Escolar Documentos
Profissional Documentos
Cultura Documentos
Abby Allen, Megan Crain, Allie Miller, Justin Brosnan, and Georgio Elian
This project focuses on how violent video games affect adolescent boys. The
demographic focused on consists of boys ages 12-14. This research focuses on the major
companies in the video game world, demographic of gamers and the rating system, advertising
and product placement, which games are the most realistic, desensitization to violence,
discrimination/sexism towards women, and stories and laws behind video games. Considering
communication issues related to these topics, the research was developed further to investigate
the rating systems used, desensitization to violence and the cultivation theory, military use of
violent games, the realistic nature of these games, masculinity and treatment of female avatars in
games, video game advertisements, promotions, covers and branding, and the overall affect on
adolescent minds.
The video game industry is a monstrous industry earning a revenue of $43.4 billion last
year. It is expected to have an annual growth rate of 2.4% within the next five years. In 2015, the
breakdown of the products and services segmentations were 8.8% accessories, 17.2% online
games and software, 32.6% consoles, and 41.4% physical games and software (Alvarez, IBIS
World Report NN003). The major companies involved in the video game world are Microsoft,
Sony, and Nintendo. These companies are the creators of some of the most popular video games
and video game consoles. Microsoft Corporation created the console Xbox and has created
games such as Halo, Sony Corporation has created all of the PlayStation devices, and Nintendo
has created consoles like the Wii products and other Nintendo devices. These companies
dominate the hardware market by creating consoles. Even though consoles are sometimes
unprofitable, these companies control the licensing and the publication of the software from the
developers (Alvarez, IBIS World Report NN003). Similarly, certain retailers dominate the game
industry including GameStop and Toys R Us. The US consumer is reported to have spent
approximately 21.53 billion dollars on games, equipment, and accessories last year (Alvarez,
When discussing the effect of violence in video games on young teenagers, it is important
to describe the prevalence of video game ratings systems. Introduced in the United States in 1994,
the Entertainment Software Rating Board (ESRB) became one of the major content rating systems
in the world and is still one of the most important. Similar to other media rating providers, the
ESRB classifies video games into particular categories, based on what certain aged children can
and cannot play. These rating categories include, Early Childhood (eC), Everyone (E), Everyone,
10 and up (E10+), Teen (T), Mature (M), and Adults Only (Ao). There is also a Rating Pending
(RP), for those games which have not been given a final rating yet.
During the growth of the video game industry, also known as interactive media, there were
other, similar rating systems that were established in different parts of the world. For example,
most of Europe, Israel, and Quebec use the Pan European Game Information (PEGI) and Germany
has its own system, the Entertainment Software Self-Regulation Body (USK). A major difference
between these rating systems and the ESRB, is that they have color codes for each rating category.
The PEGI system also utilizes pictured symbols for content descriptors, instead of just words.
In the article, Beyond todays video game rating systems: A critical approach to PEGI and
ESRB, and proposed improvements, the author mentions that, the only method currently in use to
defend the rights of children against potentially harmful contents of video games is their
classification according to their greater or lesser observance of childrens sensitivity and/or their
psychological development (Felini). So, in terms of a video games assigned rating, it can be
possible to set up content blocks on video gaming devices that are similar to parental controls for
other medium. The real problem is that for these automatic controls to work, you need to have
reasonable, comprehensive, and very clear classifications in place. One may immediately think
that these video game rating systems are targeted to those who want to buy and play the games.
