of de information given by the processor is the graphic card. This card shows us all the symbols but in images, which makes it easier for the humans to understand what these symbols are. So basically the function of this card is simply to show these codes on the screen.

Important peripheral as for example the joystick. This peripheral elements helps to the main objective of having fun. Having this elements or accessories makes the purpose of the game more realistic. A peripheral is a piece that is added to a system in order to spread out its abilities.

Video games have changed from unrealistic to realistic. These qualities are thanks to the graphic card and processor, which are a major influence in video games.

In the past when the graphic card wasn’t that good, the image was simply and with a bad quality. As we can see on the left side this is an example of how old video games used to be like. Video games used to be simple and they weren’t realistic and didn’t show high levels of violence.

Now technological graphic card show violence in video games, this graphics are more realistic and this is affecting people’s behavior.

More realistic games produce more violence as is seen in figure one. There is a great difference between high violent games and low violent games. A scientific research says that 68% of students that play video games have a violent attitude. This is another way to prove that video games affects people behaviour.

Thursday, September 27, 2007

Criteria A

Criteria A

Video games have always created controversy, because somehow it affects peoples’ behaviors. Some people can become aggressive when they start to play violent video games. It doesn’t necessarily mean that they are going to kill others but their attitude changes greatly.

An example of this issue in society is an article called “State of play: Violence and video games” its published by BBC and written by Margaret Robertson 2007, the author uses example of real life to help the readers to understand that violent games make people change their behavior.

The author describes some video games that are considered violent, later on Margaret tell us her experience when she plays these games. No matter if violence is most seen in T.V., but playing video games make the situation more real, therefore produces an alteration in someone’s conduct.

The I.T. systems involved in this issue are computers, first of all the software, which are programs that orders the computer what to carry out, in this case written codes that are the games and which are later shown in the screen of the computer; there is also a hardware which are the physical parts that are necessary to play the games.

Society is of course affected by this I.T. system in both positive and negative ways. Positive ways as providing the people materials to have fun with, no matter how old the person is, but it entertains from kids to adults. A negative effect connected to this IT system is that video games change people’s manners and this causes a negative effect in society because it will be dangerous for other people.

Sunday, September 16, 2007