| 24th December |
|
|
| Australia bans the computer game Syndicate Permalink full story: Banned Games in Australia...Adult games ban
|
20th December 2011. See
Classification Board's Decision to ban Syndicate [pdf] from
edge.alluremedia.com.au
|
The
Australian Classification Board has banned the upcoming computer game
Syndicate. No doubt it would have qualified for an 18 rating, but as
there isn't one then the game was banned.
The Australian censors justified their decision as follows:
In the Board's view this game warrants an 'RC' classification in accordance
with rule 1(d):
Computer games that: are unsuitable for
a minor to see or play will be Refused Classification.
The game contains violence that is high in impact and is therefore
unsuitable for persons aged under 18 years to play.
The game is set in a futuristic dystopia where people have computer chips in
their heads that allow them to interact with the "dataverse", It is a first
person shooter with realistically rendered graphics. A player controls Kilo,
an agent of one of the "Syndicates" (powerful corporations), as he moves
through levels completing objectives such as rescuing Eurocorp employees and
extracting chips from people's heads.
In order to complete the missions, a player has to engage in intense combat
with swarms of enemy combatants who are clad in light armour. A variety of
weapons is available and these often cause decapitation, dismemberment and
gibbing during frenetic gunfights. For example, an intense sequence of
violence commences when a player collects a "G290 minigun", which operates
much like a Gatling gun. A player moves through a building rapidly firing at
enemy combatants. Combatants take locational damage and can be explicitly
dismembered, decapitated or bisected by the force of the gunfire. The
depictions are accompanied by copious bloodspray and injuries are shown
realistically and with detail, Flesh and bone are often exposed while
arterial sprays of blood continue to spurt from wounds at regular intervals.
Similar injuries can be caused by many other weapons, including shotguns,
high-calibre revolvers, sniper rifles, assault rifles, rocket launchers,
laser guns and grenades.
The game also allows a player to repeatedly damage enemy combatants'
corpses. This is shown in realistic depictions. For example, it is possible
for a player to decapitate a corpse with a headshot before individually
blowing off each of its limbs. Depending on the weapon used, it is also
possible to bisect a corpse, with realistic ragdoll effects noted. The
depictions are again accompanied by arterial sprays of blood and detailed
injuries that include protruding bone.
Throughout the game, a player consistently encounters unarmed civilians and
has the choice of whether to target them or riot. Civilians can be shot,
accompanied by copious bloodspray, but it is not possible to decapitate or
dismember them, whether they are alive or dead. Their corpses can still be
targeted, resulting in bloodspray only. In single player mode, the game
treats civilian deaths neutrally, but it is noted that in cooperative
gameplay, points are awarded for civilian casualties.
In the opinion of the Board, the game contains intense sequences of violence
which include detailed depictions of decapitation and dismemberment that are
high in playing impact. The game also contains the ability to inflict
repeated and realistic post mortem damage which exceeds strong in playing
impact.
It is therefore unsuitable for a minor to see or play and is therefore
Refused Classification.
Update: Meanwhile at the BBFC
24th December 2011.See article
from bbfc.co.uk
The BBFC has passed Syndicate 18 uncut with the consumer advice: Contains
strong bloody violence.
The game includes 1 hour of video or cut scenes.
|
| 14th December |
|
|
| Ad agency generates hype with a 'game' allowing players to stroll round Google Street View with an assault rifle firing at whatever takes their fancy Permalink
|
See article
from metro.co.uk
See
video from
youtube.com
|
A
Dutch advertising firm Pool has unveiled a nutter baiting game that allow
you to wander the streets of London with an assault rifle.
The concept behind Google Shoot View is pretty simple:
wander around any city in the world that already uses Google
Maps' Street View and pretend to use a M4A1 assault rifle to
shoot anything and everything you see.
Apart from the sound effects the game is barely
interactive and you can't really shoot people or cause any
damage.
It seems that Google has already cut the game's connection to
Google Maps. The Google Shoot View website currently threatens
that, We'll be back! Only the YouTube
video is left showing what the game looked like.
