The four year review printed in 1999 by the Australian Office of Film and Literature Classification, reported that hardly any of the members of the community saw games as a social issue. Within the findings they stated that there wasn't any evidence that watching material seen in R18+ games causes bad behaviour in adults. Australia is one of the few countries in the world without an R18+ category for games. Looking at it when I was between the age of 13 and 18 I was watching DVD's and Movies that werent legal, age wise. A bit of why it was so thrilling was because I wasn't meant to, so it just gives a game more credability giving it a rating.
We know that children's reactions to with games vary widely from child to child, with some children playing frequently, others hardly at all, with preferences ranging from strategy games to shoot-'em-ups to puzzles. We also know that there are large variations in terms of regularity and varieties of games played between boys and girls. Gaming can be massively successful in promoting moral or social values basically by producing an evocative, plausible universe in which the gamer makes moral decisions. The down side is unfortunately, many teens charge through their homework so that they will have larger amounts of time to watch TV, a movie or to play computer games (understandable, if not exceptable!).
Computer games and graphics have developed to such a degree that they sometimes blur the borders between the real and the virtual. Games like 'Crysis' have largely pushed the edge of the envelope in this case. Games can be works of art and literature - and they're still developing. The stories they can tell, and the experiences they provide, are increasingly sophisticated and glorious.
There are educational games that have the graphic qualities and engagement of mainstream games, but are designed to attain specific instructive goals. One example is DoomEd, which has changed an existing game to create a 'first-person-shooter' in which the player moves around the London underground during the second world war killing aliens, the education being that they need to understand radiation and chemistry in order to defeat dangerous obstacles. (Obviously not one for younger children)
Research discoveries are more varied, however, when it comes to the effects on children's social integration. Although little evidence shows that the reasonable use of PC's to play games has a negative influence on children's friendships and family relationships, recent survey information shows that increased use of the Internet may be linked to increases in loneliness and depression (Lets face it, if your child is just sat in front of a box 24/7, they aren't going to be making any friends).
วันอาทิตย์ที่ 8 มิถุนายน พ.ศ. 2551
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