This is a look back at the past 10yrs of the video game history and how things have evolved and changed in such a brief time.
Created by yisraelyosef on Jun 27, 2010
Last updated: 06/27/10 at 10:38 PM
Tags: 2000's Game History Timeline Full Sail Jeff Tanner
Question 1: What were the details of the event?The expert indicated that the risk for suicide among young people has been increasing dramatically, and that there is reason to believe that violent video games are one factor (of many) in this trend. She noted that graphic video games teach people the actions needed to kill, including actions that can help you kill yourself, and the training appears to be taking a toll.
Question 2: Why was the event important to the industry?It should also be noted that when a teenager commits suicide, the chances that his/her friends will want to do the same goes up.
http://schillerinstitute.com/new_viol/main.html#commish
Question 1: What were the details of the event?On Aug. 28, two teenagers from Newport, Tenn., pleaded guilty to two sniper-style shootings that left one man dead and a woman injured. The boys claimed to have gotten the idea from Grand Theft Auto, a violent video game that has caused controversy over its potential effects on kids.
Question 2: Why was the event important to the industry?If Grand Theft Auto and other games like it are cited in more tragic juvenile crimes such as the one in Tennessee, the video game industry will find it increasingly difficult to shrug off mounting evidence of a connection to aggressive teen behavior.
http://www.gallup.com/poll/9253/grand-theft-innocence-teens-video-games.aspx
Question 1: What were the details of the event?
Recently released medical studies indicate that violent video games damage the brain, possibly permanently. Video games may be more dangerous to your health than cigarettes or alchohol. This national scandal has been covered for the benefit of the $10 billion-a-year video-game industry, of which violent games rated "M," for Mature, are the fastest-growing segment. Approximately 20 million Americans, many under 18, play these "M" games.
Question 2: Why was the event important to the industry?The studies, many years in the making, show that repeated playing of violent video games "desensitizes" the activities of the brain involved in reasoning and planning, while activating those functions that respond to violence. The studies include scientific data indicating that these games may actually cause destructive behavior.
http://schillerinstitute.com/new_viol/videos_brain.html
Question 1: What were the details of the event?A concerned parents' group is blaming a tragic shooting in the Martian Colonies on "excessive and reprehensible video-game violence."
A 1999 yearbook photo of the young robot who committed the shooting.
Parents Against Robot-On-Robot Violence (PARORV) is calling for a ban on the giant-robot-themed PlayStation 2 game "Armored Core 2," which the group claims inspired a 17-year-old giant robot's Feb. 22 slaying of 13 giant robots and himself.
Question 2: Why was the event important to the industry?The tragedy has prompted many within the giant-robot community to call for increased regulation of fighting-robot-themed video games. It is the latest in a string of controversies for the embattled entertainment industry, which is reeling from charges that the popular TV show BattleBots, in which remote-controlled robot fighters battle "to the death" in an arena-like setting, glamorizes robot-on-robot violence
http://www.theonion.com/articles/videogame-violence-blamed-in-giantrobot-shooting-s,444/
Question 1: What were the details of the event?
A town meeting was held to investigate the causes of the “New Violence,” an initiative proposed by Lyndon LaRouche in the aftermath of the March, 2000 “not guilty” verdict in the trial of four New York policemen who, on Feb 4, 1999, shot the unarmed, and unresisting, West African immigrant Amadou Diallo. Satellite hook up meetings were held in Los Angeles, Detroit, Washington, DC and other cities, and the proceedings were carried live on the internet.
Question 2: Why was the event important to the industry?The Commission Against the New violence promises to become a very formidable weapon in the battle against the New Age “technetronic violence” is becoming more commonplace in America, and throughout the world, largely through the influence of violent movies and video games .
http://schillerinstitute.com/new_viol/main.html#commish

