MN501 - Dangers of Virtual Reality Games, Gender Violence and the Law

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Added on  2023/06/12

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This presentation delves into the potential dangers associated with virtual reality games, particularly focusing on the increasing craze among teenagers and the technologies like Xbox and PlayStation. It highlights the issue of gender-based violence first encountered in the video game 'cluster', followed by the game from a Danish organization. The presentation also discusses 'Grand Auto Theft', where gamers are rewarded with money and women are abused. It addresses how video games can contribute to violent behavior in children by observing and mimicking adult actions, acting as effective teachers of aggressive attitudes. The presentation also touches on legal aspects, referencing the Information Technology Act, 2000, the Indecent Representation of Women Act, 1986, and the Young Person Act, 1956, as potential means to prevent gender violence in video games. The presentation concludes by emphasizing the discussed laws that can help prevent gender violence in video games. The references include sources that discuss software engineering education, psychological responses in virtual reality emergencies, and community-based pedestrian safety training.
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DANGER OF VIRTUAL REALITY
GAMES
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Table of Content
Introduction
Gender based violence
Grand Auto theft
Video games make people more violent in nature
Various kinds of law
Conclusion
References
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Introduction
Craze of Virtual reality is increasing
day by day among teenagers
Various kinds of technologies has come
up in last few years like Xbox, PS2
and PS3.
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Gender based violence
Gender violence was first encountered in
video game name cluster.
After few years a video game was
launched by Danish organization.
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Grand Auto theft
In this game money is provided to
gamer as reward
Women were abused on the street in
this game.
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Violent nature of people due to video
Games
Children observe various adult to
act violently and they also began to
follow their path.
Video games are considered to
effective teacher of aggressive
attitude
Fighting scene who mainly engage
in video games is more likely to
play in violence.
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Various kinds of Law
Information technology ACT, 2000
Indecent representation of women ACT,1986
Young Person Act, 1956
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Conclusion
From the above discussion it can be concluded that
is presentation is all about danger effect of violent
games. In the above sides various kind of law have
discussed which can prevent gender violence in
video games.
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References
Kosa, M., Yilmaz, M., O'Connor, R. and Clarke, P. Software engineering education and
games: a systematic literature review. Journal of Universal Computer Science, 22(12),
pp.1558-1574, 2016.
Gamberini, L., Chittaro, L., Spagnolli, A. and Carlesso, C. Psychological response to an
emergency in virtual reality: Effects of victim ethnicity and emergency type on helping
behavior and navigation. Computers in Human Behavior, 48, pp.104-113, 2015.
Schwebel, D.C., Combs, T., Rodriguez, D., Severson, J. and Sisiopiku, V. Community-
based pedestrian safety training in virtual reality: A pragmatic trial. Accident Analysis &
Prevention, 86, pp.9-15, 2016.
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