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User:Sarah Harper

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Hi,

My name is Sarah and I am a student at the Queensland University of Technology, at the moment I am studying for a degree in Mass Communication majoring in Media and Communication and Advertising. My interests are Computers and Graphic Arts.

To leave comments or questions please feel free to email me


Sarah Harper 13:34, 26 Jul 2005 (EST)


Encyclopedia Entries

Computer Game - Ethics and Associated Pages


Computer Games - Ethics
Computer Games - Ethics: Morals in Computer Games
Computer Games - Ethics: Reflexes and Behaviours
Computer Games - Ethics: Effects of Media Violence
Computer Games - Ethics: Case Study: F.E.A.R.
Computer Games - Ethics: Case Study: Manhunt


Sarah Harper 10:55, 28 Oct 2005 (EST)


Annotated Bibliography

History of Violence in Computer Games


Topic Outline: History of Violence in Computer Games
This topic will focus upon defining "violence" and "game" as well as providing a history of how and when computer games entered everyday life. The topic will then move on to discuss how violence crept into the Computer Games and how this is impacting the people who play the games. The topic will touch briefly on the psychological effects of violence in computer games as well as classification systems in Australia.



Bellis, M. (2005) Inventors, “The History of Computer and Video Games�?, retrieved August 8, 2005, from http://inventors.about.com/library/inventors/blcomputer_videogames.htm.


This website discusses the history of computers and video games as well as putting a time line on the events of how computer games became what they are now. This website discusses historical figures in the growth of computers such as A.S Douglas, William Higinbotham, Steve Russell, Ralph Baer, Nolan Bushnell and Ted Dabney These people have achieved recognition as the brains behind some of the world’s most recognised computer and arcade games. This is relevant to the subject because defining the history of violence in computer games requires an understanding of the faces behind the product. This website also provides a timeline of development for the technologies in creating the computer games.



Bernard, JRL. (1989) The Pocket Macquarie Dictionary, 2edn, Australia.


The dictionary was used to provide objective definitions to reinforce the concepts of the topic. The dictionary is a relevant source because definition is the primary goal of any informative document, especially an encyclopedia entry. This source of information was used to define the words “violence�? and “game�?. The Macquarie dictionary defines violence and game as follows:

- Violence - A rough force that is used to injure or harm. Any wrongful use of force or power, as against the rights, laws. An intensity of feeling, language etc fury. - Game - an amusement or activity to pass time. A competition for amusement involving chance, skill, strength etc according to set rules.



Healey, J. (2004) Censorship and Free Speech - Issues in Society Vol 207, Sydney, Australia. ISBN 1 920801 16 2


This book is purely informative of the classification standards of computer games in Australia. Dr Craig Anderson, a researcher of video game violence, states that research indicates that: • Children are more likely to learn that violence is an acceptable way to solve conflict if the violent behaviour is rewarded. • The more graphic the violence the greater the impact. • Practicing violence against other humans teaches at some level that violence against others is OK. • Sexual violence can be dangerous learning, particularly for adolescent boys who are at the development stage of learning how to relate to women.

This book states that computer games are programs that are designed for recreational use. Computer games can be a healthy way of relieving tension and learning skills however the OFLC classification system should be utilised to monitor the suitability for children. The information in this book on the classifications and research by Dr Craig Anderson are relevant to the research because of the informative and mostly objective views on violence in computer games.



Mattson, M.P., (2003) Neurobiology of Aggression – Understanding and Preventing Violence, New Jersey, United States of America ISBN 1 59259 382 8


This book discusses the effects that violent computer games appear to have on people from a purely psychological viewpoint. This book provides statistics of the content of computer games and claims that 80% of video games depicts violence and 21% of these games featured violence against women. It is stated that during the 1970’s, games such as Pacman were considered aggressive and its suitability for children was questioned. This book includes a brief history but focuses entirely on the effects of violence and its negative effects on people in terms of changing values in society and inducing a general lack of care in the well-being of other humans. This book is relevant because of the focus on media effects and psychology will be an interesting addition to the encyclopedia entry.



M/cyclopedia (2004) “Computer Games – Violence – History�? retrieved August 4, 2005, from http://newmediawiki.ci.qut.edu.au/index.php/Computer_Games_-_Violence


This page of the M/Cyclopedia is the background of the research. It is a relevant starting point to base the research upon and adds structure to the direction of research. Also looking at the previous reference lists is a basis for finding additional information.



