}What is Video Games?
}It refers to:
Games played using computer power,where the computer upholds the rules of the game and the game is palyed using a video display
--(Juul 2005,p.36)
}Such as: the Sony PlayStation 2, the Nintendo GameCube, or Microsoft’s Xbox
}games played on computers
}The player takes on the role of a fantasy character moving through an elaborate world, solving various problems
}Violent or not
}The player builds and maintains some complex entity
}Eg.army
}James Paul Gee’s arguments for video games’ positive impacts:
}“Playing video games is not a waste of time, but a kind of visual literacy.”
----What Video Games Have To Teach Us About Learning And Literacy
}We can learn popular culture / certain kind of knowledge
}Eg. The names of the weapons in the game C.S.
}increase our creativity
}Eg. Design our house in the SIMS
Argument against:
"Unlike games, which suspend the rules
of reality in order to use the rules of a game,
simulations attempt to model a system in a
manner that is consistent with reality "
---(Heinich,et al. 1996).
}Reality VS Virtual World
}Nowadays, the boundary between Reality and Virtual World blurred gradually
}Teenagers may treat their asset in the Virtual World as their real properties
}E.g. : Committed suicide after losing some weapons in the game world
}Some immature youths with weak willpower may imitate the behaviors of the games’ characters(Sex and Violence)
}E.g. :Use violence as the only means to solve problems/Bullying other people
ØRaised the ethical concern of the video games
}Dating Game
}Heartbeat Memorial }Dating simualtion
}Basic information
-Heartbeat Memorial/Tokimeki Memory/心跳回憶
-Konami Digital Entertainment Co., Ltd.
-Designer: Koji Igarashi (Programmer, Scenario Writer)
-First released for the PC Engine on May 27, 1994
-Has many series; Game Boy Color, mobile phones, PC, PC Engine, PlayStation, PlayStation Portable, Sega Saturn, Super Famicom, Nintendo DS
-Based on a Japanese animation “Only love”/ 《純愛手札》
-Visual novel genre
-Single player
-A romantic dating simulation game
Dating simulation

-Unknown basic information
-Online gameRPG, a dating sims
}Shared Characteristics
-When the game ends, the player either loses the game if he failed to properly win over any of the girls, or "finishes" one of the girls
-often by :
-Having sex with her(D.N.A)
-marrying her (as in Magical Date)
- achieving eternal love
}How to win?
-Depended on "attraction meter" :
-Looks ,charisma, sports, art, health, etc.
-Can be boosted through going on diet, buying new clothes, doing gym, rest at home
-Buying gift to those girls in order to raise the attractiveness.
-Keep dating the girls can make a good impression.
-Is it just a game?
-Is love just about calculations?
}What’s behind the fancy game?
-Evil >curious and immature teenagers
-Influenced their minds unconsciously
-Misinterprets the concept of love/ marriage
-Long lasting, respect ,responsibility and commitment
-Only focus on appearance (dress up)
-Materialism (expensive clothes, accessories)
-Love is a careful planning and strategies ?
-Love seems be possessive
-Relationship only last for a few weeks
-Ignored inner beauty
-may allow the player to romance / having sex with characters in their teens or even younger
}Impacts on society
-A 19-year-old man shoot the parents of his 14-year-old girlfriend after they disapproved of the age gap between the lovers.
- By Harry Mount in New York Published: 12:01AM BST 15 Jun 2006
Violence game: SAW

}Basic information
}Saw: The Video Game
}Third person survival horror video
}Developed by Zombie Studios and published by Konami.
}Released on October 6, 2009 in North America
}How to play the game
}traverse the asylum and solve traps in order to escape
}find things as weapons, health, or clues
}The player combat to other people in order to survive
}Problems
}Brutal and realistic scenes
}E.g. cutting people’s body to search the things
}Negative impacts to teenagers; Increased aggressive behaviors, thoughts, and emotions
}violent video games are highly engaging and interactive. They reward violent behavior, and the violent behaviors are repeated constantly over the course of the game
}If played frequently enough, games like this can skew a young person's perception of violence and its consequences.
}Useful links
-http://www.konami.jp/visual/tokimemo-anime/
-http://en.wikipedia.org/wiki/Tokimeki_Memorial
-http://en.wikipedia.org/wiki/Tokimeki_Memorial_(series)
-http://www.video-game-addiction.org/violence.html
- http://en.wikipedia.org/wiki/Saw_(video_game)
}Useful books
}Andy Clarke, Grethe Mitchell, ed. Videogames and Art, USA: The university of Chicago Press, 2007
}Arthur Asa Berger, Video Games: A popular Culture Phenomenon, USA: Transaction Publishers, 2002
}Jon Cogburn,Mark Silcox, Philosophy through video games, London : Routledge, 2009
}James Paul Gee,What Video Games Have To Teach Us About Learning And Literacy, New York : Palgrave Macmillan, 2003
}Sicart, Miguel, The ethics of computer games Cambridge: MIT Press, 2009