Perhaps there's not enough left to wind up Keith Vaz, but you
never know.
|
| 13th December |
|
|
| Australia appoints a new minister of censorship Permalink full story: R18+ for Games in Australia...Pondering an adult R18+ rating for video games
|
See article
from gamepolitics.com
|
Former
Federal Minister for Home Affairs Brendan O'Connor, a staunch supporter of
R18+ for games in Australia has been replaced by Jason Clare.
Australia's adoption of computer gaming for adults is very
much still in play and open to new directions.
Last month, O'Connor released the final guidelines on R18+
for games, and said that he planned to introduce the R18+
legislation in the February 2012 parliament session.
So no doubt Australian gamers will be keen to find out of
Clare will continue O'Connor's good work.
But gaming is not the only censorship issue debated at this
level of government. O'Connor had put his name to the request
for censorship reviews that led to the banning of A Serbian
Film and Human Centipede 2.
|
| 7th December |
|
|
| The Swedish Media Council finds no evidence that computer games cause aggressive behaviour Permalink
|
See article
from gamepolitics.com
|
A
new report from the Swedish Media Council comes to the
conclusion that there's no conclusive evidence that there is
no evidence that violent computer games cause aggressive
behavior.
The Media Council is a Swedish government agency in charge of
film and media classification and whose mission statement is to
reduce the risk of harmful media influences among minors and
to empower minors as conscious media users.
The findings are based on a review of more than 100 articles
about violent games and aggression which have been published in
international scientific journals since 2000. The review found
that there is a clear and statistically significant link between
violent games and aggressive behavior. But the review also found
that many of those same studies use different methods to measure
aggression, and few produced a clear connection to violent
behavior. Many of those same studies suffered from serious
methodological deficiencies and didn't provide sufficient
evidence to establish a causal relationship.
The studies that did attempt to examine other causes of
aggression found that factors such as poor physical health or
family problems were factors that lead to violent behavior and a
propensity to play violent games.
If research can't provide any simple answers about how
games make children aggressive, perhaps we adults should stop
judging the games children play based on whether they are
violent or not, Media Council researcher Ulf Dalquist said
in a statement.
|
| 6th December |
|
|
| The Red Cross discusses whether computer games should be subject to the Geneva Convention Permalink
|
See
article from
kotaku.com
|
One
of the world's largest and most respected humanitarian groups in the world
is showing it has a nutter side. The International Committee of the Red
Cross is investigating whether the Geneva and Hague conventions should be
applied to the fictional recreation of war in video games.
If they agree those standards should be applied they may ask
developers to adhere to the rules themselves or encourage
governments to adopt laws to regulate the video game industry.
The International Committee of the Red Cross is mandated
under the Geneva Conventions to protect the victims of
international and internal armed conflicts. That includes war
wounded, prisoners, refugees, civilians, and other
non-combatants. The question they debated this week is whether
their mandate should be extended to the virtual victims of video
game wars.
While the Movement works vigorously to promote
international humanitarian law worldwide, there is also an
audience of approximately 600 million gamers who may be
virtually violating international humanitarian law,
according to the event's description. Movement partners
discussed our role and responsibility to take action against
violations of international humanitarian law in video games.
The outcome of the discussion though has not actually been
published as yet.
|
| 4th December |
|
|
| German censors pass the video game Quake Permalink
|
See article
from joystiq.com
|
Quake,
id Software's 1996 classic, has been removed from Germany's list of
'indexed' titles, a category created by the Federal Department for Media
Harmful to Young Persons (BPjM) which makes games commercially unmarketable.
The decision follows in the footsteps of the recently rated
DOOM and DOOM 2.
Bethesda Softworks told joystiq.com
that the censors at BPjM allow appeals against 'indexing' after
10 years.
|
| 1st December |
|
|
| Iran bans computer game Battlefield 3 that depicts a military assault on Tehran Permalink full story: Killergames...German politicians target video games
|
See article
from gamepolitics.com
|
Iran
has banned the computer game Battlefield 3 because it depicts a U.S.
military assault against the city of Tehran using tanks and aircraft.