But, in reality, video game ratings are targeted to parents and child caregivers, who essentially,
would be the ones buying the game for kids and young teens (Felini). So, parents and caregivers
have the utmost responsibility to understand what content is present in each video game, or video
In November 2007, a week after the release of Manhunt 2, Target and some other retailers
decided to pull the game off the shelves. This was because, even before its release, the game was
surrounded in debate about its content and storyline. Manhunt 2s gameplay involves the main
character escaping from a mental hospital and has to kill or be killed (Becker-Olsen & Norberg
83). Youth advocacy groups saw the violence in this game and what it might bring about in young
teens who could get their hands on it; so, they appealed to the ESRB on behalf of parents, to change
the games rating from M mature to AO adults-only. However, the manufacturer, Rockstar
Games was able to block some content and secure the mature rating just before launching the
game. Ultimately, many retailers chose to not sell the game, while others sold it months or years
Another topic that comes up when dealing with media literacy is the desensitization to
violence through playing violent video games. Being desensitized to violence starts at a very
young age. Children start getting desensitized to violence by watching early childhood cartoons
(Brockmyer 67). In early childhood cartoons like SpongeBob Squarepants or the Road Runner,
the violence in these cartoons are considered fun and justifiably. One might question how
children can determine if these cartoons are just for entertainment or instead a representation of
the real world. Video game violence is different than any other kind of media violence. In violent
video games the players get immersed into the game by the level of activity involved. In first-
person shooter games, the object is for you, the player, to kill the other opponents. Often in
violent video games the only way to advance and upgrade your weapons is increasing the
amount of kills you obtain. Throughout the game the player gets reinforced to kill more and
more because they will get rewarded and congratulated throughout the game. The player in the
game getting rewarded for the amount of kills they achieve is gratifying and makes them feel like
they are doing a good thing. From the documentary Game Over, Professor Morgan stated that the
success level in a video game is defined by mastering violence at unimaginable levels. The
people in the video game industry will defend the violence in these video games by saying it is
just make believe, it is healthy, it is fun, and nobody is going to take this video game violence
seriously. Unfortunately, over time the distinction between fiction and reality in these games
A theory that can be related to the desensitization to violence through video games is the
cultivation theory created by George Gerbner. Even though this theory involves the medium of
television, scholars have taken the same concepts behind the theory and related them video
games. As stated in Cultivation effects of video games: a longer-term experimental test of first-
and second-order effects, the central hypothesis behind cultivation is that heavy television
viewers conceptions of social reality are more in line with whats portrayed on television than is
the case with the reality conceptions of light television viewers (Chong 953). With regard to
video games, we as a society are creating a culture of fear and our perception of violence is
skewed. The more violence children and teens take in through the culture the more desensitized
they are to violence. Increasing violence through our culture is creating real life devastating
There has been a lot of research conducted regarding the effect of violent video games
and the desensitization to violence. One study looked at the effect of violent video games versus
nonviolent video games. This study, conducted by Bushman and Anderson examined how the
exposure to violent media affected helping response in college students and adults.
Participants played either a violent or nonviolent video game. After play they were
exposed to a stimulated altercation: participants heard what seemed to be a loud fight just
outside the door. Those who played the violent video game took longer to help the
apparently injured victim than nonviolent game players. Violent game players also rated
the fight as being less serious and were less likely to even acknowledge the altercation.
There were also differences related to gender and past gaming experience: men rated the
fight as less serious than women and those who reported a preference for violent video
games were less likely to help than those whose favorite game was nonviolent (suggesting
The students in this study showed a delayed response to the fight that was happening right outside
their door because of the desensitization that they are exposed to through violent video game
playing. This was just one of the many studies that have been conducted regarding video game
violence to desensitization. Playing violent video games increases the risk to desensitization to
The playing of violent video games has been justified by saying it is just for fun, and that
kids know that violent video games is not like the real world. Do the people who justify the
playing of violent video games know that the military uses violent video games to train soldiers
in boot camp? Lieutenant David Grossman of the U.S. Army spoke about the use of violent
video games in the military world in the documentary Game Over. Grossman started his chapter
in the documentary speaking about the history, war, and the manipulation used in killing during
war fare. After WWI the riflemen were studied and examined to determining their firing rate at
an opposing enemy. The study showed that a rifleman were only 15-20% likely to fire their
weapon at an opposing exposed enemy soldier. Grossman compared this statistic to only having
a 15-20% literacy rate among your librarians in a library. This was not a good statistic for the
military. The military had to train their soldiers to kill as a conditional response. Therefore, in
WWII the training of soldiers became more realistic to better prepare them for battle. The
soldiers were practicing their shooting on enemy pop ups in a shooting range to create operant
conditioning. Now with the advancement of technology the training of soldiers have become
The invention of violent video has become a tool for the military to train their soldiers.