Muir, H. (2004) “The Computer Games People Play,�? New Scientist, vol.184, no.26, retrieved August 8, 2004, from http://proquest.umi.com/pqdweb?did=729533181&Fmt=3&clientId=14294&RQT=309&VName=


This journal article by Hazel Muir discusses the experiments being conducted to try and discover a correlation between violent computer games and aggression in people. This article is relevant because it provides a subjective viewpoint of violent computer games. This article goes on to describe the types of games available today as “sickeningly violent�?. The storylines of games such as a Manhunt were exposed as a “first-person 3D game where the gamer plays a convict reprieved from death row who shoots, beats to death or suffocates all acquaintances. The more grisly the execution, the greater the accolades earned�?. Hazel Muir also describes the storyline of Grand Theft Auto as a game where the “gamer plays the part of an ex-con trying to recover cash lost in a botched drug deal. The player mugs people, intimidates jurors and kills prostitutes�?. This is relevant to the research because of the subjective viewpoints and descriptive synopsis’s of the violent computer games available nowadays.



National Center for Children Exposed to Violence (2005) “Media Violence�? retrieved August 8, 2005, from www.nccev.org/violence/media.html


This website focuses mainly upon the results of children who are exposed to violence in the media. “The argument of observational learning--that children learn by imitating what they see--is at the core of the majority of these studies. Some children are more able than others to tell the difference between make-believe and real-life events.�? Although it is not the most relevant source of information it contains some useful statistics into the viewing rates of the average American teenager.



Poole, S. (2000) Trigger – The Inner Life of Video Games Happy, Great Britain ISBN 1 84115 120 3


This book discusses the possibility of computer games causing aggression in people as well as exposing violent computer games and describing the offending graphics/stories within the games. Poole discusses how games used to be abstract pixellated contests of timing and skill, but now games offer superbly detailed animations of blood and gore while you shoot an opponent’s head off in Kingpin or mow down pedestrians in your car in Carmageddon. He discusses the ill effects of graphic images in computer games, which he claims can cause “temporarily increased aggression in children.�? This is thought provoking book which contains several good examples of extreme violence in computer games as well as a linkage between violent computer games and the training of a fourteen year old boy who went on a killing spree.



Springhall, J. (1998) Youth, Popular Culture and Moral Panics, United States of America. ISBN 0 333 66083 8


This book discusses the subject of classification of computer games in terms of suitable and necessity. The book remains objective; however it contains quotes from different people about their viewpoints of the controversial debate “Do computer games cause aggression in children?�? As stated by Gary Tue, aged 19, ‘at the end of the day, it’s only a game. You don’t take it seriously.’ The chapter continues to state that ‘the majority of people soon learn to distinguish between the real and the imaginary in the modern mass media. If they do not believe something to be true, they are not scared. Children are more frightened of the television news than of horror films’. This book is a relevant source of information because it reveals a viewpoint to classification and a historical background to violence in computer games.



“The History of the Computer Game�? Retrieved August 8, 2005 from http://www.jesperjuul.dk/thesis/2-historyof thecomputergame.html


This website focuses mainly upon the history of computer games. It discusses genre, history of technology and states that the first commercially available video game was pong in 1973. However, even though Pong was the first commercially available computer game, Spacewars by Stephen Russell is generally believed to be the first computer game. This is a relevant site because it provides excellent background information upon the history of the development and release of computer games.



Video Game Revolutions (2004) Narrated by Greg Palmer. KTCS/Seattle and Palmer/Fenster. [DVD: 120mins]


This DVD discusses the history of both computer and video games from the early beginnings of Nolan Bushnell to Ralph Baer. Video Game Revolutions is highly informative and detailed of the history and stories behind the very first video games. This DVD has put almost fifty years of computing history into a very informative and easy to understand format and structure. It is a highly relevant source because it is a fairly new release documentary and entails a lot of knowledge into 120 minutes. Although it does not specifically look at violence in computer games in great detail, the DVD is mainly a historical account of the creators of games.


Sarah Harper 19:43, 11 Aug 2005 (EST)

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