All computer stores are prohibited from selling this
illegal game, said an unnamed deputy with the security and
intelligence division of Iran's police in a statement carried by
the Asr-e Ertebat weekly.
An unnamed shop owner told the Associated Press. that Iranian
police have raided (shops) and arrested owners for selling
the game secretly even before the ban became public.
The Fars news agency reports on an online petition with 5000
signatures which claims a US conspiracy. The petition reads
We understand that the story of a
videogame is hypothetical ... (but) we believe the game is
purposely released at a time when the US is pushing the
international community into fearing Iran.
|
| 30th November |
|
|
| German games censors ban Dead Island Permalink full story: Killergames...German politicians target video games
|
See
article from
eurogamer.net
|
The
computer game Dead Island has been banned in Germany.
Speaking to GameIndustry.biz Germany, a Techland spokesperson said that they
expected this to happen:
This isn't unexpected. Germany has its
unique regulations regarding video games and violence and
the industry can only comply.
Germany's Federal Department of Media Harmful to Young
Persons (BPJM) classified Dead Island as List B. Such games
cannot be sold anywhere in Germany, and anyone caught doing so
can face legal action. Importing retailers run the risk of cargo
being seized at German customs if they attempt to bring the game
into the country.
The BPJM also didn't explain why Dead Island was banned in
the country, but that is the norm for most bans.
Publisher Koch Media avoided German restrictions to some
extent by distributing the German language version of the game
in Austria.
|
| 16th November |
|
|
| Animal activists PETA launch campaign against Super Mario's raccoon skin. Permalink full story: Peta...Animal activists challenging the media
|
15th November 2011. See
article from
features.peta.org
|
In
a bizarre overreaction, the animal rights campaigners of People for the Ethical
Treatment of Animals (Peta) have launched a campaign against Super Mario games.
They are taking issue with a magic skin of a raccoon used occasionally in the
games.
Peta write:
When on a mission to rescue the
princess, Mario has been known to use any means necessary to
defeat his enemy---even wearing the skin of a raccoon dog to
give him special powers.
Tanooki may be just a suit in
Mario games, but in real life, tanuki are raccoon dogs who
are skinned alive for their fur. By wearing Tanooki, Mario
is sending the message that it's OK to wear fur.
Anyway Peta have published a flash game to highlight the
issue of raccoon dogs being slaughtered for their fur.
Update: Nintendo reply
16th November 2011. See article
from gamepolitics.com
Speaking to Eurogamer, Nintendo commented on PETA's claim
that Mario is pro-fur.
Mario often takes the appearance of
certain animals and objects in his games. These have
included a frog, a penguin, a balloon and even a metallic
version of himself. These lighthearted and whimsical
transformations give Mario different abilities and make his
games fun to play.
The different forms that Mario takes
make no statement beyond the games themselves.
|
| 8th November |
|
|
| The BBFC gives Call of Duty: Modern Warfare 3 an 18 classification Permalink full story: Call of Duty...Nutters wound up by warfare video game series
|
See press
release
from bbfc.co.uk
See also Daily
Mail bollox
from dailymail.co.uk
|
The
video game Call of Duty: Modern Warfare 3 has been given an 18
classification by the BBFC. The BBFC is aware that some comparison has been
drawn between the action in the game and terrorist attacks on the London
Underground in July 2005. However, a full examination of the game makes clear
that the storyline is far removed from these real events.
The game is a continuation of the Call of
Duty Modern Warfare franchise, with characters returning from
the previous instalment in a continuing narrative. The game
includes a level set in a fictional London in which Special
Forces soldiers chase enemy Russian mercenaries through London
Underground tunnels as the mercenaries attempt to escape on a
train. The train, which contains no civilian passengers, crashes
beneath Westminster Underground Station and the battle continues
through the station up to street level.
