Best non-violent, relaxing games. Haha oke my phrasing was probably not the best. I already have ETS2, i'm looking into firewatch (do you know toher walking sims?). I was doubting about Abzu because of a couple points, whether there is a great story behind it & whether I would have the same expierence since the game is so beautiful but I.
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.Nonviolent video games are characterized by little or no. As the term is vague, game designers, developers, and marketers that describe themselves as non-violent video game makers, as well as certain reviewers and members of the non-violent gaming community, often employ it to describe games with comparatively little or no violence. The definition has been applied flexibly to games in such purposive genres as the. However, a number of games at the fringe of the 'non-violence' label can only be viewed as objectively violent.The purposes behind the development of the nonviolent genre are primarily reactionary in nature.
As video quality and level of gaming technology have increased, the violent nature of some video games has gained worldwide attention from moral, political, gender, and medical/psychological quarters. The popularity of violent video games and increases in youth violence have led to much research into the degree to which video games may be blamed for societally negative behaviors. Despite the inconclusive nature of the scientific results, a number of groups have rejected violent video games as offensive and have promoted the development of non-violent alternatives. The existence of a market for such games has in turn led to the manufacture and distribution of a number of games specifically designed for the nonviolent gaming community.
Video game reviewers have additionally identified a number of games belonging to traditionally violent gameplay genres as 'nonviolent' in comparison to a typical game from the violent genre. Despite the fact that some of these games contain mild violence, many of them have entered the argot of nonviolent gamers as characteristic non-violent games. Main article:Controversies surrounding the negative influences of video games are nearly as old as the medium itself.
In 1964, a noted media theorist, suggested in his book, that 'the games people play reveal a great deal about them. ' This was built upon in the early 1980s in an anti-video-game crusade spearheaded by the former Long Island PTA president, Ronnie Lamm, who spoke about her cause on the in December 1982. The same year, had suggested that games had no merit and offered little in the way of anything constructive to young people. Despite early general claims of the negative effects of video games, however, effects of these concerns were relatively minor prior to the early 1990s.Discussion of the impact of violence in video games came as early as 1976's arcade game (a game with black and white graphics which involved running over screaming zombies). In the 1980s titles such as Exidy's (1986), Namco's (1987) and Midway's (1988) raised concerns about video game violence in the arcade. Home games such as 's (1987) featured the ability to decapitate opponents. It was not until graphic capabilities increased and a wave of new ultra-violent titles were released in the early 1990s that the mainstream news began to pay significant attention to the phenomenon.
In 1992, with 's release of the first video game, and then in 1993 with 's, genuine controversy was first ignited as the wide and growing popularity of violent video games came into direct conflict with the moral and religious ethics of concerned citizens. Protests and followed the publicizing of these conflicts, and controversies would erupt periodically throughout the 1990s with the releases of such games as (1992), (1992), (1993), (1995), (1996), (1997), (1997), (1997), (1997), (1997), (1998), (1998), (1999), and (1999) among others.In April 1999, the fears of the media and violence-watch groups were legitimated in their eyes as investigations into the lives of, the shooters in the, revealed that they had been fans of the video game, and had even created for it today dubbed 'the '. Has conducted research in the field of video game violence and has concluded that 'findings suggest that media violence has a relatively small impact on youth violence.' With advancements in video technology and the rise of video games containing graphic violence in the late 1980s and early 1990s, media violence research shifted to a great degree from televised violence to video game violence. Although under current debate, a number of researchers have claimed that violent games may cause more intense feelings of aggression than nonviolent games, and may trigger feelings of anger and hostility.
