Wednesday 19 December 2012

Historical text analysis and research


'Although the first video games emerged in the late 1970s, violent video games came of age in the 1990s, with the killing games Mortal Kombat, Street Fighter, and Wolfenstein 3D'

Source - http://www.soc.iastate.edu/sapp/videogames1.pdf

Mortal Kombat - 1992


Mortal Kombat is a perfect example of how the issue of violence within video games has changed over the years, with newer games becoming more violent not only in story line but graphically aswell shows how an advance in technology has manipulated peoples culture into forming a much aggressive/violent subculture, particularly amongst the young. However during the 1990s there were a considerable amount of controversies which the game brought about. The lethal finishing move known as the fatality was a feature of the game which brought about most of the games controversies,as the way the deaths were portrayed were to explicit for that day and age, however controversially it was the extreme violence which lead Mortal Kombat to its success of becoming the most popular video games of all time. At the time video games were breaking into a wider market with the upcoming fourth generation consoles

This is similar to my main text as again it glorifies violence as it rewards players as they progress to the next stage by fatalitying their opponent. It can be said that theories such as Stanley Cohen's moral panic can also be linked as the game resulted in the forming of the Entertainment Software Rating Board (Gaming censors). Similarly the success of both Mortal Kombat and my contemporary texts was the fact that the violence within the games  is what appealed to most of the audiences which made these games become so popular, therefore raising the question whether this has become an issue as our culture has changed from family games such as super mario/pacman etc to more violent content heavy games, will this continue to corrupt the youth?


Games such as this show how society/culture has changed, as the issue related to violent video games has become more of a concern in modern day society in compared to back in the 90's as video games such as Mortal Kombat have become more advanced and also have become more available as only those with money could afford to own consoles which allowed the playing of games such as Mortal Kombat. This shows how society has changed as the availability of violent video games have become widespread (Globalisation)  which has raised various issues/debates whether video games such as these are corrupting youth culture, as many violent acts within society have been linked back violent video games.The most recent incident being the Connecticut school shooting where 27 people where killed. It was said that the shooter Adam Lanza would play Call of Duty obsessively studying weapons in the basement of his mums home. This shows how the game influenced his behavior in the real world, leading to him shooting 27 Innocent citizens.Therefore reinforcing the debate/issue of violent video games in society and the effects it has on audiences.





Wednesday 12 December 2012

Trailer Analysis

 The begging of the trailer we see a different perspective to Grand Theft Auto as the previous sequence openings tend to be packed with violence and delinquency , however the opening of this trailer subverts the stereotypical view of Grand Theft Auto as it opens with Micheal, one of the three protagonists within the game,  
however he is shown in a different prospective as it shows him living the wealthy life. This is shown through the opening where is shows and establishing shot of his home, which included his swimming pool and his flash car, this shows that he has put away his past in the criminal underworld as he reminisces beside his pool. 

One of the key differences i noticed when watching the trailer was the graphics. Rockstar have stepped up a notch with the graphics, from the cinematography to the animation, it is clear that they have thought about each aspect of the game as the panning shots show the depth of field within the scenery and the interior within the game questioned me whether it was real or not. The animation and motion tracking of the characters within the trailer looked to be alot smoother, which made not only the game more realistic but also brought the characters to life, which for audiences will benefit them as they will gain a better experience (escapism)

The soundtrack is a typical radio styled soundtrack which has seemed the be a current theme across all grand theft autos, however this non-digetic soundtrack seems to fit in particularly well as it reflects both the violence aspect and the wealth aspect within the game. High key lighting is used within the trailer to show the scenery aspect of the game, where as low key lighting is used to show the violent aspect of the game, this is shown through the panning shots of the scenery where high key lighting is used to bring out the features and to also make the game seem more realistic as the use of shadowing is used alongside with the lighting.

As the trailer unfolds we are initially exposed to the violence that we expect from this game as the other protagonist Trevor cracks open a guys head in a pub brawl, the trailer goes on to show in later in the game beating another person brutally as he continuously kicks in the head which is shown by the blood splattings. This is why the game has been so controversial as it has been argued that it promotes violence by glorifying it as the players are rewarded, This is shown through the opening scene as Micheal the other protagonist is rewarded for his criminal activities in the past as he is now reaping the rewards from this through his flash car and house.