David Cooke, Director of the BBFC says,
In reaching its decision the BBFC has given careful
consideration both to the depiction of action on the Underground
and elsewhere in London and the context in which that action
takes place. The game neither draws upon nor resembles real
terrorist attacks on the Underground. Nevertheless, the location
of the action in familiar London settings, both above and below
ground, establishes a context within which the tone and impact
of the work may, for some, be more unsettling, and upsetting,
than in previous games in the series. The Board's decision to
restrict the game to adults primarily reflects some moments of
strong violence, but also takes account of these contextual
elements.
The BBFC is satisfied that Call of Duty :
Modern Warfare 3 contains no material that requires restriction
beyond the 18 classification. The Guidelines at 18
accept the principle, repeatedly endorsed by the public, that
adults should be free to choose their own entertainment in the
absence of legal issues or material which raises a risk of harm.
The BBFC has no legal power to refuse classification solely on
the grounds of offence.
|
| 8th November |
|
|
| Animal activists PETA complain about the killing of rats in the Battlefield 3 computer game Permalink full story: Peta...Animal activists challenging the media
|
See article
from gamepolitics.com
|
Electronic
Arts' recently released Battlefield 3 allows players to shoot hundreds
upon hundreds of human characters but it also features the horrific and brutal
snuffing out of a small and innocent life.
People for the Ethical Treatment of Animals (PETA) have issue
a press release in Germany saying:
The realistic computer game
Battlefield 3 treats animals in a sadistic manner. The
game gives players the option to kill a rat with a combat
knife in the back in order to then lift it by its tail, then
toss it away.
Killing virtual animals can have a
brutalizing effect on the young male target audience. There
have been repeated cases of animal cruelty in Germany, where
young people kill animals. Inspiration behind these acts
often came from movies and computer games.
|
| 7th November |
|
|
| Modern Warfare 3 passed 18 uncut despite a few trivial nutter whinges Permalink full story: Call of Duty...Nutters wound up by warfare video game series
|
From the Independent
|
The
BBFC has given Call of Duty: Modern Warfare 3 (MW3), which is released,
tomorrow, an uncut 18 certificate.
The BBFC states that the game, which involves chasing armed
mercenaries through London Underground Tube carriages,
establishes a context which may be unsettling and
upsetting.
BBFC director, David Cooke, said they would not be
restricting the game's London scenes. The board's decision to
restrict the game to adults primarily reflects some moments of
strong violence, but also takes account of these contextual
elements.
When news of the game's content leaked earlier this year, it
was panned by the nutters of Mediawatch-UK for being in
incredibly poor taste.
Some bloggers have also reacted against a teaser trailer
released late last week by the game's creators, which include
gaming publisher Activision, stating it is heavy-handed
and gratuitous.
The trailer shows a parked truck full of explosives
vapourising next to a mother and child. It's a somewhat
heavy-handed approach to get some shock value out of the game's
story, said Pete Davison, contributing editor at gaming
website GamePro.com
|
| 30th October |
|
|
| Japan Loves Erotic Games: What's The Problem? Permalink
|
From a nutter point of view but interesting nonetheless
See article
from gameindustry.com
by Febriani Sihombing
|
Last
week, Japan saw the release of an erotic indie game called Kawaii
Imouto ni Rizumu ni Awasete Koshi wo Furedatte (So I heard I Can
Make My Little Sister Swing Her Hips to The Rhythm!)
The internet community was shocked and amused by the
game, which boasts a right hand free-mode feature, blatantly
proclaiming to the world, that anyone buying this game will probably want to
heh hem...pleasure themselves with one hand and play with the other. But
of course, an erotic game would fail as an erotic game, if you cannot fap on
it, or so I read on an erotic gamer's blog. Needless to say, the release
of the game was big news on Japanese Twitter that day.
Erotic or R18 games refer to games with sexually
explicit contents. Games that depict violence and or politically/culturally
sensitive topics are not called R18, if they do not center on love
simulation with sexual themes.
