Video Game Violence

les to solve, strategies to plot." Says Claudia Wallis, managing editor of TIME FO!
             R KIDS. That is not all, some games such as bust-a-move and the classic game Tetris are entertaining and non-violent.
             Unfortunately, many games are not of the problem solving, intellectually stimulating type. Games like, DOOM, Quake, and Half-Life pit players against demons and sometimes humans to give the player a thrill. The Half-Life mod (meaning modification, or add-on to the original game) uses real life effects in various ways. Played online, it pits player vs. player. An article in Computer Gaming World, Issue 04/2001, shows how aggressive the game truly is. "CIRCLE TIME Strafe (meaning sidestep) around corners to gives yourself a better chance to pop your enemies' head open when you see them. Zigzag when charging an attacker. Switch to lighter weapons when you're on the go to increase your maneuverability. Change your patterns; smart players always take advantage of their opponent's patterns. Always go for the headshot. Try firing in bursts since this will increase accuracy." David Grossman, a retired Army lieutenant colonel and former professor of psychology at West Point has some in!
             teresting points that coincide with the above quote. "Now an adjunct faculty member at Arkansas State University in Jonesboro and a student of all sorts of killing, Grossman has become the point man in the war against violent video games. His main assertion is that violent video games such as Doom or Quake help break down the natural inhibitions we have against killing. In fact, the military has begun using Doom-like games to improve so-called fire rates-encouraging soldiers to pull the trigger in battle. Only about one-fifth of U.S. soldiers in combat in World War II fired their weapons, a rate that the military pushed up to 95% by the Vietnam War, in part through the use of simulation meant to make shooting at humans seem...

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