Theoretical explanations for these types of effects have been explained in myriad theories including social cognitive theory, excitation transfer theory, priming effect and the. However recent scholarship has suggested that social cognitive theories of aggression are outdated and should be retired.One difference between video games and television which nearly all media violence studies recognize is that video games are primarily interactive while television is primarily passive in nature. Video game players identify with the character they control in the video games and there have been suggestions that the interactivity available in violent video games narrows the gap between the theory and practice of youth violence in a manner that goes beyond the effects of televised violence. Acknowledgment of the fact that, for better or worse, video games are likely to remain a part of modern society has led to a brace of comparative studies between violent games and non-violent games. As technology has advanced, such studies have adapted to include the effects of violent games and non-violent games in new media methods such as immersive virtual reality simulations.Results have varied, with some research indicating correlation between violence in video games and violence in players of the games, and other research indicating minimal if any relationship.
Despite the lack of solid conclusion on the issue, the suggestion that violent games cause youth violence together with the clear popularity of violent video game genres such as the have led some game designers to publish non-violent alternatives. Lawsuits and legislation As research supporting the view that video game violence leads to youth violence has been produced, there have been a number of lawsuits initiated by victims to gain compensation for loss alleged to have been caused by video-game-related violence.
Similarly, in the and the legislatures of states and other countries, a number of legislative actions have been taken to mandate rating systems and to curb the distribution of violent video games. At times, individual games considered too violent have been censored or banned in such countries as. Former attorney has filed lawsuits against the makers of violent games, alleging the violent content causes real-world violence.In 1997, and (now former) attorney brought suit against, and on behalf of the victims of in. The suit was dismissed in 2000, absolving the companies of responsibility for the shooter's actions based on a lack of remedy under Kentucky law. In 2002, the upheld the dismissal, and in 2003, the denied, refusing to review the case because it was not dismissed on grounds.In 2000, the County Council for St. Louis, Missouri enacted Ordinance 20,193 that barred minors from purchasing, renting, or playing violent video games deemed to contain any visual depiction or representation of realistic injury to a human or a 'human-like being' that appealed to minors' 'morbid interest in violence.' This ordinance was challenged in 2001 by the Interactive Digital Software Association (IDSA) as violative of freedom of expression as guaranteed by the first amendment.
The IDSA cited the 7th Circuit case of American Amusement Machine Association v. Kendrick as precedent suggesting that video game content was a form of freedom of expression, however in 2002 the Eastern District Court of Missouri ultimately issued the controversial ruling that 'video games are not a form of expression protected by the First Amendment' in Interactive Digital Software Association v. Louis County.In the aftermath of the, a $5 billion lawsuit was filed in 2001 against a number of video game companies and, the makers of the purportedly violent video game, by victims of the tragedy.
Also named in the suit were, Meow Media,. Violent video games mentioned by name included,.
The suit was dismissed by Judge Babcock in March 2002 in a ruling suggesting that a decision against the game makers would have a chilling effect on free speech. Babcock noted that 'it is manifest that there is social utility in expressive and imaginative forms of entertainment, even if they contain violence.' In 2003, Washington State enacted a statute banning the sale or rental to minors of video games containing 'aggressive conflict in which the player kill, injures, or otherwise causes physical harm to a human form in the game who is depicted by dress or other recognizable symbols as a public law enforcement officer.' In 2004, this statute was subsequently declared an unconstitutional violation of the first amendment right to free speech in the Federal District Court case of Video Software Dealers Ass'n v. Maleng.In 2005, Jack Thompson brought suit against and in representation of the victims of the shooting incident. On 7 November 2005, Thompson withdrew from, stating, 'It was my idea to leave the case.'
He was quick to mention that the case would probably do well with or without his presence. This decision followed scrutiny from Judge James Moore, however Thompson claimed he received no pressure to withdraw. At the same time, Judge James Moore had taken the motion to revoke Thompson's license under advisement. Jack Thompson appeared in court to defend his right to practice law in Alabama, following accusations that he violated legal ethics. Shortly thereafter, the case was dismissed and Thompson's license was revoked following a denial of his pro hac vice standing by Judge Moore who noted that 'Mr.
