Is this a game or reality? Video games have been in widespread use for a long time and are increasingly popular especially in violent, clear and bloody games. Some of these violent games have negative influences on children, such as home attacks, bullying, behavior problems, and so on. The problem of today's violent video games is that many people accuse them of influencing children and adolescents who think they are violent and attacking others is commonplace.
Video games first appeared in the 1970s, but in the 1990s violent games really matured. Since the late 1980's, video game makers have tried what the public is willing to accept for video games. Gradually, if the game contains more violent games, the game will get better. One-on-one fighting games such as Double Dragon and Mortal Kombat break through the boundaries of violence and become the most selling game in history. Nintendo (a clear market leader from the late 1980s to the early 1990s) has gaming standards such as "there is no excessive blood and violence" and "there is no sex" like the previous Atari (Kent , 2001). , P. 465). However, when Nintendo and Sega created the Mortal Kombat version for their competitive system, the economic benefits of increasing violence and bloodshed became obvious.
Prior to Mortal Kombat, the video game was able to simulate the deprived heart from the Entertainment Software Rating Board (ESRB) without being evaluated as "M". In 1991, the United States had no video game regulation committee. Developers can theoretically develop all kinds of games including blood, death, blood. Manufacturers of Mortal Kombat are unlikely to cause discussions about violence in video games nationwide, but critics in the video game industry took the "fatal" function of the game to support the creation of ESRB I'm using. At the time, no one regulated who could buy a violent video game, and Mortal Kombat was a typical of why video games need to be evaluated like movies and music It became a representative representative. Now the rating given by the ESRB will determine the age for a person to buy a particular game.
An increase in movieization for video games is accompanied by an increase in the age of video game users. In 1995, live-action movie-based video game Mortal Kombat earned over $ 70 million in box office income and ranked 22nd in the year (box office revenue Mojo). Lara Croft: Tomb Raider, released in 2001, starred by famous actress Angelina Jolie, ranked No. 1 in the box office room and 15th (box office Mojo) at the time of release. Movies based on video games are becoming more popular in the box office industry, such as Persian Prince by Producer Jerry Bruckheimer, or recent sequel to Tron based on ideas in the field of virtual games.