Soldiers are now standing in front of screens using plastic M-16s that fire laser beams at the
screen. When the soldier aims and hits the target on the screen, the target drops on the screen as
if the target was shot in real life. This training is not only used in the military but it is also used
in law enforcement training. Grossman explains FATS (Fire Arms Training Simulator) training
that law enforcement uses to train new officers. This training is very realistic to how a real gun
operates. The officers have fake guns in which the operator pulls the trigger, then the slide slams
back and the operator feels the recoil of the gunshot. The shooter either hits the target and the
target drops on the screen, or misses the target, giving the target the opportunity to return fire.
FATS training turned out to be a very effective training device for the law enforcement. Now, go
in a local video game arcade and look around at the games. Most likely there will be a game for
kids to play that is almost exactly the same as the FATS training program. The only difference in
FATS training versus a game in an arcade like Time Crisis is that the kids playing the games in
an arcare have no supervision, no standards, and no repercussions. They are killing for fun and
entertainment. In the FATS training if you hit a wrong target you will be reprimanded or even
fired. There is a strict structure when conducting this training, but when kids are playing this
game in an arcade there is no control over what actions they take and no ramifications if they
Another game that Grossman spoke about in the documentary was the game Doom. The
computer game Doom was used in training the Marine Corps for preparation of warfare. This
game is an effective and efficient tactical trainer in the skills needed for soldiers. Grossman
commented that in this game there is a great deal of rehearsal and that is it good enough to be
training soldiers how to kill. For the users playing the game it provides a script, the rehearsal,
and the final act of killing. In the documentary, Grossman was trying to show the audience that
everyday kids are playing the same games that military and law enforcement use in training.
How can parents and the industry justify these games as just fun and for entertainment when real
life Marines and Police Officers use them to train and to be manipulated to kill an enemy. Kids
playing these games are not only getting desensitized to violence but they are also getting
desensitized to using weapons and killing opponents with their physical actions (Game Over).
Grossman made many intriguing points when relating violent video game playing to real
life combat training. Military and law enforcement get trained on these games and learn how to
fire guns, and kids and teens playing these games learning the same tactics of shooting a gun.
There was a study conducted by Whitaker and Bushman (2014) that examined college students
to see if there was a correlation between playing violent shooting video games and actually
shooting a real gun. The two researchers brought up the same learning process of operant
conditioning as did Grossman in Game Over. When playing a violent video game the player
continuously gets positive reinforcement throughout the game when making a good kill. From
this positive reinforcement from the game, players are more likely to repeat the behaviors that
they have been rewarded and less likely to repeat the behaviors they have been punished. These
positive reinforcements will likely cause increase to repeat the violent behavior over and over
again. After completing multiple surveys, asking a little bit about their background and video
game habits, participants were randomly assigned to play either a violent shooting game with
realistic humanoid targets (Resident Evil 4), a nonviolent shooting game with bulls-eye targets
(the target practice game in WIi play), or a nonviolent, non-shooting game (Super Mario Galaxy)
all for 20 minutes (Whitaker et al.. 883). For the two shooting games participants were
randomly assigned to play either a standard control or a fake plastic gun. After playing the
games, the participants were brought outside to practice shooting a real gun and checking for
their accuracy. There was a significant positive correlation between the players that had exposure
to violent shooting games and total hits and headshots made on the target with the real gun.
