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    Oct 29th, 2010 at 14:55:05     -    Super Columbine Massacre RPG (PC)

    While playing the game I was faced with an ethical question. Is killing the students ethical? Since I feel this Super Combine Massacre RPG is more than just a game but more like a documentary, the characters in the game represent more than just another enemy or obstacle like a normal game. The characters in this game actually represent the students and staff of a school that really exist. So killing the characters who represent real people who lost their lives, effected me differently and it actually hit a emotional nerve. This effect on the player was enhanced through the way the creators set up the fight scene of the game. The creators made the fight screen personal, by focusing on just the student. In addition, a real life picture used as background of every fight scene, made sure you remembered this was real and really took place here. After a while I realized it was just a game and killing these characters had no effect on the real world and hence could not negatively affect anyone’s happiness.
    I took notice that the creator put students into stereotypes like preppy, and jock. I felt the author did this to portrait to the player how the shooters actually thought of the people they killed. Which was good for the game because it added to the environment of the magic circle we stepped in. However, when the game used race to describe a student that is where I think he went wrong. Especially because he singled out a single race, like African American’s can’t be a preppy or a jock.
    Overall, I enjoyed playing the game because I learned a lot about what happened that day from the shooters point-of-view. In addition, I think this was the best way to get the information out there to those who society thinks is most at risk for committing these actions. What better way to get information out to gamers than put the information in a game.

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    Oct 27th, 2010 at 20:47:55     -    Super Columbine Massacre RPG (PC)

    Up to this point I thought the creator was unethical for making this game because it seemed as he might have made this game to exploit the situation and make money. To benefit off a tragedy, in my gut is immoral. It feels wrong because it makes me feel bad for the family members and other people affected by that massacre. Because it might bring back painful memories and or disrespect their deceased love ones. But after playing the video game for an hour, I don’t feel the same way. I don’t feel like the video game was created to exploit the event, but was created to inform. Playing the video game gave me more of an insight to what happen that day as well as maybe a reason why the event happen. Also it makes the characters out to be human beings with feelings instead of the monsters they were portrayed as.
    The game creator creates this feeling of a documentary through the structure and elements of the game. Unlike most videos games this game proved in-depth details about everything from the time to the length of the weapon used. The creators also able to appeal to the player emotionally through the used of real pictures, for example there was a picture of the explosion in the lunchroom, this makes the player realize that this is not a game but this really happened. Also through flashbacks, I felt bad for the character when he flashback to the lunch room where he sat by him self.

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    Oct 26th, 2010 at 22:33:45     -    Super Columbine Massacre RPG (PC)

    Day one of my game log session the game starts in his room. You are able to walk around his room and explore, finding out information about him and his interest. The first object I approached was drugs that kept him from getting into armed forces, the second was the doom game, both of which I picked up for later use I think. Before leaving the character has to go to the basement and grabbing the weapons and explosives needed for their mission we end up in the parking lot of the school. While in the basement you can also run into different objects that give you information about the character. The game creators use these object in the home to give you a feel of the character by giving you back around and valuable information. These objects help the character in the game to evolve to the real life character Eric. My game play ended after making it to the café, where I could not figure out how to set the explosives.

    To this point he visual part of the game didn’t really seem to bad, the character doesn’t really commit any real bad action like killing someone, it actually seemed to have a kid like element. Until you hear the narration of the game. The narration and flashback to this point of my game play brought all the elements of violence and questions of moral.

    A moral question brought up through my game play is, is it ethical to create a game like this that illustrates and gives step by step directions on how the 2 characters carry out their mission that could end up in the hands of children. I kind of feel it is ethical because the game creators have no moral responsibility to those children. This is because society has put people in place (their parents) to control this.

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    Oct 5th, 2010 at 21:42:56     -    Grand Theft Auto: San Andreas (360)

    During this log I went back to completing missions. To gain respect you must complete certain missions that I don’t think CJ would do with out the influence of the game. The way CJ gains respect is by breaking the law and by putting himself in direct danger. This illustrates “the laws” the some of the urban young live by. Because of their society and environment they live in they don’t respect those who going are working to become doctors and engineers, but they respect those who demand respect and live a life of violence and fast cash.
    Also the game kind of forces you to live this life through his friends. For example his older brother calls him and tells him to put on some gang colors, because if he doesn’t people in his “hood” wont respect him. Which makes him a easy target for police to bother or for rival gangs to shoot.

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