First the cultural and social influences on games must be examined. Squire (Cultural Framing of Computer/Video Games) points out that the majority of publicity video games receive, since their creation, has been negative. Most of the criticism is due to extremely violent, and grossly unrealistic, games such as the Grand Theft Auto series and Mortal Combat. These two games are examples of First Person Shooters (FPS) and their purpose is to be intense and violent based on the targeted audience age. For clarification, “violent video games” refers to games in the FPS genre. Surprisingly, very few studies focus on simulator games such as Civilization or SimCity. These have been considered major contenders if video games where to be used in classrooms to teach topics such as politics, public policy, economics, and law. Simulator games are built to force a player to think about the ramifications of his/her actions and consider multiple complex issues that all require close attention. It could be negotiating a trade agreement with a rival country, deciding if it is worth the resources to try and capture an enemy’s oil resources...
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....comPsychological Science in the Public Interest, Dec. 2003. Web. 20 April 2014.
Drummond, Aaron. “Video-Games Do Not Negatively Impact Adolescent Academic Performance in Science, Mathematics or Reading.” plosone.org. Plos One, April. 2014. Web. 18 April 2014.
Johnson, Steven. “Why Games Are Good For You.” From Inquiry to Academic Writing, Ed. Stuart Greene, 2nd ed. Boston: Bedford/St. Martins, 2012. 481-494. Print.
Squire, Kurt. “Cultural Framing of Computer/Video Games.” gamestudies.org. The International Journal of Computer Game Research, July. 2002. Web. 17 April 2014.
White, Curtis. “A Good Without Light.” From Inquiry to Academic Writing, Ed. Stuart Greene, 2nd ed. Boston: Bedford/St. Martins, 2012. 837-844. Print.
Willoughby, Teena. “Do Video Games Promote Positive Youth Development?” sagepub.com. Journal of Adolescent Research, Nov. 2012. Web. 16 April 2014.
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