Technical Report

Páginas: 9 (2176 palabras) Publicado: 24 de abril de 2011
December 20, 2010

Robert Thomson, Chairman

Gamers Associate

165 Avenue, 43 Street

Huston, Texas 78550

Dear Mr. Thomson:
As agreed in our August 25 arrangement, we are submitting the attached report entitled The Effects and Limiting Factors of Video Games Violence on Children and Teens.
This report is about the effects and limiting factors of video games violence onspecific population. The effects and arguments supporting and against video games will be discuss. Also, it is discussed two limiting factors.
I hope you find this report useful.

Sincerely,

Frances Luz Simpson, President

Gamming Research, Inc.

987 Sunset Blv.

Orlando, Florida 30567
Report
on
THE EFFECTS AND LIMITING FACTORS OF VIDEO GAMES VIOLENCE ON CHILDREN AND TEENSSubmitted
to
Mr. Robert Thomson, Chairman
Gamers Associate
Huston, Texas

by

Gamming Research, Inc
December 20, 2010

The report is about the effects and limiting factors of video games violence on specific population. It includes a discussion of arguments supporting and against video games. Limiting factors are also discussed and a list of policy recommendations is submitted.

TABLE OFCONTENTS
LIST OF CHARTS. . . . . . . . . . . . . . . . . . . . . . . . iii
ABSTRACT. . . . . . . . . . . . . . . . . . . . . . . . . . . . iv
I. INTRODUCTION . . . . . . . . . . . . . . . . . . . . . . . 1
II. HISTORY. . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
III.VIOLENT EFFECTS. . . . . . . . . . . . . . . . . . . . . . 3
Arguments Supporting Video Games. . . . . . . . . . . . 3
Arguments Against Video Games. . . . . . . . . . . . . . 3
IV. LIMITING FACTORS. . . . . . . . . . . . . . . . . . . . . 5
Gender. . . . . . . . . .. . . . . . . . . . . . . . . . . 5
Age. . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
V. POLICY OPTIONS . . . . . . . . . . . . . . . . . . . . . . . . 8
VI. SUMMARY. . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
INFORMATIONSOURCES. . . . . . . . . . . . . . . . . . . . . 10

LIST OF CHARTS
Chart Page
1. Video Game Use Among American Teens. . . . . . . . . . 2
2. Influences on Youth Violence – 2009. . . . . . . . . . . . 4
3. Violence in Video Games – Survey . . . . . . . . . . . . .8

ABSTRACT
Violence is fundamental part of video games. Producer of this games, make them more violent and more realistic to give the players what they want. This increases the concern of parents, but those in favors thinks the games help to develop the generations. Video games share much in common with other pursuits that are enjoyable and rewarding, but may become hazardous in certaincontexts. Parents can best protect their children by remaining engaged with them and providing limits and guidance as necessary, but there is no way to stop minors from playing violent video games if they want to play. The government should put protections extend to video games sold and rented to children. They have to put pressure on the video game industry to enforce its ratings systemeffectively. In addition, parents have to take a closer look at what their children are playing.
Report on
THE EFFECTS ANDLIMITING FACTORS OF VIDEO GAMES VIOLENCE
I. INTRODUCTION
Since 1970’s video games have been a part of North American culture, but the violent content of video games has begun to increase since the 1990’s. Nowadays, violence is a prevalent factor in many of these video games....
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