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Virtual Reality

In: Computers and Technology

Submitted By fatboyj
Words 1339
Pages 6
Jason Poquiz
Michael Lopez
Philosophy 100
August 6, 2008

Virtual Reality
From Nintendo 64, Gameboys, Gamecubes, Playstation 1, Playstation 2 to the most recent popular Wii and Xbox 360. The world of gaming has become an amazing phenomenon in our daily lives. Gaming has increasingly provides people with entertainment but it also has the ability to connect people around the world. While gaming is purely a hobby for certain people, there are others that only focus on its negativities. As game stations have become amazingly advanced in the last few years, so do their games. Games have amazingly transformed from 2-dimensional images to now complicated concept. Recently, the topic for most of these newly developed games have focused strongly on violence, which is stirring up a commotion about whether this increase in violence is reflected in individual’s aggressiveness. Even though several studies have been made about this growing problem, these studies only prove certain cases are true while most would neglect other important factors like the backgrounds, personalities and interactions of these candidates with other people. While it is true that most games are focusing too much on violence, there are legitimate sources that prove video games are not the reason behind individual’s aggressiveness.

Game Revolution's Duke Ferris did a hefty bit of research, foraging through countless studies about violence and video games, reading a number of charts and graphs from the Department of Justice, and has come up with this conclusion: the era of kids who grew up with video games (from about 1993 and after) has the least amount of violent crime rates ever recorded (Ross Miller 1)

The world of gaming was introduced in the 1970s purely as a new method for entertainment and profit. It has now become one of the biggest industries in the world, gathering nearly...

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