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Essay On Video Violence

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Essay On Video Violence
Situation analysis
In 1994 America was faced with a ever growing problem with violence, and many different people were so concerned that it was reaching a epic proportion and they weren’t sure on how to stop it. In the 1950’s television emerged as a powerful and social force and then in the 1990’s videogames were being used as a social influence on the children. With the impact on the violent videogames increasing along with the increase of violence on the television, the technology that went along with these needed to be more monitored.
In the ground breaking game mortal combat, that was infamous in the early 1990’s for the extreme violence that it featured. When it became time for it to be launched onto the second generation of video games consoles, the super Nintendo and the Sega Genesis, the makers of the video game Midway Video faced a major decision due to shear amount of protests that were being focused on this game due to its bloody content. In the end two very different video games were made, the Nintendo version featured no blood at all, the Sega version didn’t feature blood in the game either; however, there was a simple code that could be inputted into the game that would allow you to play the game in it’s full bloody glory. In this case the numbers don’t
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This creates one large problem and that is how this would be funded. The manufactures of videogames could and should fund this project due to the issue of the big box stores needing the ratings for those games to be able to be place on the shelves. The limitations is that it would take a while, since first they would need the funding and not all the manufactures will agree on the ratings system and which rating would apply to certain

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