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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

Does China need a game rating system? : a content analysis of violence in popular Chinese and American electronic games

Ma, Wei January 2005 (has links)
Contemporary research on media violence has shown the importance of examining the violent presentation of American video games and the correlation between games and the current U.S. game rating system. However, not many studies in this field have been conducted in China, especially regarding the importance of its pending official game rating system which has caused much controversy nationwide. In an effort to seek academic evidence for developing China's official game rating system, this study examined and compared the violence in fourteen of the most popular American and Chinese electronic games in 2004.These fourteen Chinese games and American games were selected for content analysis of the quantity and context of game violent interactions. The percentage breakdown of PATs (violent interactions) was coded by rate per minute, as was perpetrator characteristic, target characteristic, weapon used and visual perspective.The goal of the study was to determine if the popular Chinese electronic games carry as much violence as do popular American games, and if the context of violence in the former is significantly different from that in the latter. The American games were used as a basis for comparison to Chinese games for this study.The results of the study showed that popular Chinese games featured as much violence as American games. However, their context of violence was significantly different in terms of perpetrator characteristic, weapon used and visual perspective.Based on the results, the researcher concluded that China would definitely need a game rating system. However, the significant difference in the context of violence suggested that the Chinese rating system does not necessarily have to be the same as the U.S. system. / Department of Telecommunications
2

Are U.S drone targeted killings within the confines of the law?

Chengeta, Thompson 30 October 2011 (has links)
Equally discomforting is the PlayStation mentality that surrounds drone killings. Young military personnel raised on a diet of video games now kill real people remotely using joysticks. Far removed from the human consequences of their actions, how will this generation of fighters value the right to life? How will commanders and policy makers keep themselves immune from the deceptively antiseptic nature of drone killings? Will killing be a more attractive option than capture? Will the standards of intelligence gathering justify a killing slip? Will the number of acceptable collateral civilian deaths increase? / Prepared under the supervision of Mr Gus Waschefort at the International criminal court, The Hague, Netherlands / Thesis (LLM (Human Rights and Democratisation in Africa)) -- University of Pretoria, 2011. / http://www.chr.up.ac.za/ / nf2012 / Centre for Human Rights / LLM
3

Rated M for Monkey: An Ethnographic Study of Parental Information Behavior when Assessing Video Game Content for their Children

Harrelson, Diana 05 1900 (has links)
Following the decision by the Supreme Court of the United States in Brown v. Entertainment Merchants Association (2011), which struck down the state of California’s appeal to restrict the sale of games deemed to have “deviant violence” to those 18 or older and the court’s recommendation that parents use the ESRB Ratings System instead, this ethnographic study sought to better understand what parents thought of laws on video games and how they used the recommended ratings system. A total of 30 interviews using semi-structured open-ended questions were conducted and analyzed to reveal what parents thought of laws on video games, how they used the ESRB Ratings System to assess video game content, and what other methods they used for video game content assessment in addition to the ratings system. This research utilized Dervin and Nilan’s (1986) sense-making methodology as a way to learn how parents bridged their knowledge gap when it came to learning about video game content and how they made sense of the knowledge gained to determine the content appropriateness for their children. Analyses of the collected data provided the foundation for a model on the effects of the parent-child relationship on parental information behavior.

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