dc.contributor.author | Cox, Katelynne | eng |
dc.date.issued | 2014 | eng |
dc.description.abstract | When one considers the increasing prevalence of video games in modern culture, one cannot help but notice the advent and progressively increasing fiscal success of violent video games. These violent, driven titles consistently post sales numbers with every installment of the ever-growing franchises rivaled only by the highest echelon of sports titles. While all video games share many of the same fundamental functions, there are marked differences that help define the violent genre and insure its continually expanding prevalence in modern society. | eng |
dc.identifier.citation | Artifacts ; issue 09 (2014) | eng |
dc.identifier.uri | http://hdl.handle.net/10355/41461 | eng |
dc.language | English | eng |
dc.publisher | University of Missouri--Columbia, Rhetoric and Composition Program | eng |
dc.relation.ispartofseries | Artifacts ; issue 09 (2014) | eng |
dc.rights | OpenAccess. | eng |
dc.rights.license | This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivs 3.0 License. | |
dc.subject | violence-driven content, detrimental effects, lucrative market, gaming environment, "sandbox", addictive quality, no consequences, actively rewarded immorality, dehumanizing influence | eng |
dc.title | Video game effects on children | eng |
dc.type | Article | eng |