Feminist would argue that the trailer oppresses women as feminist such as Laura Mulvey would argue that trailer shows aspects of the male gaze, this is shown through the part when the women crosses the road and the man looks at her in a voyeuristic way, also the scene where you could see women in low cut skirts, going up to cars, portraying the image that their street hookers, which feminist again would argue is oppressive.




 On a visual level, is was evident that Infinity ward and Activision has improved the graphics dramatically, making the characters look real, right down to the facial expressions, the costumes and even the make up (face pain, ghille suit). The weapons shown also looked pretty smooth with every little detail included, which you'd expect in a war-based shooter. It’s also clear that Infinity Ward took care of digitally representing dozens of real world firearms making the game seem more realistic, giving audiences a better experience. 

Certain camera angles were shown to convey soldier’s emotions; angles such as close-ups were shown to focus on the soldier’s facial expressions, pure determination and drive was the evident expressions shown throughout the launch trailer. There was a mix between low key lighting and high, between scenes as low key was used to create the suspense, and high key was used to show the action which took place.

The brief scene where the American flag was shown reinforces the idea that the soldiers shown where there to fight for their country, portraying the patriotic image, however it can be argued by feminists that the game portrays the patriarchy not only in society but in the workforce, as there was a lack of females shown within the trailer, especially among the soldiers.

The use of soundtrack worked really well as the editing of the trailer was perfectly synced to the soundtrack, also the launch trailer used a much familiar song which was composed by an artist (Eminem) which call of duty's target audience would have been familiar with, again another clever technique used by Infinity Ward and Activision.

The disturbing images of the mass killings of the enemies and some civilians shows how the game can be portrayed in a negative perspective as again like GTA rewarding players as they advance to the next mission, this can be linked to the hypodermic needle theory as it injects consumers with ideologies that glorify violence, making violence acceptable as players are rewarded, this can also be linked to Stanley Cohen  moral panics as the more society glorifies violence within videogames, the more acceptable is may become, posing a threat of violence in the real world. Also the media effects theory could be linked to this as those who are exposed to violence in the media are influenced to behave in a violent manner

Thursday 29 November 2012

Tutorial targets


  • More notes to back up points in quotes 
  • more quotes linked to key terminology/issues and debates
  • regulation - (of video games)
  • censorship 
http://www.thesun.co.uk/sol/homepage/news/4702951/dark-world-of-school-massacre-adam-lanza.html
http://www.telegraph.co.uk/news/worldnews/northamerica/usa/9752141/Connecticut-school-massacre-Adam-Lanza-spent-hours-playing-Call-Of-Duty.html

Wednesday 28 November 2012

Notes and Quotes


Notes and Quotes


Anderson, C. A., Gentile, D. A., & Buckley, K. E. (2007). Violent video game effects on children and adolescents: theory, research, and public policy. Oxford: Oxford University Press.

'US Government has created and distributes violent video games to youths, and does so without checking the ages to whom it distributes the game' page 3 -> 
This quote could be related to the way the governments lacks censorship of video games as the quote refers to them distributing games without knowing who they are going too, Related to the issue of censorship and regulation of video games-> ‘The British Board of Film Classification (BBFC) have classified this game as suitable for people aged 18 or over. The government now wants to tighten up the regulation, classification and censorship of videogames


Kutner, L., & Olson, C. K. (2008). Grand theft childhood: the surprising truth about violent video games and what parents can do. New York: Simon & Schuster.

'Video game popularity and real world youth violence have been moving in opposite directions' Page 8 This quote could be used as a counter argument against the issue that video games are becoming a moral panic -> Stanley Cohen

Massey, R. (2009). The Link Between Video Games and Violence. München: GRIN Verlag.

'Grand Theft Auto used as the rationale behind the fatal shootings of three police officers at the hands of 18 year old Devin Moore in June 2003’ page 2 This quote shows how video game violence has been taken into reality -> This could be linked to Baudrillards theory of hyper-reality as its an example of how gamer's get stuck into the world of simulation


Gunter, B. (1998). The effects of video games on children: the myth unmasked.
 Sheffield, England: Sheffield Academic Press.

'Video games provide extremely powerful symbols that can be used to mold a youth subculture' page 95 
‘Video games were accused of glorifying violence and encouraging anti-social behaviour’ page 15 


Paradise, A. (2007). Trait aggression and style of video game play the effects of violent video game play on aggressive thoughts. Amherst, Massachusetts: ProQuest, 2007.

