Monday, November 2, 2009



It's an extremely corny illustration, but, after I took this picture of an Assassin's Creed poster I realized I could see myself in him... Somewhat literally. I could see my reflection in the window inside the 'assassin' on the poster. It made me wonder how many people playing violent video games see themselves in the character they are manipulating to their will? How often does this push aggressive actions too far? If you do it over and over in a game how much easier would it be to do in real life?


In 2001 a study takes place in Fair Play: Violence, Gender and Race in Video Games, the study reviewed the 70 best selling games of the year and found out that 89% had some kind of violence involved. They also found that nearly half contained serious violence, in 40% violence was necessary to achieve their goals and lastly 17% of the games had violence as the primary focus of the game. According to those statistices 12 of these 72 two games have a primary goal of violence, 29 of them need violence to complete levels or a goal, and 64 of them contain some kind of violence. When this wall of games at Play-n-Trade in Eagle Idaho is used to visualize the percentage of games that are violent, it's easy to see what style of games dominate the market.