Death Race portraying users driving over creatures called media attention with its disturbing theme and sounding effects. Since then, there have been games with controversially violent and sexual content. The first commercial video games appeared in the early 70s (Cohen, 2016). The History and Controversy of Video Games I will show how planned adaptation has been used successfully by FTC and APA in enforcing socially beneficial regulations in different cases and how planned adaptation can be applied to video games and virtual reality.Ģ. I will analyze Federal Trade Commission’s (FTC) role in addressing short-term risks and American Psychology Association’s (APA) efforts to assess the long-term risks of video games and virtual reality. In this paper, I will analyze the video game regulations in place to mitigate risks of the technology, how the regulations came to be and how the video games example can establish a basis for addressing some of the short-term and long-term potential psychological risks of VR technology. The emergence of VR devices in 2016 has again sparked arguments about how to assess the risks pertaining to the media, especially to VR games and its predecessor video games, and about how to put regulations in the best interest of the society. In the past, VR technologies have had constrained use cases in military training, and research points to the effectiveness of virtual experiences in psychotherapy and education. VR has and will find applications in various areas ranging from gaming to education and the VR products have already attracted more than $4bn investment (Vanian, 2015). While video games and media present a limited interactive experience with a 2D screen and optionally a console, Virtual Reality (VR) immerses users to virtual worlds where any dream may be possible. Around the world, people spend more than $100bn for gaming. Despite the controversies, today, 155 million Americans from all ages spend an average of 6.3 hours every week on video games (Aamoth, 2014 Theesa, 2015). They have been accused of spreading violence in the society by triggering several murder crimes and manipulating individuals’, especially children’s, mental health and psychology. Video games have long been at the center of a heated debate on the social consequences of violent media. MIT Science, Technology and Public Policy 17.309 Final PaperĪdvisors: Prof. Planned Adaptive Regulation and Knowledge Assessment for Video Games and Virtual Reality
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