'Players of this infamous action game series take on the role of a criminal who can roam around  the city freely, carrying out bank robberies, assassinations and other crimes' page 9 This is a form of escapism as audiences get the control the player as mentioned in the quote, also links to diversion as audiences are so 
engrossed in the game they start to forget about any problems they may have in the real world


Dill, K. E. (2009). How fantasy becomes reality: seeing through media influence. Oxford: Oxford University Press.

‘The blurring of the boundary between text and audience is a characteristic of all videogames. The audience becomes an active participant in the text itself’ Again linked to Blumler & Katz’s uses and gratifications theory 

Congressional Record, V. 144, Pt. 10, June 25, 1998 to July 14, 1998by Congress published by government printing office

‘Glorifying violence in popular entertainment, whether it be music or movies or video games, is dangerous, because a society that glorifies violence will grow more violent’ page 14599 -> can be linked to Stanley Cohen -> Moral panics as the more society glorifies violence the more accepted it may become. Also linked to the hypodermic needle theory - popular entertainment feeding/injecting consumers with ideologies which glorify violence, shifting the views of society to make violence more accepted 

Government response to the Culture, Media and Sport Select Committee report on harmful content on the internet and in video games. (2008). London: TSO.

‘User generated content on sites such as youtube does not carry any age classification, nor is there a watershed before which it cannot be viewed’ page 32 -> Web 2.0 -> UGC, posting violent content from video games such as call of duty and grand theft auto -> Not censored , so anyone can watch -> linked to issues and debates of censorship and regulation. Also an example of globalisation -> all over the internet 'youtube'


Nielsen, S., Smith, J. H., & Tosca, S. P. (2008). Understanding video games: the essential introduction. New York: Routledge.

‘Grand theft auto vice city became infamous for a game mechanic allowing the player to have sex with prostitutes. Afterwards the player could assault the prostitute and steal her money’ page 136-137 -> This quote can be linked to Feminism -> Laura Mulvey - the male gaze - seeing women from the pov of men (sexual objects) -> patriarchy -> men are more powerful then women -> raises the issue and debate of sexism 

‘Such actions were made possible by game, and arguably encouraged, since the player received a health bonus by having sex’ page 136-137 -> Linked to the idea that players are rewarded for their violent actions - again linked to feminism -> women are oppressed, and also linked to the quote that video games glorify this type of behaviour

Signorielli, N. (2005). Violence in the media: a reference handbook. Santa Barbara, Calif.: ABC-CLIO.

‘Today, most children play real-time, first person shooters in which the players view the world through the eyes of the video game character that they control’ page 36 -> again linked to katz and blumlers uses and gratifications – escapism and diversion

Adams, A. A., & McCrindle, R. J. (2008). Pandora's box: social and professional issues of the information age. Chichester, England: John Wiley & Sons.

‘The goal of GTA is to become a wealthy and respected criminal, through involvement in profitable criminal activitys’ page 79 

The effect of globalisation on the media – Globalisation has allowed games such as Grand theft auto and Call of duty to spread worldwide, the way that video games have become prevalent across the world -> through online gaming where players can connect to each other from opposite sides of the world.

Violent video games are easily blamed by the media and some experts as the reason why some young people become violent or commit extreme anti-social behavior -> Stuart halls preferred and oppositional readings, preferred-> video games used an an escape goat as to why young people become violent.

The effect of video game violence in kids is worsened by the games’ interactive nature.  In many games, kids are rewarded for being more violent -> scientific study (Anderson & Bushman, 2001)

Henry Jenkins of Massachusetts Institute of Technology -> noted that there is a decreased rate of juvenile crime which coincides with the popularity of games such as Death Race, Mortal Kombat, Doom and Grand Theft auto. He concludes that teenage players are able to leave the emotional effects of the game behind when the game is over.


Moving Image - http://www.youtube.com/watch?v=vVjUr2zXtb4Video Game Violence – Interesting Facts and Data -> Behavioural scripts -> Most popular games are the one that reward you for doing violence against others

Institutions - > Infinity ward, Activision -> Call of Duty, Rockstar games -> Grand Theft Auto

Theorists

Gaming and Postmodernism -> Baudrillard’s concept of hyperrealism -  The time spent in our hyperreal states means we are ignoring the loss of the ‘real’ and the world’s shift into simulation
.
Blumler & Katz’s uses and gratifications theory- offers escapism for audiences, transporting them to a different emotional place and diverting them from problems within their life.