Those who played the violent video game with the fake pistol shaped controller had the most
headshots compared to the other groups. This is just one of many studies that have been
conducted on the effects of violent video games; it is a serious topic that needs to be addressed to
Video games have been shown to be an evident factor in many real life cases of violence
and destruction. In the events of the Sandy Hook and Columbine massacres, there was a link to
video games playing a role and having horrifying influence on the shooters and their motive to
kill. Likewise, the portrayal of women in these games and the violence towards women should
be duly noted in the increase of sexual assault and domestic violence of women in the U.S. in the
past 20 years. Video game companies deem these games harmless, but this is quite contradictory
children such as Tom and Jerry relate humor to violence. But, the level of graphic violence in
todays media, especially video games, has taken violence to a whole new level. In the
documentary Game Over, psychologist Erica Scharrer relates so weve come a long way since
Pong, where there were just rectangular shapes and a bouncing ball. Now we have whole worlds
and very realistic three-dimensional types of approaches to violence. The importance of realism
in games is essential in the video game industry. Games with better, more realistic graphics are
In the Game Over documentary, Nina Hunteman states one of the ways in which video
games engage players as participants, emotionally and psychologically, is through realism and a
heightened sense of realism. You could say that realism is the Holy Grail of the video game
industry she states that sports games study how the players move and how everything looks and
sounds in real life and incorporates these into their games so players have the highest sense of
realism as possible. This same tactic is used when creating the violent games for children. These
games have become so advanced and so real that the differentiation between games and reality is
becoming more and more blurred. The graphics in these games has become so advanced, it is
seen as horrifying to many viewers. For children who have not yet fully developed cognitive
skills, playing these games has a significant influence on their views and understanding. For
children and young adults who learn differently, have a disability, or social setbacks, these
masculinity and male characters in video games is, to a point, over-exaggerated. In reality, a
large population of the video game makers, producers, editors, developers, and writers are men,
usually younger men. In some games, we can see that more than not. Some of the notable games
representing exaggerated masculinity include, Duke Nukem, Silent Hill, Mortal Kombat, Saints
Row, and Mafia II. Each of these titles contain a variety of different ways masculinity is
expressed.
In the video game Duke Nukem, for example, which was prominent in the 1990s and
rebooted in 2011, one of the major concerns of the game is related to the representation of
masculinity. The gameplay of this particular game is one where the main character, Duke Nukem,
is left as the last man on earth. His mission is to save women, specifically white, young women,
from a post-apocalypse Los Angeles red light district, which is overrun by aliens. The aliens, which
are the enemies, represent a sort of minority group, as the rest of the characters in the game are
white. (Sze-Fai Shiu 110). The underlying premise of this game is Duke preventing miscegenation
One of the things that makes Duke Nukem 3D (1996), unique is that it was the first of the
series to use real-time speech by the main character. Some of the phrases that Duke uses are: suck
it down, come get some, and you suck, which can assert a heterosexualized, hyperbolic
notion of white masculinity tinged with homoerotic possibilities (Sze-Fai Shiu 111). Duke
Nukems physical representation is one that expresses intense muscle tone and feelings of
patriotism. Mentioned in the article, What Yellowface Hides: Video Games, Whiteness, and the
American Racial Order, Duke Nukem makes almost the same patriotic resemblance to Ronald
Reagan, in that someone people, white American men, want to identify with. (Sze-Fai Shiu)
While they might represent half of the population in day to day lives, women play a
pretty insignificant role in the video game world. There are two types of women represented in
games. The first is a passive, insignificant character who adds not to the dialogue or plotline, but
instead serves as a sidekick or pawn for the male characters. Often, these characters are included
merely for their sex appeal and ability to serve male characters. The other option for female
characters is actually that of a hero. Sometimes, women are the main characters who have heroic
abilities, but are defined in the game by their bodies and sexuality. The presentation and allotted
dialogue for these female characters in video games has dangerous consequences for the young
boys who play them. Many young boys who have yet to have significant meaningful
relationships with women might base their views of women on their video game representations,
leaving the possibility for young boys to treat women based on how their avatars interact with
In his article Still a Mans Game: Gender Representation in Online Reviews of Video
Games, James D. Ivory applies both the cultivation theory and social expectancy theory to
suggest that long-term video game consumption can impact how players view women in real life.
Noting the nature of many popular video games, Ivory asserts that these perspectives suggest
that a video game landscape where women are represented infrequently and as passive,
sexualized beings can precipitate a similar Weltanschauung [worldview] among video game
players who consume the message through long and frequent bouts of game play (Ivory 105).
The way that male video game characters are encouraged to interact with women in addition to
the roles that female characters are often given and the way their characters are presented present
startling concerns for how frequent video game use might influence young boys view and relate
glorification of violence against women and encourages a crass view of womens sexuality.
