I was playing around in Soundbooth. And, yeah. Fucked up. I blame the fact that it's past three in the morning, and I have spent hours, hours, working on a recommendation report for class. And am still unfinished. Because I don't really want to do it, damnit. *sigh*
Anyway, if you're on drugs you may enjoy. Because otherwise, it's just too fucked up.
For our purposes, we will assume that video games refers to all electronic games that require interaction from a live person, also known as the player, in order to advance the action or story of the game. This will include games that are intended for play on the computer, or other gaming console such as Nintendo's Wii, Sony's Playstation (1, 2, and 3), Microsoft's Xbox, and Xbox 360, as well as the various handheld consoles.
There are a variety of genres and sub genres in the gaming industry, and while some are understandably non-violent, such as most puzzles and sports related games, many other's are full of graphic violence. There are fighting games, roleplaying games, strategy games, sports, and action games, first-person shooters, and much more. With so many different games it's easy to see that there will be a great deal of violence, and in many cases we can see violence in games that twenty years ago we would not have seen. For example, racing games have started to contain a great deal of violence, as have strategy games.
Video Game Ratings
Each video game is given a rating by the Entertainment Software Rating Board (ESRB), ranging from Early Childhood to Adults Only. According to the ESRB titles rated Early Childhood (EC) have content that may be suitable for ages three and older, and contains no material that parents would find inappropriate. Titles rated Everyone (E) are suitable for ages six and older, and may contain minimal cartoon, fantasy or mild violence and/or infrequent use of mild language. Games rated Everyone ten and older(E10+) may be suitable for ages ten and older, and may contain more cartoon, fantasy or mild violence, mild language and/or minimal suggestive themes. Games rated Teen (T) are intended for people thirteen years or older, and may contain violence, suggestive themes, crude humor, minimal blood, simulated gambling, and/or infrequent use of strong language. Games rated Mature (M) are intended for people seventeen or older, and may contain intense violence, blood and gore, sexual content and/or strong language. While the highest rating is Adults Only (AO) obviously intended for people eighteen or older, and may include prolonged scenes of intense violence and/or graphic sexual content and nudity.
By looking at the ratings given by the ESRB it is easy to see that starting from six years of age parents are being taught that it is okay to permit their children to play video games with violence. The violence in these games increase as the child grows older, eventually culminating in games with ratings that allow for prolonged scenes of intense violence.
Video Games and the Real World
While graphic violence is a common element in many games, here are a few games that have been created based upon real world events that bring home to the player that violence is a very real possibility. Battlefield 1942 is a popular war game, set during World War Two, where the player has the opportunity to play a soldier during the battles. Players have the ability to fly Wordl War Two era fighter aircraft and bombers, navigate naval ships and aircraft carriers, man coastal defenses, drive tanks and jeeps, control weaponry, or fight as one of five classes of infantry. Each battle takes place on one of several maps located in a variety of places and famous battlefields in all of the major theaters of World War II: the Pacific, European, North African and Eastern Fronts. The maps are based on real battles set in World War Two, and while not necessarily realistically portrayed, the fact remains that the game allows the player to feel as though they are a soldier during this time.
It is not only wars, however, that are glamourized in video games. April 20, 1999 is a date that marked the deaths of twelve people, and the injuries of twenty four others, in a brutal slaughter at Columbine High School in Littleton, Colorado. Known as the Columbine High School Massacre, this day was not one that many people thought would be immortalized not just as the day so many died, but also in a video game where the player has the opportunity to not be a victim, but to be the shooter himself. The online game "Super Columbine Massacre RPG!" first became available April 20, 2005 marking the anniversary of the massacre, and while it lacks the high-end graphics of many popular video games, and is "not especially bloody," it is full of violence, and can take nearly five hours to play.
Psychological Effects of Video Games
There have been many studies performed in order to determine if violence in the media does, in fact, desensitize an individual towards real life violence, and there has been evidence to support this theory. For example, viewers of filmed violence show reduced emotional and physiological arousal and rate violent films as less violent after multiple exposures (Dexter, Penrod, Linz, & Saunders, 1997; Drabman & Thomas, 1976; Linz, Donnerstein, & Penrod, 1988; Mullin & Linz, 1995). These findings indicate that media, in general, does have a desensitizing effect due to a reduction in empathy, generally defined as a sensitivity to another individual's pain and suffering, on the behalf of the viewer.
Anderson and Bushman's general agression model (GAM) attempts to explain both the development of agression as well as the individual differences in susceptibility to the influence of violent video games. According to the GAM, both situational and personological variables interact in roder to affect a person's internal state. The GAM also states that violent video games have both short-term effects, as well as long-term effects. In the short tem, the games are a situational variable, causing an increase in aggressive cognitions, affects and arousal. The long term effects are just hypothesis, as insufficient research has been done to test its effects. Anderson and Bushman hypothesized in their 2002 study that violent video games influence behavior by promoting aggressive beliefs and attitudes, thus creating aggressive schema, aggressive behavioral scripts, and aggressive expectations.
A study led by a pair of psychologists at Iowa State University has proven for the first time that video game violence can desensitize the player to real-world violence. In order to prove this the researchers tested 257 college students (133 women and 124 men) by taking each individuals heart rate, as well as testing their galvanic skin response (GSR), or electrical resistance of their skin. The heart rate was used to indicate the fight or flight response, while the GSR was used in order to indicate high emotions; most commonly fear, anger, startle response, orienting response and sexual arousal. After taking the baseline measurements participants played a variety of violent video games for twenty minutes.
