Video Game Industry

From Conservapedia

The video game industry is a major entertainment industry that has over $110 billion in annual sales worldwide.[1] Video game sales surpassed Hollywood revenue in the year 2007,[2] and increasingly promotes the homosexual agenda.[3]

The video game industry is largely lead by liberal organizations, and used as a cash cow by large multinational corporations. Like other liberal dominated fields this industry also usually promotes atheism, though there have been several Christian video game developers and publishers such as Wisdom Tree Games. The field of video game journalism is almost exclusively liberal, the only successful exception to this was Heaven Sent Gaming's aywv publication.

Video Games and the Spreading of Liberal Values[edit]

Unfortunately, the video game industry has a long history of unintentionally (or in some cases, deliberately) spreading liberal values and ideals at odds with traditional conservative values.

Examples[edit]

Anders Breivik and Call of Duty Modern Warfare 2[edit]

Anders Breivik, the Norwegian gunman and bomber who killed 77 people in a terrible massacre in Oslo on July 22, 2011, was apparently very fond of the 2009 FPS (First Person Shooter) Call of Duty Modern Warfare 2 (MW2). He considered it to be his "training" for the bloody act he was going to commit. In his "manifesto," he wrote that the videogame: "... is probably the best military simulator out there and it’s one of the hottest. I see MW2 more as part of my training-simulation than anything else."[4]

In fact, the Utoya island massacre bears a striking resemblance to the fourth level of MW2, named No Russian. In the level, the player is a U.S. soldier undercover inside a terrorist cell, where he is given the option to join the other terrorists in shooting helpless civilians in a Moscow airport during an acknowledged terrorist act (the player can elect not to shoot the civilians, but the other terrorists will kill them regardless of the player's actions). Said level is extremely graphic and gives the player (even if they choose not to shoot civilians) no option to stop the terrorists, as it would blow their cover as an undercover agent.

The game offers twice the opportunity to skip the level if the player thinks he or she will find it disturbing, but this obviously has no impact on those who enjoy simulated violence against the helpless. It would be like putting a "Don't take this if you are an alcoholic" on a liquor bottle when alcoholics are all around.

It may be speculated that Breivik was inspired by the videogame for his shooting massacre. It is extremely unlikely the game served as a "training simulator" for his later acts of murder, since target acquisition with a video game weapon and a real world weapon are two highly different things, but the themes in the game obviously appealed to his predilection for violence, and for those with preexisting desires for violent, immoral tendencies, video games (much like violent books or movies or other media) promoting themes in line with their values are very likely a negative influence on those who might later commit violent acts.


References[edit]

  1. http://www.theesa.com/wp-content/uploads/2014/11/Games_Economy-11-4-14.pdf
  2. https://seekingalpha.com/article/89124-the-video-game-industry-an-18-billion-entertainment-juggernaut
  3. https://www.cnet.com/tech/gaming/ea-keeps-lgbtq-content-in-russian-release-of-sims-4-wedding-pack/
  4. https://www.telegraph.co.uk/news/worldnews/europe/norway/8663329/Norway-Anders-Behring-Breivik-used-online-war-games-as-training.html

Categories: [Video Games]


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