Non-violent Video Game
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Nonviolent video games are
video game Video games, also known as computer games, are electronic games that involves interaction with a user interface or input device such as a joystick, controller, keyboard, or motion sensing device to generate visual feedback. This fee ...
s characterized by little or no
violence Violence is the use of physical force so as to injure, abuse, damage, or destroy. Other definitions are also used, such as the World Health Organization's definition of violence as "the intentional use of physical force or Power (social and p ...
. 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
Christian video game A Christian video game is an aspect of Christian media for video games, this video game genre focuses on the narrative and themes of Christian morals and Christianity. The term can also refer to Christian symbolism, mythology, media franchises ...
. 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.


Video game violence and attendant controversies

Controversies surrounding the negative influences of video games are nearly as old as the medium itself. In 1964,
Marshall McLuhan Herbert Marshall McLuhan (July 21, 1911 – December 31, 1980) was a Canadian philosopher whose work is among the cornerstones of the study of media theory. He studied at the University of Manitoba and the University of Cambridge. He began his ...
, a noted media theorist, suggested in his book, '' Understanding Media: The Extensions of Man'', that " e 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
MacNeil/Lehrer NewsHour ''PBS NewsHour'' is an American evening news broadcasting#television, television news program broadcast on over 350 PBS Network affiliate#Member stations, member stations. It airs seven nights a week, and is known for its in-depth coverage of i ...
in December 1982.Gonzalez, Lauren.
When Two Tribes Go to War: A History of Video Game Controversy
'.
GameSpot ''GameSpot'' is an American video gaming website that provides news, reviews, previews, downloads, and other information on video games. The site was launched on May 1, 1996, created by Pete Deemer, Vince Broady and Jon Epstein. In addition ...
feature. Retrieved 8 October 2008.
The same year, Surgeon General,
C. Everett Koop Charles Everett Koop (October 14, 1916 – February 25, 2013) was an American pediatric surgeon and public health administrator. He was a vice admiral in the U.S. Public Health Service Commissioned Corps, and served as the 13th Surgeon Gen ...
, 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 '' Death Race'' arcade game (a game with black and white graphics which involved running over screaming zombies). In the 1980s titles such as Exidy's '' Chiller'' (1986), Namco's ''
Splatterhouse is a beat 'em up arcade game developed and published by Namco. It was the first in a series of games released in home console and personal computer formats. This cult classic would later spawn the parody '' Splatterhouse: Wanpaku Graffiti'', the ...
'' (1987) and Midway's '' NARC'' (1988) raised concerns about video game violence in the arcade. Home games such as
Palace A palace is a grand residence, especially a royal residence, or the home of a head of state or some other high-ranking dignitary, such as a bishop or archbishop. The word is derived from the Latin name palātium, for Palatine Hill in Rome which ...
's ''
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'' (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 Midway's release of the first ''
Mortal Kombat ''Mortal Kombat'' is an American media franchise centered on a series of video games originally developed by Midway Games in 1992. The development of the first game was originally based on an idea that Ed Boon and John Tobias had of making a v ...
'' video game, and then in 1993 with id's ''
Doom Doom is another name for damnation. Doom may also refer to: People * Doom (professional wrestling), the tag team of Ron Simmons and Butch Reed * Daniel Doom (born 1934), Belgian cyclist * Debbie Doom (born 1963), American softball pitcher * L ...
'', 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 game-bannings followed the publicizing of these conflicts, and controversies would erupt periodically throughout the 1990s with the releases of such games as '' Dreamweb'' (1992), ''
Wolfenstein 3D ''Wolfenstein 3D'' is a first-person shooter video game developed by id Software and published by Apogee Software and FormGen. Originally released on May 5, 1992, for DOS, it was inspired by the 1981 Muse Software video game ''Castle Wolfenstei ...
'' (1992), ''
Mortal Kombat II ''Mortal Kombat II'' is a 1993 arcade fighting game originally produced by Midway for the arcades in 1993. It was later ported to multiple home systems, including MS-DOS, Amiga, Game Boy, Game Gear, Sega Genesis, 32X, Sega Saturn, Super Nint ...
'' (1993), ''
Phantasmagoria Phantasmagoria (, also fantasmagorie, fantasmagoria) was a form of horror theatre that (among other techniques) used one or more magic lanterns to project frightening images, such as skeletons, demons, and ghosts, onto walls, smoke, or semi- ...
'' (1995), ''
Duke Nukem 3D ''Duke Nukem 3D'' is a first-person shooter video game developed by 3D Realms. It is a sequel to the platform games ''Duke Nukem'' and ''Duke Nukem II'', published by 3D Realms. ''Duke Nukem 3D'' features the adventures of the titular Duke Nuke ...
'' (1996), ''
Blood Blood is a body fluid in the circulatory system of humans and other vertebrates that delivers necessary substances such as nutrients and oxygen to the cells, and transports metabolic waste products away from those same cells. Blood in the c ...
'' (1997), ''
Grand Theft Auto ''Grand Theft Auto'' (''GTA'') is a series of action-adventure games created by David Jones (video game developer), David Jones and Mike Dailly (game designer), Mike Dailly. Later titles were developed under the oversight of brothers Dan Hous ...
'' (1997), ''