Thompson's actions before this Court suggest that he is unable to conduct himself in a manner befitting practice in this state.' In March 2006, the Alabama Supreme Court upheld Judge Moore's ruling against the dismissal of the case.In 2005, California State Senator, introduced which barred ultra-violent video games and mandated the application of ratings for video games.
Yee, a former has such games as and, and opposes the 's Global Gaming League. Both of these bills were passed by the assembly and signed by Gov. In October 2005. By December 2005, both bills had been struck down in court by Judge Ronald Whyte as unconstitutional, thereby preventing either from going into effect on 1 January 2006. Similar bills were subsequently filed in such states as Michigan and Illinois, but to date all have been ruled to be unconstitutional.In 2005, in reaction to such controversial games as, Senator along with Senators and, introduced the (S.2126), intended to protect children from inappropriate content found in video games by imposing a federal mandate for inclusion of ratings. All three senators have actively sought restrictions on video game content with Sen. Lieberman denouncing the violence contained in video games and attempting to regulate sales of violent video games to minors, arguing that games should have to be labeled based upon age-appropriateness.
Regarding, Lieberman has stated, 'The player is rewarded for attacking a woman, pushing her to the ground, kicking her repeatedly and then ultimately killing her, shooting her over and over again. I call on the entertainment companies—they've got a right to do that, but they have a responsibility not to do it if we want to raise the next generation of our sons to treat women with respect.' In June 2006, the Louisiana case of struck down a state statute that sought to bar minors from purchasing video games with violent content.
The statute was declared an unconstitutional violation of the 1st Amendment. Amici filing briefs included.On 27 September 2006, Senator (R-KS) introduced the United States (S.3935). The act would require the ESRB to have access to the full content of and hands-on time with the games it was to rate, rather than simply relying on the video demonstrations submitted by developers and publishers.
Two days later, Congressman introduced the (H.R.6120) to the House.Degrees of violence. Main article:Video game rating boards exist in a number of countries, typically placing restrictions (suggested or under force of law) for content that is violent or sexual in nature.
About 5% of games fall into a category rated 'mature' and recommended to those 17 years old and older. Those games account for about a quarter of all video game sales. Gamers seeking violence find themselves increasingly age restricted as identified violence level increases. This means that non-violent games, which are the least restricted, are available to all players at any age.
This moral or legislative public policy against violence has the indirect effect of encouraging players of all ages and especially younger players to play non-violent games, however it also produces something of a effect. Games such as Nintendo's have been designed specifically to target female markets and contains little or no violence in keeping with what some studies have suggested appeals more to female audiences.A number of studies have been conducted specifically analyzing the differences between male and female preference in video game styles. Studies have vacillated between findings that the gender effect on violence preference in games is significant and insignificant, however no firm conclusions have been achieved to date. The number of studies in this field has blossomed contemporaneously with greater, and a degree of tension exists in the field between the traditional stereotype of violence as a male-dominant characteristic and the realities of the marketing data for violent games.In 2008, an example of such studies was funded by the Office of Juvenile Justice and Delinquency Prevention, U.S. Department of Justice to the Center for Mental Health and Media.
These studies were released in the book, wherein it was found that among girls, nine of the 'top ten most popular video games were nonviolent games such as titles, or ' compared to a majority of violent games in the top ten favorites of boys. Ultimately, the conclusion reached in Grand Theft Childhood was that 'focusing on such easy but minor targets as violent video games causes parents, social activists and public-policy makers to ignore the much more powerful and significant causes of youth violence that have already been well established, including a range of non-gender-linked social, behavioral, economic, biological and mental-health factors.' This conclusion supports 's 2001 study ( supra).Despite this conclusion, general awareness of the issue together with traditional stereotyping has led a number of game developers and designers to create non-violent video games specifically for. Advertisement placement and other marketing techniques have in the past targeted women as more receptive to non-violent video game genres such as,.
