Online gamer killed for selling virtual weapon - World - www.smh.com.au. Chinese gamer sentenced to life. A Shanghai online gamer has been given a suspended death sentence for killing a fellow gamer.
Qiu Chengwei stabbed Zhu Caoyuan in the chest when he found out he had sold his virtual sword for 7,200 Yuan (£473). The sword, which Mr Qiu had lent to Mr Zhu, was won in the popular online game Legend of Mir 3. Attempts to take the dispute to the police failed because there is currently no law in China to protect virtual property. Appeal plea Buying and selling gaming artefacts such as imaginary weapons is a booming business on the web. The internet games section of Ebay saw more than $9m (£5m) in trades in 2003. While China has no laws to deal with the theft of virtual property, South Korea has a section of its police force that investigates in-game crime. Dragon sabre. Postal (video game) Postal is a 3D shooter with mainly isometric, but also some top-down levels featuring hand-painted backgrounds.
Gameplay and interface are similar to first-person shooters of the time in most, but not on all counts: Movement is always relative to the orientation of the player character ("The Postal Dude"). The player therefore must always be aware of the direction the character is facing, which can be difficult to some players on the isometric maps.There are eight weapon slots, each with a fixed amount of maximum ammo. The default weapon is a weak machine gun with unlimited ammo. Although it serves no practical purpose, the player can conceal their weapons by pressing the tilde key.Contrary to first-person shooters, however, the goal is not to stay alive and just reach the next level, but to kill a given percentage of the armed NPCs on the map. There is no plot as such. Postal received mixed reviews from critics. Manhunt (video game) An 'execution' in Manhunt; Cash suffocating a hunter with a plastic bag.
Manhunt is a stealth-based psychological horror game played from a third-person perspective. The game consists of twenty levels, called "scenes", as well as four unlockable bonus scenes. Players survive the scenes by dispatching enemy gang members, occasionally with firearms, but primarily by stealthily executing them. At the end of each scene, the player is graded based on their performance, and awarded one to five stars. Unlockable content becomes available only when the player achieves three or more stars on a certain number of levels.
Most Violent Video Games. 'Hatred' Review: A Genocide Simulator Is The Most Controversial Game Of 2015. "Hatred," the most controversial game of 2015, is here.
Death Race (1976 video game) In the game, one or two players control an on-screen car with a steering wheel and an acceleration pedal.
The object is to run down "gremlins" who are fleeing the vehicle. As the player hits them, they scream or squeal and are replaced on-screen by tombstones. Games violence study is launched. The government is asking for evidence for a new study of the effect of violent computer games on children.
Psychologist Tanya Byron will head the study, which will also examine how to protect children from online material. The review is due to be launched by Dr Byron - together with Schools Secretary Ed Balls and Culture Secretary James Purnell - at a school in east London. The games industry's association Elspa said it would co-operate - but it was too often blamed for society's ills. BBC Two - Horizon, 2014-2015, Are Video Games Really That Bad? Frustration, Video Game Violence, and Real-Life Aggression. Carry the frustration of injustice in this game about racist police violence / Offworld. Akira Thompson's striking work challenges one of the biggest misconceptions about police violence against black people in America, and offers privileged players the chance to experience the truth.
As designed systems, games can create spaces for people to grasp how infrastructures work, to test theories—and often to internalize how the systems of our world may not work, may promote inequality. They can be tools to create empathy and reveal injustice; they can illustrate the often-complicated answers to the "why can’t you just" and "but it’s probably not really" that pervade rhetorical discourse. As human beings, it is often hard for us to accept that systems are unfair. It is also hard for many of us to want to change unfair systems when their unfairness favors us; we understand logically the disadvantages of others, but we can carry on shrouded comfortably in our denial for as long as we don’t have to be confronted with their emotions. Illo: Beschizza.
Frustration games. Video games are not making us more violent, study shows. Major new research into the effects of violent movies and video games has found no long-term links with real-life violence.
The methodology of previous laboratory studies, which have used spikes in short-term aggressive behaviour to suggest a causal relationship between screened and real-life violence have also been questioned in the report, published in the Journal of Communication. Christopher Ferguson, a psychologist at Stetson University in Florida, carried out two studies into media violence. In the first, his team correlated US homicide rates between 1920 and 2005, with instances of violence depicted in motion pictures.
Do video games make people violent? More than 200 academics have signed an open letter criticising controversial new research suggesting a link between violent video games and aggression.
The findings were released by the American Psychological Association. It set up a taskforce that reviewed hundreds of studies and papers published between 2005 and 2013. The American Psychological Association concluded while there was "no single risk factor" to blame for aggression, violent video games did contribute. "The research demonstrates a consistent relation between violent video game use and increases in aggressive behaviour, aggressive cognitions and aggressive affect, and decreases in pro-social behaviour, empathy and sensitivity to aggression," said the report. Video game controversies. Video game controversies are societal and scientific arguments about whether the content of video games change the behavior and attitudes of a player, and whether this is reflected in video game culture overall.
Since the early 1980s, advocates of video games have emphasized their use as an expressive medium, arguing for their protection under the laws governing freedom of speech and also as an educational tool. Detractors argue that video games are harmful and therefore should be subject to legislative oversight and restrictions.