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No Killer App; Violence and Addiction
Oleh:
[s.n]
Jenis:
Article from Bulletin/Magazine
Dalam koleksi:
The Economist (http://search.proquest.com/) vol. 401 no. 8763 (Dec. 2011)
,
page 9-10.
Topik:
Violence
;
Addictions
;
Computer & Video Games
Ketersediaan
Perpustakaan Pusat (Semanggi)
Nomor Panggil:
EE29.69
Non-tandon:
1 (dapat dipinjam: 0)
Tandon:
tidak ada
Lihat Detail Induk
Isi artikel
In the late morning of April 20th 1999 a pair of teenagers, Dylan Klebold and Eric Harris, walked into the cafeteria at Columbine High School in Colorado and began gunning down their classmates. In the days after the killings it emerged that, besides enjoying violent movies, the two liked playing "Doom", a gory video game from the mid-1990s in which the heavily armed players use shotguns and rocket launchers to dispose of legions of zombies and demons. Parents, politicians and psychiatrists fretted that exposure to virtual violence had prepared the ground for the real-world killings. Two years later the parents of some of the victims sued dozens of gaming companies, including id Software, the developers of "Doom", alleging that their products had contributed to the murders. The massacre fed long-standing worries about video games, particularly in America, the industry's biggest national market. Governments from California to Switzerland have tried to ban the sale of violent games to children, and most countries have an age-rating system similar to that for films. However, since gaming has become more mainstream, the proportion of violent games has fallen. According to vgchartz, a website that tracks games sales, the ten bestselling console games of 2010 included just three violent shooters.
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