Before discussing some of the issues associated with the game, Dill notes a 2002 study which
found that 75% of boys under 17 have played Grand Theft Auto regardless of the mature rating.
In one version of the Grand Theft Auto games, if the male hero is able to kill the prostitute after
having sex with her, he is rewarded by getting his money back. In this same game, if the male
hero punches a prostitute, the prostitute is programmed to respond to the sexual violence by
saying I like it rough (Dill et al.). Instead of showing the very real consequences of violent
sexual behavior, these types of video games only show outlandish situations in which men are
By playing such very real games which encourage what would otherwise be treated as
offensive and criminal activity against women, young boys are given an inaccurate view of
reality. It is a concern that exposure to negative gender stereotypes in video games will
contribute to schemas and scripts about social relations between men and women. For example,
if a boy learns that males are powerful and dominant and women are objects to be subjugated
and used, these ideas will take root in his developing social conscience and broadly influence his
attitudes and behaviors towards women (Dill et al.). Dills study which measured the
relationship between exposure to sex-stereotyped video game characters and tolerance of sexual
harassment, results supported her earlier statement. The tests conducted on young men revealed
significant relationships between long-term violent video game exposure and less progressive
sexual harassment judgments and greater rape supportive attitudes (Dill et al.). In other words,
avid video game players are less likely to respond negatively toward situations involving sexual
Myth Acceptance? specifically studied the impact of violence against women in video games in
relation to rape myth acceptance. This study which aimed to explore how the objectification of
women and violence against women in video games, during game play, influence rapesupportive
attitudes (Beck et al.) found alarming impacts. The study which looked at both males and
females noted a correlation between male participants accepting rape myths and the sexual
objectification and violence against women in video games. The study goes as far as to suggest
that this desensitization to violence against women might actually encourage acts of violence
against women. Defending this, the author states if video games degrading (e.g., objectification,
battery, murder) women increase rape myth acceptance, as suggested by study findings, and that
acceptance decreases victim sympathy, then, based on social learning theory of rape, playing
such video games may indirectly promote an increase in rape (Beck et al. 3026). While it does
not prove that video game violence necessarily encourages rape, it is fair based up various
communication theories to suggest a correlation between video game violence against women
An upsetting real life example of mistreatment of women associated with video games is
centered around Anita Sarkeesian, founder of the blog Feminist Frequency. In the summer of
2012, Sarkeesian started a kickstarter campaign to fund research to present in an online video
series titled Tropes vs Women in Video Games intended to create a dialogue and critique about
female representation in video games. Upon noting her research, members of the games
community reacted by viciously harassing Sarkessian. Her youtube and wikipedia pages were
vandalized and flagged, and she was sent threats via social media. Her gamer enemies went as
far as to create an online video game where players could graphically assault a virtual depiction
of Sarkessian (Carpenter 97). This high profile example showcases how gamers are conditioned
to treat women in a demeaning and condescending way. Despite this, Sarkeesian was able to
move forward with her research and even produce more content than she had originally intended.
There are of course, powerful, strong female characters in games who have some of the
same skills as male heroes. While she might be strong, intellectual, and fast like her male
counterparts, her heroism is most often tied to her body and sexuality (Ivory 105). A quick
search of the words female video game heroes reveals characters with unrealistic bodies
dressed to perform heroic actions in skimpy, revealing clothing. It is near impossible to find a
productive and useful female asset in a video game who is not oversexualized. Compensating for
the fact that they are included in the game, strong female characters are defined not by their
Boys are not the only ones subject to misguided real life interpretations based on the
presentation of women in video games. Instead, boys might also be influenced in their actions by
the way women themselves behave in response to their representation in video games. The study
explored how women acted in response to exposure to sexualized female video game avatars.
The study demonstrated that there are negative psychological consequences incurred when
women embody sexualized avatars women exposed to sexualized avatars reported higher
levels of self-objectification than those exposed to nonsexualized avatars (Fox et al. 356-357).