Stanley Cohen - Moral Panics – Are violent video games becoming a concern, will this lead to a moral panic?

Web 2.0 – Posting user generated content of their killings on social platforms such as youtube which have been done through the games such as call of duty and grand theft auto.

One boy followed the motto of “eat, sleep and play games” and had got kicked out of higher education, which subsequently meant he was damaging his relationships with his friends and family

Another study revealed the violent results of parents trying to gain control over an “addicted gamer”, the boy kicking a hole in his sister’s wall and becoming full of rage after his parents disconnected the internet. this study shows how the time spent in our hyperreal states means we are ignoring the loss of the ‘real’ and the world’s shift into simulation -> Baudrillard - Hyper- reality


The Call of Duty franchise has sold over 100 million copies, with Modern warfare 2 selling over 14 Million which brought the company almost £665m in revenue.

The Call of Duty franchise has been about for 6 years, the first game within the sequence was realised on November 7, 2006,

Anders Behring Breivik claims in his manifesto that he used this video game to perpetrate the 2011 Norway attacks. . Coop Norway, a chain of retail stores in Norway, removed this video game from its shelves as a result of the Norway attacks - again linked to moral panics -> the way the chain retail Coop Norway reacted by taking down the game from their shelves (Censorship) also another form of Baudrillards concept of hyper-reality


The videogame industry has thus gone from its birth as a ‘cottage industry’ (where lone programmers worked away on a game largely by themselves) to mirror the organisational structures and working practices of other large media institutions -> shows how the gaming industry is taking over and 'mirroring the structures of other large media institutions'   

The Holy Grail for TV executives is producing and/or broadcasting ‘must-see’ TV which produces ‘watercooler moments’ the following day – where people talk about what they saw in last night’s episode of Prison Break or Lost, for example. GTA IV has achieved a similar status, and within 24 hours of its release established itself with the status of a ‘must-play’ game. -> Linked to globalisation 


‘The availability of video games has led to an epidemic of youth violence’ -> Linked to 


‘ In some games, players are rewarded through verbal praise’ -> Seen within the game Call Of Duty as when you kill someone you are often praised verbally or through on screen text.


‘Teenagers who play violent video games over a number of years become more aggressive towards other people as a result, a new study has found’  


‘Video games are perhaps the most significant source of entertainment for young children that were first introduced in the year 1970’

‘It is believed that excessive video game playing may reduce a child’s empathy or his/hers willingness and desire to help others’


 Video games can be addictive because they give immediate rewards for learning’

‘Neuroscientific studies show reduced cognitive brain functions in individuals exposed to violent media

Violent video game play the player learns to associate violence with pleasure (rewards for hurting another character


‘Gentile & Anderson (2003) state that playing video games may increase aggressive behaviour because violent acts are continually repeated throughout the video game


‘The more people play online games, the more they think the real world is like their virtual world -> Linked to Baudrillard’s theory about hyper-reality -> shifting into simulation 

Source - http://www.foxnews.com/story/0,2933,166251,00.html#ixzz2DYsmYKd7

‘Watching violent films and playing games like Grand Theft Auto, Mortal Kombat and Modern Warfare makes youngsters more prone to violence’

‘In the Grand Theft Auto series, players become characters who win points for carjacking, killing prostitutes and running over pedestrians’ -> Hypodermic theory: the idea that audiences consume media passively, and are ‘injected’ with information or ideas -> Grand theft auto -> negative ideologies presented would be the way in which dangerous actions are rewarded -> such as getting money for killing people, participating in illegal activities, etc


Source - http://www.telegraph.co.uk/health/8059204/Screen-violence-desensitises-teenage-brains.html


New Research

'The media effects theory has achieved widespread acceptance by society. This theory suggests that those who are exposed to violence in the media are influenced to behave in a violent manner'


'Videogames have experienced an enormous growth in recent years, in terms of revenue they have overtaken cinema and are now almost at the level of worldwide music sales' 

'In the UK British games companies contributed around £2 billion to the economy, a figure that has probably greatly increased because of the success of the British-designed game Grand Theft Auto IV, which made a staggering $500 million in its opening week '

'The audience for videogames has been stereotypically represented as solitary players, usually male, usually in their teens and probably suffering from increased aggression'