After playing a video game, a second set of measurements were taken. Participants were then required to watch ten minutes of video documenting real-life violence taken from television programs and commercially released films, during this period herat rate and skin response were continuing to be monitored.
The psychologists determined that "playing violent video games, even for just 20 minutes, can cause people to become less physiologically aroused by real violence... Participants randomly assigned to play a violent video game had relatively lower heart rates and galvanic skin responses while watching footage of people being beaten, stabbed and shot than did those randomly assigned to play nonviolent video games. It appears that individuals who play violent video games habituate or 'get used to' all the violence and eventually become physiologically numb to it." (Carnagey)
If Phedre is strong, then it is easy to see how the son of her nemesis could be just as strong. Imriel no Montreve de la Courcel. The son of a blood traitor, and the adopted child of Phedre no Delaunay de Montreve, and her Cassiline Joscline. Imriel begins his life as a simple goatherd, is sold into slavery, tormented and tortured until he is finally rescued by Phedre, and adopted into her household against the Queen's wishes.
Kushiel's Scion shifts the point of view from Phedre to rest solely on Imriel, where we see that he is not getting over his past. Through the novel we watch as Imriel grows from a boy of twelve to become a man of eighteen, with his first blood staining his hands. Sorrow, and pain is a common theme, but so too is love and lust. In the world created by Jaqueline Carey love itself is pure, and unfettered by society's beliefs. There is no shame in love, only joy. "Love as thou wilt," being the rule D'Angelines follow.
Imriel finds love and loses it again and again in Kushiel's Scion as he journeys from Terre d'Ange to Tiberius, and from there to Lucca. He grows, and becomes not just a Prince of the Blood, third in line for the throne, but also a scholar, a soldier, and a lover. He overcomes his revulsion to lust and sexuality and grows to embrace his birthright and his nature as his own.
As with the first three novels, Kushiel's Scion is a sensuous feast, with breathtaking description, and action that will keep you turning the pages. The language borders on being formal and flowery, and it is told from the first person point of view, however it works. This, and the first three novels, is a definite must-read.
Previous entries have, for the most part, been switched to friends view. This is for a few reasons. First and foremost is because a lot of what I write is written in the heat of the moment. Additionally, a lot of the things I write are personal in nature. Now, two of the people I know in real life have found this "blog," and while I have no qualms with them reading, I am leery of leaving the journal unlocked for just anyone to be able to read. So, previous entries have been marked friends, and further entries will most likely be marked as well.
Again, I have no qualms with people reading, I'm just leery of having Joe-Blow from down the street reading this because it is very personal. With that in mind, fo those of you who are interested in continuing to read, and are willing to keep an open mind and not take the rants personally, feel free to create a Vox account, and add me to your friends list. Or ask me, and I might answer.
In the mean time, take care everyone.
In a way I almost feel bad for starting yet another journal. Granted, I really only have one that I keep current on but it seems I've fallen into the same trap I always manage to end up in: the complete and utter lack of ability to be completely honest. My friends, as well as family (specifically my younger sister) all read my journal, and frankly... I find myself censoring far too often for comfort. My journal is supposed to be a place where I can be perfectly honest with myself.
First off, let me say that I am a single mother with two children. One is a four (almost five) year old girl, the other a mere six month old boy. Both of my children have different dads. I left my daughters father for reasons of my own, my sons father walked out on us when I was six weeks pregnant. So if I seem a tad bit bitter I'm sure you can understand. Worse yet is that daddy number two is from another country and when he walked out he went back. As such, well, we haven't spoken since my baby boy was born and he hasn't contributed to the raising of his son at all. Daddy number one and I actually get along fairly well now, and he sees his daughter a fair bit during the summers. Luckily, all is well on that front.
I usually work at a well known computer company doing technical support via the phone, specializing in software issues. Right now, however, I'm on maternity leave and waiting to hear back from school to see if I managed to get accepted or not. At twenty-three years old I've decided it's about time I receive some postsecondary education. At the very least it's something that will help me get a better job (not that there's anything wrong with doing tech support of course).
Of course part of the reason why I am so adamant about returning to school has more to do with the current home situation I'm finding myself facing. I've been living at my parents house for quite a while now as having a place of my own is not feasible while on maternity leave. Now, however, I haven't been given a choice. My parents have, on a whim it seems, decided to sell their house. In a lot of ways this is a blessing in disguise. My parents can no longer undermine my authority as a parent if I no longer am a round them all that much. However, this leaves me grasping at straws to see if I can find a place. My sister and her husband have offered me and my children a place as they can barely manage the bills and such on their own. I'm half tempted to go ahead and take them up on their offer, but for one thing.
For the past while I feel uncomfortable around my family. Why, you ask? Because when my sister and her husband come over I get excluded from the "family" conversations, I get ignored, my seat gets taken and covered with baby stuff, et al. All in all, I'm made to feel perfectly unwelcome. And I'm afraid that if I move in with her that this will be what I face every day. Not a pleasant concept, I assure you. However, looking at things form a financial standpoint I can see that moving in with them would be in my best interest. I just wonder how long it would take before I would be back to taking my ativan.
I know how you did, you did GREAT. The question is what kind of mark you got, which I am... read more
on Very rough draft...