While this study is focused on young boys, a growing number of young women regularly play
video games and their interpretations of their role in games impacts their actions in the world,
eventually creating a dialogue between boys and girls that is likely based off overexaggerated
video games.
Over the past few years there has been a great deal of technological advancement which
has made it increasingly difficult for marketers to reach consumers with their advertisements.
With consumers now being able to record TV programs they are given the opportunity to fast
forward through the commercials and get right back into the program. Marketers now need a new
way to reach consumers and they are doing this by using in game advertisements. Today more
and more people are playing video games which makes the in game advertising an effective way
video games and the average gamer is 30 years old and has been playing for 13 years.
Additionally, the average age of the most frequent game purchase is 37 (Dewey). There are a
wide array of people playing video games which makes in game advertising effective and
profitable. In game advertising is also more engaging than traditional television advertisements.
In a video game there will be one or two ads by no more than two companies and these ads will
be shown often throughout the game. The in game advertising drills their brand into the
consumers minds subconsciously. The article Advertising Turns to $20 Billion Video Game
Industry urges that engagement is a big plus when it comes to advergaming. Neilson points out
that rather than being one of six or seven ads during a commercial break, gamers are highly
engaged, and there is less advertising clutter within the videogame experience than there is
during a half hour or hour of TV watching (Dewey). In game advertising has become
increasingly popular to the point where they have given it a name, it is known as advergaming.
While advergaming is not a new technique it has become more effective with the
advancement of technology. In fact, it makes sense for advertisers, as technology has ramped up
in the last decade or two- the internet connections- it becomes a lot easier for the game
developers to almost real- time stream ads into these games (Dewey). Most video games that
are developed today have online capabilities that allow players to play against each other. These
online capabilities also give the opportunity to advertisers to update ads in the game as new
products are released throughout the year. Recently select companies have been creating their
own video games built around their product. For example Amway Korea recently developed its
own advergame around its Nutrilite product. According to the companys blog, the more than 5
million users of a popular mobile game called Rule the Sky can purchase Nutrilite farms or
crops, build Nutrilite structures, and visit other users islands (Dewey).
Video games have always had the need to create an interesting and unique cover, in order
to stand out from the competition and catch the consumers eye. While a cover may consist of a
superstar athlete or a soldier or a half-naked woman, the goal is still the same: to stand out in the
consumer's mind. Covers for sport related games are consistent and most often feature a top
athlete in an action photo. Using a known athlete, who is usually the best player in the league at
the time, draws in the attention from the younger consumers who might just be getting into video
games. This occurs because the children see a known athlete on the cover and can relate to him
or her and with this relation they will be more inclined to buy the game. When it comes to
choosing the athlete on the cover, the company goes through an extensive process which consists
of consumer votes as well a company wide vote. It is a big deal to choose a cover athlete because
in a way that athlete will be representing the EA name for that year. This past year the recent
NHL game was intended to feature two players on the cover but in the summer allegations were
brought up that one of the athletes had committed a crime. After being accused of sexual assault,
EA Sports dropped Chicago Blackhawks star Patrick Kane from the cover (Davis). EA dropped
Kane from the cover before charges had been made and later to find out all charges were
dropped. The reason EA decided to do this was because they did not want to be associated with
Kane and negative views towards him by the public. In order to sell as many copies as possible
EA has to be in good standings with the public and when parents are often purchasing these
games for the kids, EA didnt want to run the risk that parents would not approve if Kane was
Another common form of video game cover shows highly sexualized women. Games like
Grand Theft Auto and Tomb Raider are known for placing highly sexualized women on their
covers. Tomb Raider is actually a game starring a female hero. On the cover and in the game,
instead of wearing normal covering clothes the character is half naked with large breasts. The
idea behind this is that most women and girls are not playing video games, so the easiest to make
a game successful with a woman lead is to please to the male audience by having an attractive
Online gaming has become increasingly popular within the last few years and with this
brings more competition between players in the online realm of play. Companies have noticed
this boom and have created a way to sell products while promoting popular video games. Large
corporations like Pepsi have started working with video game corporations to offer promotions
to the consumers. This strategy is benefiting both Pepsi and in this case Activision, with Call of
Duty Black Ops III. Activision is receiving a substantial amount of TV time with ads being
played all throughout the day and Pepsi is being rewarded with customers purchasing their
product to gain the specials offered to them in the game. Today it is almost impossible to watch
an hour of TV without seeing a commercial for Mountain Dew and Doritos, both offering
promotions for the recently released Call of Duty. Pepsi owns both sub brands and recently
released this statement the DEW and Doritos Fuel Up for Battle promotion is another example
of PepsiCos strength in building integrated food and beverage marketing campaigns. Said Jeff
Klein, vice president of marketing, Frito-Lay: we are delighted to engage consumers with
exclusive experiences through our unmatched brands in combination with blockbuster video
games (Galasso).
