Video Games and Government

Video games do not live in a bubble of just the game, they also exist within the larger society, and because of that existence within society, there is a connection with different governments. The largest connection that video games have with government is through copyright protection, as is afforded to other pieces of media and art. Along with this comes talk of censorship and labeling. Video games are also moving into new realms of connection with governments with the rise of eSports. South Korea is one of the most influential when it comes to connection between governments and video games, passing many different laws and having different policies that are connected to video games. This chapter explores video games and government.

Notaire ◽  
2019 ◽  
Vol 2 (2) ◽  
pp. 213
Author(s):  
JUANDA MARIA ANGELIA ◽  
ANNISA AYU MULIA ◽  
DETANTI ASMANINGAYU PRAMESTI

This study aimed to firstly, analyze the frequent infringements related to copyright of video games, as well as the legal protection for game developers who create video games. Secondly, to determine the factors that impede the copyright protection of video games in Indonesia. This research employs empirical approach or sociolegal, with library research and field studies to collect data. In the literature, the author uses the legal resources to support the analysis. The study was based primarily on Law no. 28 of 2014 regarding Copyright. In the field study, the author interviewed several game developers in Indonesia, as well as the practitioner from Directorate General Intellectual Property Right Jakarta and academician from Faculty of Law Universitas Gadjah Mada. Analysis of the research was conducted using qualitative data analysis, with the results compiled by descriptive-analysis to achieve the research objectives. Results of this study indicates that the laws and regulations of Indonesia has virtually provided legal protection for game developers as the creator of the video game, but there are still uncertainties in settings, such as obscurity any part of the video game that is protected by the copyright laws of Indonesia, considering that the video game consists of several constituent.


Author(s):  
Indro Indro ◽  
Andi Surya Kurnia

E-Sport in South Korea has become one of the country's big income. E-Sport has a considerable influence on the country. Therefore E-Sport is questionable from local to international. The facilities needed for E-Sport also really need to be related to training places for people who want to become E-Sports athletes in order to be able to participate in international competitions. In some developed countries, the video game again recommends a vehicle to spend free time being asked to be a profession with income that is quite convincing. This profession is an Athlete professional in this case who is an expert in playing video games or who has been widely known as e-Athlete. If you have been given the title of the athlete, things that must be categorized in sports are given the name E-Sport. In Indonesia itself, with the recognition that the Indonesia E-Sport Association (IeSPA) as an organization that respects Kemenpora is also a bright spot for the development of sports in our country. Although E-Sport shows don't seem difficult to do just because a computer with high specifications is needed, however, it is necessary to implement it requiring a place with a certain arrangement of spaces. So that athletes who will compete can simplify the game. Therefore a place that is specifically designed to carry out E-Sport events is needed.AbstrakE-Sport seperti di Korea Selatan menjadi salah satu pendapatan yang cukup besar bagi negara itu. E-Sport memiliki dampak yang cukup besar bagi sebuah negara. Karenanya E-Sport dipertandingkan dari lokal sampai ke internasional. Kebutuhan sarana untuk E-Sport juga sangat perlu apalagi dengan adanya tempat pelatihan bagi masyarakat yang ingin menjadi atlet E-Sport sehingga dapat mengikuti kompetisi di dunia Internasional. Di beberapa negara maju video game bukanlah lagi sebuah wahana untuk menghabiskan waktu luang melainkan menjadi sebuah profesi dengan pendapatan yang cukup meyakinkan. Profesi tersebut dengan adalah menjadi atlit professional dalam kasus ini yang ahli dalam bermain video game atau yang sudah banyak dikenal orang dengan sebutan e-Atlit. Di Indonesia sendiri, dengan diakuinya Indonesia E-Sport Association (IeSPA) sebagai organisasi yang diakui Kemenpora turut menjadi titik terang perkembangan olahraga ini di negeri kita. Untuk bangunan E-Sport di Indonesia sudah ada sejak dulu karenanya dalam perancangan akan memakai metode preseden untuk mengambil apa aja yang menjadi sebuah ciri bangunan E-Sport. Keberadaan bangunan E-Sport di Jakarta banyak terletak di Jakarta Barat terutama kawasan Palmerah, jadinya lokasi tapak diperkirakan berada di Palmerah. 


2009 ◽  
Vol 42 (19) ◽  
pp. 13
Author(s):  
LISA J. MERLO
Keyword(s):  

2020 ◽  
Vol 79 (2) ◽  
pp. 63-70
Author(s):  
Petr Květon ◽  
Martin Jelínek

Abstract. This study tests two competing hypotheses, one based on the general aggression model (GAM), the other on the self-determination theory (SDT). GAM suggests that the crucial factor in video games leading to increased aggressiveness is their violent content; SDT contends that gaming is associated with aggression because of the frustration of basic psychological needs. We used a 2×2 between-subject experimental design with a sample of 128 undergraduates. We assigned each participant randomly to one experimental condition defined by a particular video game, using four mobile video games differing in the degree of violence and in the level of their frustration-invoking gameplay. Aggressiveness was measured using the implicit association test (IAT), administered before and after the playing of a video game. We found no evidence of an association between implicit aggressiveness and violent content or frustrating gameplay.


2008 ◽  
Vol 67 (1) ◽  
pp. 41-50 ◽  
Author(s):  
Frithjof Staude-Müller ◽  
Thomas Bliesener ◽  
Stefanie Luthman

This study tests whether playing violent video games leads to desensitization and increased cardiovascular responding. In a laboratory experiment, 42 men spent 20 min playing either a high- or low-violence version of a “first-person shooter” game. Arousal (heart rate, respiration rate) was measured continuously. After playing the game, emotional responses to aversive and aggressive stimuli - pictures from Lang, Bradley, and Cuthbert’s (1999) International Affective Picture System - were assessed with self-ratings and physiological measurement (skin conductance). Results showed no differences in the judgments of emotional responses to the stimuli. However, different effects of game violence emerged in the physiological reactions to the different types of stimulus material. Participants in the high-violence condition showed significantly weaker reactions (desensitization) to aversive stimuli and reacted significantly more strongly (sensitization) to aggressive cues. No support was found for the arousal hypothesis. Post-hoc analyses are used to discuss possible moderating influences of gaming experience and player’s trait aggressiveness in terms of the General Aggression Model ( Anderson & Bushman, 2001 ) and the Downward Spiral Model ( Slater, Henry, Swaim, & Anderson, 2003 ).


GeroPsych ◽  
2018 ◽  
Vol 31 (4) ◽  
pp. 205-213 ◽  
Author(s):  
Kathryn L. Ossenfort ◽  
Derek M. Isaacowitz

Abstract. Research on age differences in media usage has shown that older adults are more likely than younger adults to select positive emotional content. Research on emotional aging has examined whether older adults also seek out positivity in the everyday situations they choose, resulting so far in mixed results. We investigated the emotional choices of different age groups using video games as a more interactive type of affect-laden stimuli. Participants made multiple selections from a group of positive and negative games. Results showed that older adults selected the more positive games, but also reported feeling worse after playing them. Results supplement the literature on positivity in situation selection as well as on older adults’ interactive media preferences.


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