Although these genres often contain certain degrees of violence, they lack the emphasis on graphic violence characterized for instance by the genre.Religious perspective Criticism for the violent aspects of video game culture has come from a number of anti-violence groups, and perhaps the most vocal of these are the numerous religious opposition groups. The moral codes of nearly all major religions contain prohibitions against murder and violence in general.
In some cases this prohibition even extends to aggression, wrath, and anger. Violent video games, while merely vicarious in nature, have been the focus of religious disapproval or outrage in various circles. Notable anti-violent-video-game crusader, former attorney is a self proclaimed, and his legal actions against violent video games have been intimately linked to his religious views. As groups like the population have increased in number of adherents, new marketing opportunities have developed contemporaneously. Several religion-centric games forums such as 's have developed within the greater gaming community in reaction to this growing niche. Christian games. Main article:There has been a rapid increase in in the last decade, however as Christian games have striven to compete with their more popular secular progenitors, there has been an increasing number of games released that blur the lines between Christian and non-Christian values.
Jack Thompson, for instance, has publicly decried such Christian games as, stating 'It's absurd. You can be the Christians blowing away the infidels, and if that doesn't hit your hot button, you can be the Antichrist blowing away all the Christians.' (The game reviewers, and have disagreed that 'Left Behind: Eternal Forces' is overtly violent. ) Similarly, James Dobson, PhD., founder of the group, has advised parents in relation to video games to 'avoid the violent ones altogether. In the, the player takes the role of as he non-violently shoots food with a slingshot in order to sate hordes of ravening animals.Although Christian games have been around since ' for the, there have been few genres as unassailably violent as that of the (FPS).
The majority of games that have been for violence have been FPS games, and for this reason, Christian games in the FPS genre have struggled to overcome the blurring effects of the violence inherent to the genre. Games such as and, for instance, have attempted to avoid claims of violence by using 'off the wall' humor with enemies such as flying, bat-winged clown heads (modeled after the biblical ) that shoot rays out of their nose, or alien Nazis (a mocking reference to religious beliefs) Other Christian FPS games such as have avoided the issue by expressing the view that justified violence is morally acceptable.Some of these games, despite containing objectively violent content, have been affirmatively labeled 'non-violent video games' by marketers and faith-based non-violent gaming communities. In direct response to the (alleged to have been caused by the shooters' obsession with the game, ), Rev. Ralph Bagley began production on, a Christian first-person game produced by N'Lightening Software involving holy swords instead of guns. In Catechumen, the player fights inhuman demons using holy armament. When 'sent back' the demons produce no blood or gore, and for this reason it has been described as a non-violent game. The intent of Catechumen, according to Rev.
Bagley, is 'to build the genre of Christian gaming. People are tired of having these violent, demonic games dictating to their kids.' Among Christian FPS games, a lack of gore has often been used as the minimum standard for non-violence.
Christian game reviewers have at times characterized non-Christian games such as and as comparatively non-violent games despite their lack of a Christian focus.An example of a notable Christian video game organization is the Christian Game Developers Foundation, focusing on gameplay and Biblical principles. Another well known Christian video game creator and distributor is which is best known for its unlicensed Christian video games on the.Hindu games In 2006, Escapist magazine reported that a Hindu first-person shooter entitled My Hindu Shooter was in the works. In My Hindu Shooter, a game based on the, the player employs the abilities of, breathing (meditation), architecture (which let you purify demonic areas) and (rituals). Gameplay involved acquisition of the of clairvoyance, levitation, invisibility, shrinking and strength, and the ultimate goal of the game was to achieve pure consciousness by removing through completion of quests and cleansing the six in ascending order. The only way to actually win the game is to complete it without harming or killing any other living creature. Despite the violence-free requirements of the main character, however, a player could die and be in a number of different forms like a human, a pig, a dog, or a worm. Whatever form you came back as would limit the way in which you could interact with other characters in the game.
Like the majority of games that have been labeled non-violent, violence in the game that is applied to the character rather than that the character applies is not considered to make the game a violent game.Buddhist games According to Buddhist morality, the first of the of is a personal rule of not killing. This moral guideline extends to human as well as non-human life.There are five conditions to violate the first precept:. The being must be alive.