This is not a new process used by Pepsi, this strategy has been used for the past five years
and has been linked with every Call of Duty game that is released annually. The promotions that
are offered to the consumers are items in the game that can only be unlocked by the codes that
are located inside Doritos bags and Mountain Dew caps. These items can be used in online play
against other players around the world, and with these items an advantage is given to the player
that purchased these products. Pepsi is giving an incentive to gamers to purchase their products
and while competition is becoming more intense gamers will continue to purchase these products
Gaining an advantage over the competition is a goal pursued by all gamers, even if that
means paying extra for in game items. Recently video games have started to introduce in game
currency to the online features offered in the game. In game currency has become increasingly
popular in sports games as well as shooter/action video games. The currency in the games is
often shown as tokens or coins and can be used to purchase items in the games, for example
upgrades or players in sports video games. These tokens can be earned by playing the game but
often it takes a significant amount of time to generate enough tokens to be able to compete with
other players that have been playing the game for a longer amount of time. Soon after in game
currency was introduced, video game companies gave players the opportunity to purchase tokens
by using a credit card. This idea generated more profit for the video game companies and gave
dedicated players the option to gain an advantage over the competition. This technique is now
used in almost every video game that is released today with major companies like Bungie, EA,
and Activision taking full advantage of the opportunity to generate more revenue. Pricing for
tokens is solely based off of quantity purchased and prices can range from $5 to $100. For
example the game Destiny developed by Bungie announced the prices for in game currency
before the game was released. The company released this statement players will pay $4.99 for
500 Silver. Theyll get discounts if they buy more- a bundle of 1,000 silver will go for $9.99 and
will come with an extra 100 silver, while a package of 2,00 silver will cost $19.99 and will come
with a bonus of 300 silver (Sarkar). Video game developers can only benefit from the option to
purchase in game currency. They are continuing to generate revenue after the initial purchase of
the game. Players now can simply purchase tokens instead of playing the game for countless
Another developer that is benefiting from in game currency is EA. EA is a large video
game developer that specializes in sports games like, NHL, Madden, FIFA and PGA. In recent
years EA has offered a new online gaming mode which gives players the opportunity to build a
team of their choosing by purchasing individual players and building a team. After building a
team you then can challenge other online players teams in online games and tournaments. There
is a giant market of players that are bought and sold on the marketplace. The better the player the
more expensive the player will be. EA uses coins as the currency on the online marketplace and
instead of being able to purchase coins directly, the player is only allowed to buy packs which
consist of players and training items. Buying packs is a gamble and there is no guarantee you are
going to receive a good player. The prices on the packs vary from $3.49 to $.99, while the more
expensive packs contain higher quality items and more often purchased. EA states There are
different packs to choose from in HUT and all are available from within the HUT store. Each
pack includes a set number of items as well as the chance to unlock rare, high quality items (EA
Sports). With this method in place players are more inclined to spend more money because when
not knowing what you are going to receive you run the risk of receiving no quality items and
Product placement is a technique that has been used by companies for many years.