Erotic games started in the 1980s, but quickly expanded
to the variety we know today. There are a lot of variations in erotic games,
from simple hardcore porn, where the aim of the game is to have sex with
your targets, to the beautifully planned love simulation RPG games, which
have a proper plot and sex with the targeted character forms only a small
highlight part to prove the characters' eternal love. Most erotic games use
anime style graphics, but cover all genres, including simulations, RPGs,
shooting games, rhythm games, you name it. I think I can guarantee that
there's an erotic game for almost every existing genre.
So even though I've heard about these games before I
came to Japan, I didn't realize how many there were or how popular they are.
The sheer variety means guys could never feel they're lacking in porn games.
My initial thoughts were that if most erotic games use animated
cartoon-style graphics for their characters, it's not really harming anyone,
but then I began to wonder.
...Read the full article
|
| 30th October |
|
|
| Preference for Violent Electronic Games and Aggressive Behavior among Children: The Beginning of the Downward Spiral? Permalink
|
Based on
article from
citeulike.org by: Maria von Salisch, Jens Vogelgesang, Astrid
Kristen, Caroline Oppl
|
Abstract
A one-year longitudinal study with 324 German
third and fourth graders was conducted in order to find out whether a
preference for violent electronic games socializes children to become
more aggressive or whether aggressive individuals tend to select this
type of game.
Cross-lagged panel analyses suggest that children
who were rated as openly aggressive at Time 1 intensified their
preference for violent electronic games over time. We determined that it
could be ruled out that this selection effect was due to a number of
underlying variables ranging from ecological variables (neighborhood) to
family variables (migration status, older brother) and child variables
(gender, self-esteem, level of achievement).
Press
Based on
article from
monstersandcritics.com
The research suggested there was a risk that this preference for violent
video games would become entrenched in these children. However, the
researchers found no evidence in the group they studied that violent
computer and video games led to increased aggression in real life.
This is the good news from our study into the educational effects of
media, said Jens Vogelgesang of Hohenheim University: But it should
be noted that this applies expressly only to the group of 8-to-12 year olds
that we looked into in a study on the effects.
One of the researchers seems disappointed that results don't support the
concept that games cause violence. The research team leader Maria von
Salisch throws in a totally out of context comment:
In the case of older children, the negative
effects from violent games on their behaviour has already been
documented and this remains a cause for concern.
We are unable to rule out the possibility that
an entrenched preference for violent computer and video games might over
the course of a game-playing career lead to greater readiness to commit
acts of violence.
What sort of researchers title their supposed scientific study with
nutter phrases like 'downward spiral' anyway?
|
| 21st October |
|
|
| Mormon University finds that strong language on TV is the first step on the slippery slope to aggressive behaviour Permalink
|
See article
from dailymail.co.uk
|
Being
exposed to strong language on TV as well as playing video games are
linked to aggression in teenagers, a university report shows.
A US study in the medical journal Pediatrics appears to be the
first to examine the impact of strong language.
To explore the issue, scholars at the mormon Brigham Young University in
Utah gathered information from 223 middle school students.
Family life professor at the university, Sarah Coyne, explained that the
findings revealed that exposure to bad language is associated with
acceptance and use of similar language, which in turn influences both
physical and verbal aggression. Professor Coyne said:
On the whole, it's a moderate effect.
We even ran the statistical model the opposite way
to test if the violent kids used more profanity and then sought it out
in the media, but the first path we took was a much better statistical
fit even when we tried other explanations.
Profanity is kind of like a stepping stone. You
don't go to a movie, hear a bad word, and then go and shoot somebody.
But when youth both hear and then try profanity out for themselves it
can start a downward slide toward more aggressive behavior.
|
| 19th October |
|
|
| ASA whinges at Duke Nukem Forever advert featuring pixellated cartoon strippers Permalink
|
See article
from asa.org.uk
|
A
TV ad, for the computer game Duke Nukem Forever, seen in June
2011, featured animated scenes which included naked women pole dancing
in a strip club and a full frontal view of a woman wearing only
thong-style pants. Pixilation obscured the women's bottoms and nipples.
