History of Video GamesEssay title: History of Video GamesSome problems are solved over a cup of coffee and some go on for decades without any sign of resolution. The reason may be that a solution can not be found or possibly that too many solutions are established. The ongoing argument of whether video games are good or bad for society is a clear example. Opponents believe they are a bad contribution to society while proponents believe they are a necessary and supportive addition to society.
“William Higinbotham, who in 1958 created a game called Tennis for Two…” (The Beginning), is the one credited for the invention of the video game. At this stage in time, this new innovation did not spark much interest with the public. “Computer and video games themselves did not become part of the popular culture until the late 1970’s” (The Beginning). Death Race, which came out in 1976, “…became one of the first controversial video games” (Controversy) to come out to the public. The purpose of the game was to run down gremlins while driving a vehicle. This type of entertainment was new and “uncomfortable”; it displayed awkward situations and was too violent for a lot of the critics. At this point it was obvious that there were two very differing outlooks on the latest technology to strike the market. But since most of the critics were against it and very few for it, including the creators and gamers, more complaints were made and the “violent” game of Death Race was eventually removed from the market. This was definitely not the end of gaming but it also was not the end criticism. The gaming industry obeyed the critic’s requests and opened into 80’s with “less representational, more kid-friendly games, such as Pac-Man and Donkey-Kong” (Controversy). As video games became more and more popular with the public, there began to be a more equal distribution of gamers and anti-gamers. Critics against gaming could not manipulate the industries new innovations without a good argument in return. Both representatives grew side by side with the industry. Today the argument still continues of whether video games are a good method for learning or just a waste of time and a bad influence on society.
This controversy basically started from retaliation of the opponent’s side. A new form of entertainment came out which was too violent for most of the audience. The critics, who were made up of mostly everyone at the time, were against this technology and made it that they be heard. Today this group has been narrowed down to about half the size it was but is still going strong. “Psychologists, researchers…” (Anderson) and concerned parents and adults are the main crowd opposed to video gaming. The main argument that was established since the “battle” began is the abundance of violence that takes place in the games. A research study published in 2000 “demonstrates that playing violent video games can increase a persons aggressive thoughts, feelings, and behavior”
The discussion of this controversy started when the original video was made. The original was made in late 1997-early 1998 with commentary by the researchers at the Australian National Institute of Allergy and Infectious Diseases (ANICID-II); an organization which was supported by a variety of sources. For example, two different experiments—one from the UK and one from the American Medical Association—conferencing the incidence and results of violence with any given game. It is still not clear if these experiments were a direct consequence of the controversial use of “games” or if their findings were the result of biased computerized studies.
In the original video, the game is shown to be played as a kind of mental, emotional, or physical activity to combat certain mental illnesses. The game states that a certain level of activity can lead to positive emotions, physical activity, and higher levels of self-esteem and self-control (Kruonger, et al., 2001).
Many studies have shown that individuals with mental illness, including depression, anxiety, postsepticaemia, schizotypal personality disorder, autism spectrum disorders, and schizophrenia, have significantly higher levels of physical and mental behavior. Research also has shown that many individuals exhibiting a high level of cognitive impairment experience high levels of emotional behavior[9].
The debate about violence on the internet is complicated by various things. Most of the participants involved in the controversy were participants that had become interested in gaming. Research and research continues to show that gamers are particularly interested in violence and video games as these genres have been described by many authors.
There is concern about the number of people who are trying to kill them. In some countries it has been estimated that between 3 and 4 million people are killed per year worldwide. In the United States alone, there is an estimated 1.9 million active and one in 17 fatalities are suicides, though it is possible that more people are killed each year due to the increasing number of gaming activities. The statistics on fatalities include some of the most notorious such as those from the 1994 World Trade Center shooting, which killed 13,000 people and the 1998 Columbine shooting, which killed 19,000 adults in the United States.
The number of Americans using physical violence against people with mental illness varies widely from state to state. In Hawaii, for example, it has seen one person die every 24 hours. In Colorado, an adult adult victimization rate of 45 percent is reported on a statewide hotline. In Missouri, 38 percent of rape victims are known to have been victims of violence on a statewide number. In New Mexico, rape victims report a victim that is either a male or a woman.
The issue continues to evolve between the different groups and as this issue is resolved in a relatively easy way, it becomes clear to everyone of what the difference is between the two groups and it may also become clearer to the public about the actual degree to which different groups are