Product placement is a marketing practice used by many companies where a brand name,
product, signage, or other trademarked merchandise is placed into a form of media which could
be a movie, television program, or video games. Along with product placement, brand
integration has become increasingly popular with the advancement of technology. Both
techniques are used to create more product recognition in consumers as well as create brand
loyalty. Technology has changed product placement in video games, new technology allows
realistic looking products inside video games. Before the technology we have today ads inside
games, mostly from soft drink purveyors, were plastered on grainy 2-D billboards that appeared
fleetingly alongside racetracks or ball fields. Now companies can put their brands almost
anywhere- characters can drink from a Coco- Cola can or drive a Chrysler (Brown). New
technology has made it possible for companies to put their product in a video game and have it
look exactly the same as it does in reality. While this new technology is fascinating it also gives
marketers the opportunity to promote their products in new ways and to a new demographic of
consumers.
The idea of brand integration is a rather new technique that is used by marketers. Brand
integration differs from product placement in the way that brand integration is incorporating a
product into a character's dialogue or actions and does not force the product down consumers
throats. For example, the New York Times states that product placement is simply putting a
branded box of cereal on the kitchen table in a show, but product integration is having the
characters talk about the crunchy deliciousness of the cereal or provoking them to go out and tell
their neighbors to buy that cereal (Vogt). While brand integration is more subtle than product
placement it is being used more often now than ever before. It is common to see brand
Sports games are the most popular for brand integration because it is easy for a video
game creator to place a companys brand on the equipment used by the players in these games. It
is a cheap and effective way of marketing to a demographic mainly consisting of children. Today
with the advancement in technology video game creators can edit the equipment to replicate the
actual product. Players will see the equipment with the brand name plastered all over it and will
immediately be able to determine the exact product that is in the game. Often in these games
only high end equipment will be incorporated into the game to drive the expensive products into
the consumers minds. While marketers are targeting all players with brand integration it is much
more effective with children that play the sport that is being played in the video game. For
example in all of the NHL video games Bauer is seen throughout the game. The logo is seen on
the boards of the rink and on a majority of the equipment in the game. Bauer uses their high end
products and places them on professional superstars, which gives children the idea that if they
Violent gaming has a range of effects and consequences for young boys who play
women, children are exposed to a wide variety of problems. As previously mentioned, David
Grossman, an American Author who specializes in the psychology of killing, has a great deal to
say about the impact of video games on adolescent boys. He is a US army veteran and has over
20 years of military experience. He has co-written a book called Stop Teaching Our Kids to
Kill which talks about youth violence and the presence of media/video game culture. He urges
that todays children are witnesses to thousands of violent images per day, and he strongly
believes that these games, and violent media in general, have a strong correlation to the increase
in violence for children in American culture. He discusses how it is inhumane for children to kill
other children, and this is something that they are taught to do- there is nothing natural about it.
Boys being boys does not apply to this kind of violence, and these excuses need to end.
Through the constant gameplay, children are taught that violence is correlated to winning
and points, and in response have a diluted response to violence. Lt. Col. Dave Grossman was
interviewed by Glenn Beck on January 2, 2013 on the topic of mass killings of children by
children in the aftermath of the Sandy Hook massacre. In this interview, Dave Grossman
connects childrens exposure to violence to the Pavlovs dog study. As the dog keeps making the
connection between the bell and food, he begins salivating whenever he hears the bell as his
internal response tells him he will be receiving food. Likewise, as children constantly exposed to
violence being linked to humor and points, they begin to have an internal response that is
morphed to this disgusting and horrifying perceived notion that violence is not only okay but a
correct response. This constant exposure does have a strong effect and influence on real life
Video games which are extremely prevalent in American culture are promoting
dangerous behaviors for its players. Young boys, who are especially targeted by this industry, are
taught by video games that violence is not only tolerated, but worth reward. Video games are
teaching children only positive consequences to hurting and harming others. The same video
games which are intentionally used to train soldiers to feel desensitized to killing are being sold
to children and adolescents throughout the country for entertainment. Ideas such as the
cultivation theory show that long-term exposure to video games train players to believe that it is
a reflection of the real world, influencing them to emulate the actions of video game characters.
In this country video game sales are not well regulated or monitored, and it is way too easy for
children to access games that are detrimental to their development. This research should
showcase the importance of the work that needs to be done to regulate video game content and
sales in America.
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