It also showed two girls in the club, who were dressed in school uniform
and had their hair in bunches, and were about to kiss. Those scenes were
intercut with quickly edited scenes of action, including aircraft firing
weapons over a blazing city, a character being punched and a robot
marching through a street. Issue
Thirty-four viewers, who saw the ad after 9pm, challenged whether it was
offensive and irresponsible, because it was sexist, violent and overly
explicit and included imagery which was likely to harm children and
vulnerable people.
Take Two said that Duke Nukem Forever was a cartoonish, over-the-top,
humorous take on the first person shooter videogame genre and deliberately
distanced itself from the ultra realistic, graphic modern war games that
dominated the field. They said any sexual content and violence was presented
in an exaggerated, non-realistic way, by animated characters, in an attempt
to send up the main protagonist Duke Nukem, who could be seen as something
of a 1980s, muscle-bound, ultra-macho figure of fun. They said that all
content was actual game footage and the game had been rated 18 by the BBFC.
They did not believe the ad contained any content that would cause the
type of harm referred to under the Code, nor content that would cause
serious offence. They said the content was clearly fictional and the ad used
computer-generated characters from the game's storyline and from game play.
They felt that the combat scenes were no more violent than viewers would
expect, or those from action films broadcast at that time.
Clearcast acknowledged that the ad contained sexual imagery and violent
images but felt the content was of a level similar to that approved for
other video games, film trailers and similar ads. They felt the violent
scenes were relatively restrained and were no worse than many others in that
category. They believed the post-9pm timing restriction was appropriate
given the content and felt it would keep the ad away from most young
viewers.
ASA Assessment: Complaint Upheld
Although
we understood that neither the game nor the ad would appeal to all tastes,
we noted the scenes were representative of the game's content and did not
consider that the violent imagery was overly graphic for broadcast after
9pm. We therefore considered that the scenes featuring action and violence
were not at a level likely to distress or cause harm to children or
vulnerable people.
We noted that the ad also contained several scenes in a strip club,
featuring women who appeared naked, or nearly naked, pole dancing and
gyrating. We noted that some pixilation obscured the women's bottoms and
nipples, but nonetheless considered that the presentation of the women's
naked bodies and their very sexual movements and gyrations were overly
sexually explicit for an ad with a post-9pm scheduling restriction. We also
noted that the ad featured two girls in school kilts and bunches about to
kiss, and considered that, in the context of other scenes with sexual
content, the ad appeared to link teenage girls with sexually provocative
behaviour.
On that basis, although we did not consider that the images of violence
were likely to distress or cause harm to children or vulnerable people and
although we did not consider that the portrayal of the women in the ad was
overtly sexist, because we considered that the sexual imagery and content in
the strip club scenes were overly explicit for broadcast at that time, we
concluded that the ad was irresponsible and likely to cause serious or
widespread offence when broadcast before 11pm.
The ad breached BCAP Code Rules 1.2 (Responsible advertising), 4.1, 4.2
and 4.9 (Harm and offence).
|
| 19th October |
|
|
| Baroness Susan Greenfield calls on kids to climb trees rather than play video games Permalink
|
See article
from telegraph.co.uk
|
Baroness
Susan Greenfield, the former director of the Royal Institution, said
spending too much time staring at computer screens can cause physical
changes in the brain that lead to attention and behaviour problems.
She told the Daily Telegraph:
The human brain has evolved to adapt to the
environment. It therefore follows that if the environment is changing,
it will have an impact on your brain.
If you play computer games to the exclusion of other
things this will create a new environment that will have new effects ...
every hour you spend in front of a screen is an hour not spent climbing
a tree or giving someone a hug.
Giving a speech earlier yesterday about the addictiveness of screen
technologies at the opening of a new science centre at the private
Sherbourne Girls' school in Dorset, the Baroness urged pupils to be
outside, to climb trees and feel the grass under your feet and the sun on
your face.