'Today with the rise in popularity of online gaming and networked play the idea of the solitary gamer seems more the exception than the norm'

Source - http://media.edusites.co.uk/article/understanding-video-games/

Regulation and Censorship - According to legislation being introduced this week, responsibility will be transferred to the Video Standards Council (VSC), which will rate games according to the Pan European Game Information system (PEGI) -> This quote shows how the government are taking action in the regulation censorship of video games as they have assigned the responsibility over to VSC, however the concern raised by critic Nick Robinson that the  -> Critic of the legislation -> 'the new rules are just “a smokescreen” because they enable Government to look like it is acting when in fact it is abdicating its responsibilities'. -> also raises the question that although the government have given responsibility of regulation and censorship to VSC, there's still nothing stopping younger kids getting there hands on games which may display violent and x rated content

Source - http://www.leeds.ac.uk/news/article/3273/new_video_games_regulation_a_smokescreen Article published on the 30th of July 2012

'Some parents might not be aware of the risks of buying "18-plus" games for children' ->  this can be used as an counter argument as the quote suggest that its the lack of knowledge from parents as they don't know the risks of 18 + games therefore shifting the blame from the government and regulation to parenting and censorship (protection)

British censors have banned a violent video game from the UK for the first time in a decade.

Source - http://news.bbc.co.uk/1/hi/england/leicestershire/6767623.stm


"The Connecticut school massacre gunman Adam Lanza spent hours playing violent video games such as Call Of Duty in a windowless bunker, according to an interview with a plumber who worked at the family home"

Source - http://www.telegraph.co.uk/news/worldnews/northamerica/usa/9752141/Connecticut-school-massacre-Adam-Lanza-spent-hours-playing-Call-Of-Duty.html








Thursday 22 November 2012


Working title

How do video games such as 'call of duty' and 'grand theft auto' push the boundaries of on-screen violence and what is the impact of this on audiences?

Angle

What effect do these types of games have on an individual in society?

Hypothesis

On-screen violence may cause individuals to behave differently to the norm that is expected

Linked production piece

Either a video game trailer such as call of duty, showing on-screen violence or a music video similar to the sour patch kids rapping about the game

M (media language) –On a visual level, Modern Warfare 2 has one of the best graphics for an fps in this generation Key It's visually stunning and looks incredible in high-definition. The weapons look pretty slick, as you'd expect in a war-based shooter. Certain camera angles were shown to convey soldier’s emotions; angles such as close-ups were shown to focus on the soldier’s facial expressions. Music by Hans Zimmer -> very well known composer, major work for big time movies such as inception and the dark knight. The soldier’s uniform within the game plays a big role; shemagh scarf’s were worn by the enemies and the traditional desert uniforms were worn by the American armed forces, this uniform, this gave them an identity, from the good to the bad.  There was a mix between low key lighting and high, between scenes as low key was used to create the suspense, and high key was used to show the action which took place. Although the characters were computerised, they played a convincing role in making audiences believe they were real from their movement’s right down to their dialogue. Camouflaged make up was used on those soldiers with snipers so that they could blend in with their surroundings, guerrilla warfare tactics.

I (Institution) not only did infinity ward and activation enhance the graphics, weapons and game modes but added a unique touch by distributing the game in packages such as standard, hardened, veteran and prestige, this enhanced sales as each package came with the game and an add on. Infinity ward and Activision may have played a big role in the release of the game, as it was released around early November, purposely targeting those buyers around the Christmas time as the game could be seen as a present to give to someone, therefore targeting both genders as an audience.  

G (Genre) - Call Of Duty falls under the category of an FPS shooter as you play one of the characters from the game, this gives audiences a sense of diversion as they distracted from the events surround their life and put into the shoes of this character which they control which offers users and audiences  pleasure.
Conventions -> younger target audience, convergence and synergy, cgi and fx’s, Hypereality, Positive narrative outcomes (good guy always wins), narrations, Binary Opposition

R (Representation) - Some elements of the game are a fair and accurate representation as it shows what a war would be like through the deaths and killings, weapons and vehicles. However it can be argued that the game isn’t a fair and accurate representation as there are women soldiers which isn’t shown within any of the trailers seen, also doesn’t depict the soldiers feelings, just shows a patriotic one. Also inaccurate as the game allows players to have as many lives as they want as they respawn after they die, this is an inaccurate representation of war in real life.

