video games
by jenny grohmann
1. the business of video games
2. where is the equity
3. ~when academic computer scientists began designing simple games and simulations as part of their research.
3.1. when academic computer scientists began designing simple games and simulations as part of their research. Video gaming did not reach mainstream popularity until the 1970s and 1980s, when video arcade games and gaming consoles using joysticks, buttons, and other controllers, along with graphics on computer screens and home computer games were introduced to the general public.
4. ~Tech in general suffers from a lack of women, so the gender inequality is similar. ~ developing games add to gender disparity, with things like needlessly sexualized character and armor designs or the lack of female protagonists or female characters with agency.
5. does everyone one agree with the rating system?
6. when will this change?
7. ~Video gaming did not reach mainstream popularity until the 1970s and 1980s, when video arcade games and gaming consoles using joysticks, buttons, and other controllers,
8. ~Video games have long been viewed as primarily for straight boys/men, whereas tech companies might make software for any number of different audiences.
9. developing games add to gender disparity, with things like needlessly sexualized character and armor designs or the lack of female protagonists or female characters with agency.
10. ~Age ratings on video games are used by a number of nations to censor inappropriate content from those deemed too young to view it.
11. advantages of video games
12. concerns about video games
13. understanding the rating system
14. ~children make more social ~connections ~They reduce stress ~They can improve your vision ~Video games improve your problem ~solving skills ~They may help dyslexic kids read better ~They may slow the aging process
15. ~violence/aggressive behavior ~Addiction ~little/no physical activity which can ~lead to obesity ~Relationships with family
16. ~Are video game ratings fair to each age? ~There are many aspects of a video games’ content which is taken into account when rating it, such as levels of violence, frequency and severity of language, and sexual images and references.
17. do the advantages outweigh the concerns?
18. do the concerns outweigh the advantages?
19. Are video game ratings fair to each age?