Screen technologies cause high arousal, which in turn activates the
brain system's underlying addiction and reward, resulting in the attraction
of yet more screen-based activity, the Baroness said.
|
| 18th October |
|
|
| Brain activity patterns found to differ between gamers and non-gamers Permalink
|
Based on
press release from
www3.uni-bonn.de
|
Researchers
from the University of Bonn have found brain activity patterns in heavy
gamers that differed from those of non-gamers. The study's results have
just been published in the scientific journal Biological Psychology.
Psychologists, epileptologists and neurologists from the University of
Bonn studied the effect of shoot em up game images and other emotionally
charged photos on the brain activity of heavy gamers. Compared to people
who abstain from first-person shooters, they show clear differences in how
emotions are controlled, reported lead author Dr. Christian Montag from
the Institute of Psychology at the University of Bonn.
21 subjects ranging in age from 20 to 30 years played first-person
shooters for about 15 hours per week on average. During this study, they
were shown a standardized catalog of photos that reliably trigger emotions
in human brains, using video glasses. At the same time, the researchers
recorded the responses in their brains using one of the brain scanners at
the Life & Brain Center of the University of Bonn. The images included
photos as they are used in the violent games, but also shots of accident and
disaster victims. This mix of images allowed us to transport the subjects
both to the fictitious first-person shooter world they are familiar with and
to also trigger emotions via real images, explained Dr. Montag. This
catalog of photos was also shown to a control group of 19 persons who had no
experience with violent video games.
When the subjects regarded the real, negative pictures, there was greatly
increased activity in their amygdalas. This region of the brain is strongly
involved in processing negative emotions. Surprisingly, the amygdalas in
the subjects as well as in the control group were similarly stimulated,
reported Montag: This shows that both groups responded to the photos with
similarly strong emotions.
But the left medial frontal lobes were clearly less activated in the
users of violent games than in the control subjects. This is the brain
structure humans use to control their fear or aggression. First-person
shooters do not respond as strongly to the real, negative image material
because they are used to it from their daily computer activities, Montag
concluded: One might also say that they are more desensitized than the
control group.
On the other hand, while processing the computer game images, the
first-person shooters showed higher activity in brain regions associated
with memory recall and working memory than the control group members.
This indicates that the gamers put themselves into the video game due to the
computer game images and were looking for a potential strategy to find a
solution for the game status shown, said Dr. Montag.
One question raised while interpreting the results is whether the users
showed altered brain activity due to the games, or whether they were more
tolerant of violence from the start and as a consequence, preferred
first-person shooter games. The researchers from the University of Bonn were
able to suggest an answer to this question based on the fact that they took
into account various personality traits such as fearfulness, aggressiveness,
callousness or emotional stability. There were no differences between the
subjects and the control group in this area, reported Dr. Montag:
This is an indication that the violent games are the cause of the difference
in information processing in the brain.
|
| 16th October |
|
|
| Austrian politician cleared of incitement over anti-mosque game Permalink full story: Bye Bye Mosque...Right wing politician prosecuted for anti-mosque flash game
|
Based on
article from
bbc.co.uk
|
A
right-wing Austrian politician has been cleared of incitement after he
created a simple anti-mosque flash game as part of an election campaign.
Freedom Party deputy Gerhard Kurzmann used the game in his failed bid to
become governor of the south-eastern province of Styria last year.
Players of Moschee Ba Ba (Bye-bye, Mosque) had to shoot at Muslims
and mosques as they emerged from a rural scene.
The game sparked inevitable criticism from other parties and religious
groups. Judicial authorities forced the Freedom Party to take down the game
and Kurzmann was later charged with inciting religious hatred and defaming a
religion.
But on Friday a court in Graz cleared Kurzmann. It did not reach the
threshold of incitement and I would also say this was not the intention,
Judge Christoph Lichtenberg said, in remarks carried by the national APA
news agency.
The prosecution said it would lodge an appeal.
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| 4th October |
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| Much anticipated computer game passed by the BBFC Permalink
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See article
from bbfc.co.uk
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The
BBFC have passed the computer game Diablo III as 15
uncut.
The consumer advice is:
The BBFC also noted that the game contains 32:00s of cut
scenes or video footage inserted into the game.
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