There must be the knowledge that it is a sentient living being. There must be an intention to cause death. An act must be done to cause death. There must be death, as the result of the said act. Games like contain traditionally non-violent aspects, though minesweeper takes its name from a facet of war.Among traditionally non-violent games are included, games, and some among others.
These games are generally less frequently described as non-violent due to the self-evident nature of the descriptive term. Is a that lacks much of the violence traditionally associated with platformers.Action games have typically been among the most violent of video games genres with the liberal employment of enemies to thwart the actions of the player-character, and an emphasis on killing these enemies to neutralize them. As action games have developed they have become progressively more violent over the years as advances in graphic capabilities allowed for more realistic enemies and death sequences. Nevertheless, some companies like have tended to shy away from this kind of realism in favor of cartoon and fantasy violence, a concept also implicated in the increase of youth violence. This has created a spectrum of violence in action games. Non-violent video game proponents have labeled a number of games containing comparatively low-level violence as non-violent as well as games such as the anti-violent,.Studies have also shown that there are tangible benefits to violence in action games such as increased ability to process visual information quickly and accurately.
The, features a non-violent hero who spreads repentance by sharing holy fruitThough infrequently regarded as explicitly violent, role-playing video games (RPGs) have traditionally focused on the adventures of a party of travelers as they spend days and months leveling-up to fight greater and greater foes. Fighting in these games is highly stylized and often turn-based, however the actions of the player-characters and the enemies that attack them are distinctly violent. There have been some attempts made to reduce this violence by rendering it in cartoonish format as in some members of the series or by recasting the enemies' deaths as 'fainting,' 'sleeping,' or becoming 'stunned' as in the series, however neither of these series has been explicitly labeled non-violent.One rare example of an RPG that was designed as a non-violent video game is, a game with enemies featuring a non-violent main-character wherein the player wanders about converting the denizens of his town to Christianity while fending off the attacks of wild animals with holy food. Another example is, an based on economic development.Secular examples include Capcom's series and 's series – a simulation/RPG game.
Additionally, such RPGs as, and have all been identified as containing certain modes of play that are mostly non-violent. This concept is also explored in the higher difficulty levels of the.In 2015 the fan-funded indie RPG allowed players to choose whether or not to use violent methods, in a story that includes both explicit and subtextual commentary on the nature of violence in videogames.Non-violent strategy games As with role-playing games, strategy games have traditionally focused on the development and expansion of a group as they defend themselves from the attacks of enemies. Strategy games tend not to be explicitly described as violent, however they nearly universally contain violent content in the form of battles, wars, and other skirmishes. Additionally, strategy games tend to more often strive for realistic scenarios and depictions of the battles that result. Counteracting this violence, however, is the fact that strategy games tend to be set at a distant third party perspective and as such the violence of the battles tends to be minute and highly stylized.For the most part, non-violent groups have not explored this genre of violent game.
Gender-marketers have designed strategy games for both male and female audiences, however gender-linked treatment of violence has not occurred in this genre and as such, male- and female-oriented strategy games tend to contain equal degrees of violence. Christian developers have made various attempts at the genre including in which the player attempts to convert as many civilians in an apocalyptic future as possible by raising their spirit level and shielding them from the corrupting influences of rock-and-roll music and general secularism. This section needs expansion. You can help. 17 August 2005. McLuhan, Marshall. Re-issued 1994.
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Violence doesn't have to be part of video games for kids. In fact, there are plenty of games where you won't have to pick up a weapon or intentionally cause harm to another person or thing. Instead, these games focus more on exploration, personal growth, or storytelling.
Below, we've compiled a group of games where violence isn't the focus of the on-screen action. Kids can have fun learning, dancing, solving puzzles, playing sports, and more. If you're interested in games that specifically avoid violence for certain consoles, check out our list or our list.
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