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On December 9, 1993, and March 4, 1994, members of the combined United States Senate Committees on Governmental Affairs and the Judiciary held congressional hearings with several spokespersons for companies in the video game industry including Nintendo and Sega, involving violence in video games and the perceived impacts on children.
Williams Z-Unit. Narc (stylized as NARC) is a 1988 run and gun arcade video game designed by Eugene Jarvis for Williams Electronics and programmed by George Petro, [1] Todd Allen, and Eugene Jarvis, with art by Jack Haeger, John Newcomer, and Lin Young. It was one of the first ultra-violent video games and a frequent target of parental ...
Since their inception in the 1970s, video games have often been criticized by some for violent content. Politicians, parents, and other activists have claimed that violence in video games can be tied to violent behavior, particularly in children, and have sought ways to regulate the sale of video games. Studies have shown no connection between ...
Brown v. Entertainment Merchants Association, 564 U.S. 786 (2011), was a landmark decision of the US Supreme Court that struck down a 2005 California law banning the sale of certain violent video games to children without parental supervision. In a 7–2 decision, the Court affirmed the lower court decisions and nullified the law, ruling that ...
Graphic violence refers to the depiction of especially vivid, brutal and realistic acts of violence in visual media such as film, television, and video games. It may be real, simulated live action, or animated. Intended for viewing by mature audiences, graphic in this context is a synonym for explicit, referring to the clear and unabashed ...
A new study compared violent video game Google searches in all 50 states, to gauge whose players were the most "obsessed with" games, like Grand Theft Auto and Mortal Kombat.
Thompson claims children may develop violent tendencies due to video games. Thompson has heavily criticized a number of video games and campaigned against their producers and distributors. His basic argument is that violent video games have repeatedly been used by teenagers as "murder simulators" to rehearse violent plans.
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