A (Audience) - Although the game is rated at an audience of 18, This type of game appeals to a much younger audience around the age of 14-18, groups E, D, C (unemployed/students), main reason for this is because it allows social interaction between teens as they can play competitively against each other online or offline

I (Ideologies) – Although being a very violent game, modern warfare 2 does portray some positive values as it promotes/encourages some teens/adults to become soldiers and fight for their country as the game shows this through the launch trailer, where American flags were shown when soldiers were at war. However the game may portray negative values as it encourages violence, which has been a major issue regarding problems within society, such as the Norway shootings as Anders Behring Breivik claims in his manifesto that he used this video game to perpetrate the 2011 Norway attacks.

N (Narrative) - The audience are positioned it the POV of the character, Sound played a major role within the narrative as it helped audiences get a better/clear understanding of what was happening in each of the different missions, for example in the first mission the sound of screaming civilians were played to help identify that they were in danger. Close up shots were used to identify each of the characters as small titles were shown when looking at the character

S (Social) – Some people may argue that video games such as call of duty are bad for society as many of its member may not be socialised properly which may cause problems for them later in life, also it can be argued that video games such as call of duty are the reason why teens of today’s day and age are obese, however it can be argued that video games improve hand eye co-ordination, and interpersonal skills as they communicate with people across the world.

H (Historical) - The Call of Duty franchise has been about for 6 years, the first game within the sequence was realised on November 7, 2006, ever since the game has a wide fan base due to globalisation and UGC content which has been upload on social media such as ‘YouTube’.  Anders Behring Breivik claims in his manifesto that he used this video game to perpetrate the 2011 Norway attacks.

E (Economical) – The Call of Duty franchise has sold over 100 million copies, with Modern warfare 2 selling over 14 Million which brought the company almost £665m in revenue.

P (Political) – Within the game there is political conflict between two rival countries, America and Russia, which Is shown within the game. Coop Norway, a chain of retail stores in Norway, removed this video game from its shelves as a result of the Norway attacks.

Issues and debates

Media technology and the digital revolution – media technology and the digital revolution has allowed consoles such PlayStation and Xbox to come about, however there is an issue to  as  whether these consoles are hindering the youth of today’s society.

The effect of globalisation on the media – Globalisation has allowed games such as Grand theft auto and Call of duty to spread worldwide, not just on consoles but as User generated content as well.

Regulation and censorship‘The British Board of Film Classification (BBFC) have classified this game as suitable for people aged 18 or over. The government now wants to tighten up the regulation, classification and censorship of videogames.

Baudrillard’s concept of hyperrealism - time spent in our hyperreal states means we are ignoring the loss of the ‘real’ and the world’s shift into simulation.

Theories/Theorists

Blumler & Katz’s uses and gratifications theory- offers escapism for  audiences, transporting them to a different emotional place and diverting them from problems within their life.

Hypodermic theory: the idea that audiences consume media passively, and are ‘injected’ with information or ideas

Baudrillard’s concept of hyperrealism - The hyperrealism of Call of Duty allows us to become someone different

Contempary Media Landscape -> My topic fits into the contempary media landscape as it’s a current event that can be related to teenagers in today’s society, i.e. me 

Main Texts
Grand Theft Auto

Call of Duty

Other Texts
Battlefield

Tekken/ Mortal Kombat

TV Documentaries

BBC One - Panorama, Addicted to Games? http://www.bbc.co.uk/programmes/b00wlmj0

Virtual Reality – A documentary on Violent Video Games - http://www.youtube.com/watch?v=DglEODhZknY&noredirect=1

GAME OVER- Gender, Race & Violence in Video Games http://www.mediaed.org/cgi-bin/commerce.cgi?preadd=action&key=205

Academic Texts

How Fantasy Becomes Reality: Seeing Through Media Influence – by Karen E. Dill

Violent Video Game Effects on Children and Adolescents: Theory, Research, and Public Policy - by Craig A. Anderson, Douglas A. Gentile, Katherine E. Buckle

Grand Theft Childhood: The Surprising Truth About Violent Video Games and What Parents Can Do - By 
Lawrence Kutner, Cheryl Olson

The Link between Video Games and Violence By Rahul Massey

The Effects of Video Games on Children: The Myth Unmasked - By Professor Barrie Gunter

Trait Aggression and Style of Video Game Play: The Effects of Violent Video Game Play on Aggressive Thoughts by Angela Paradise

Internet Links