2010年11月29日 星期一

The ethics of Videogames- Use Manhunt as an example

The Ethics of Manhunt
Manhunt is a violent game. Many countries, such as Canada and the UK, have identified it as "restricted to adults only". In Germany, it even banned the game. This is a very controversy game.


What makes this game so controversial? This game is all about killing. Killing the mankind by using everyday items as weapons, like hammers, crowbars, black jack, chainsaw, etc., is the main feature of Manhunt. Player has to collect these items everywhere. Higher scores will be given who use the most cruel way to kill the victims. Special items or features will be awarded you get 5 stars in some areas. So executions is the main way to  help you get a high score overall.

However, unlock bonus features and codes are, in the fact that,  can be awarded if player get 5 stars in 5 of 20 areas. The game system forces players use the most cruel ways to kill victims till last if they do not know the truth. This system makes players become more aggressive while playing the game.


Throughout the game, player can see victims are being kicked or killed mercilessly. This brings them a loss of sense of mercy and become more aggressive.

The game is set to use everyday items as weapons. As the result, this brings play a sense of reality. They becomes hard to find differences between fake and real world., and may try to use plastic bags or pens to kill others in the worst situation.


With the release of Wii version, this game becomes more dangerous. From GamePolitcs.com, it mentioned that " Wii's motion control system would effectively constitute a rehearsal of the body movements used in real-world beating, slashing and stabbing." It also stated that "The content of Manhunt 2 and the unique physical interaction with the Wii control combine to take this simulation a level closer to reality." With daily practices of using the remote, this makes players get a pratice of these violent acts. The effect of experience becomes bigger.


The study on Violent Games
‘227 college students who completed a measure of trait aggressiveness and reported their actual aggressive behaviors (delinquency) in the recent past. They also reported their video game playing habits. "We found that students who reported playing more violent video games in junior and high school engaged in more aggressive behavior”’is reported from www.apa.org, based on the study from the American Psychological Association. This proves that the videogames can bring people, as least youngsters an aggressive feeling and increase negative behavior. In long term, violent videogames can make them use the emotion and feelings from videogames into the real world.

Participants who have certain level of psychoticism and children are believed that they are highly affected by videogames. They will devlop agrressive behavoir and do violent acts when they face serious conflicts by copying of what they have seen in violent game scenes.

Yet, some people see violent games as a way of expression. They face pressure in daily life , from offices, schools, family o commununity. Playing violent game is the way to release their stress and negative feelings, for imaging the monsters in the game are their bosses, and calm down and release stress after playing the games.

All in all, videogames is the most powerful educational tool. People have to carefully select the games for themselves, fortheir friends, and for their children. Governments should also seriously state each game's rate, to ensure children and teenagers do not have a touch on violent games or other moral- questionable videogames.


Relevant Websites:
http://www.apa.org/news/press/releases/2000/04/video-games.aspx
http://gamepolitics.com/2008/11/17/new-study-wii-motion-controls-do-not-increase-negative-effects-manhunt-2
http://gamepolitics.com/2007/02/28/violent-games-dont-cause-youth-violence-says-usc-sociologist
http://www.digra.org/dl/db/09287.13336.pdf
http://gamepolitics.com/2007/02/28/violent-games-dont-cause-youth-violence-says-usc-sociologist
http://gamepolitics.com/2008/11/17/new-study-wii-motion-controls-do-not-increase-negative-effects-manhunt-2
http://projectmanhunt.com/archives.php?archive=1273861816&subaction=list-archive&
http://abcnews.go.com/WN/story?id=3798090&page=2

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