Carmageddon ''Carmageddon'' is a vehicular combat video game released for personal computers in 1997. It was produced by Stainless Games and published by Interplay Productions and Sales Curve Interactive. It was later ported to other platforms, and spawned ...
'' (1997), '' Postal'' (1997), ''
Mortal Kombat 3 ''Mortal Kombat 3'' is a 1995 arcade fighting game developed by Midway Games and first released into arcades in 1995. It is the third main installment in the ''Mortal Kombat'' franchise and a sequel to 1993's ''Mortal Kombat II''. As in the prev ...
'' (1997), '' Carmageddon II: Carpocalypse Now'' (1998), '' Blood II: The Chosen'' (1998), ''
Grand Theft Auto 2 ''Grand Theft Auto 2'' is an action-adventure game, developed by DMA Design and published by Rockstar Games in October 1999, for Microsoft Windows and the PlayStation, and the Dreamcast and Game Boy Color in 2000. It is the sequel to 1997's ''Gr ...
'' (1999), and '' Requiem: Avenging Angel'' (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
Eric Harris and Dylan Klebold Eric David Harris (April 9, 1981 – April 20, 1999) and Dylan Bennet Klebold (; September 11, 1981 – April 20, 1999) were an American mass murder duo who perpetrated the Columbine High School massacre on April 20, 1999. Harris and Klebold ...
, the shooters in the
Columbine High School massacre On April 20, 1999, a school shooting and attempted bombing occurred at Columbine High School in Columbine, Colorado, United States. The perpetrators, 12th grade students Eric Harris and Dylan Klebold, murdered 12 students and one teacher. ...
in Columbine, Colorado, Columbine, Colorado, revealed that they had been fans of the video game, ''
Doom Doom is another name for damnation. Doom may also refer to: People * Doom (professional wrestling), the tag team of Ron Simmons and Butch Reed * Daniel Doom (born 1934), Belgian cyclist * Debbie Doom (born 1963), American softball pitcher * L ...
'', and had even created Doom WAD, levels for it today dubbed "the Harris levels". A great deal of discussion of violence in video games followed this event with strong arguments made on both sides, and research into the phenomenon which had begun during the 1980s received renewed support and interest. In December 2001, Surgeon General David Satcher, led a study on violence in youth and determined that while the impact of video games on violent behavior has yet to be determined, "findings suggest that media violence has a relatively small impact on violence," and that "meta-analysis [had demonstrated that] the overall effect size for both randomized and correlational studies was small for physical aggression and moderate for aggressive thinking." Despite this, the controversies and debate have persisted, and this has been the catalyst for the emergence of the non-violent video game genre. Non-violent video games are defined in the negative by a ''Modus tollendo ponens'' Disjunctive syllogism, disjunctive argument. In other words, in order to recognize a non-violent game, an identifier must recognize the violent game as a distinct class. This has led to a degree of ambiguity in the term as it relies upon a definition of violence which for different identifiers may mean different things. In general, violence may be placed into at least three distinct categories: *Totally non-violent games – Games in which absolutely no violence occurs. This category contains games characterized by lack of the death of characters, lack of sudden noise or movement, and often lack of traditional conflict. (e.g., ''Below the Root (video game), Below the Root'' or ''Sudoku Gridmaster'') *Games in which the player acts non-violently – Games where violence occurs to the character-player as a result of environmental hazards or enemies but the character-player's reaction is to run away or otherwise distance himself from the violence. **Games with environmental hazards only – Games lacking enemies, but containing a potentially violent environment (E.g. ''Alleyway (video game), Alleyway'', or ''Roller Coaster (video game), Roller Coaster'') **Games with enemies – Games with violent enemies which the player-character must avoid (E.g. the ''Eggerland (series), Eggerland'' series) *Games in which the player acts non-violently to other sentient beings – Games where a player acts violently against robots or other non-living non-sentient enemies (E.g. ''Descent (video game), Descent'')


Education

The majority of these games have not been scientifically tested to see whether children learn the skills the games claim to teach.In another study performed in Chile, educational video games were put into some first and second grade classrooms. Children who had the games in their classroom showed more progress in math, reading comprehension, and spelling than the children who did not use games in their classrooms.


Research

The history of video games, history of video game development shares approximate contemporaneity with media violence research in general. In the early 1960, studies were conducted on the effects of adolescents and cartoon violence, violence in cartoons, and throughout the 1970s and 1980s a number of studies were conducted on how televised violence influenced viewers (especially younger viewers). The focus of many of these studies was on the effects of exposure of children to violence, and these studies frequently employed the social learning theory framework developed by Albert Bandura to explore violent behavioral modeling. 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 Video game effects#General Aggression Model, General Aggression Model. 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 first-person shooter have led some game designers to publish non-violent alternatives.Dobson, Jason.
ACE, Christian Developers Conference Focuses On Responsible Game Development
'. Gamasutra. 3 May 2006.


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 United States Congress, US Congress 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 Censorship in Australia#Video games, Australia, Law 3037/2002, Greece, List of banned video games, etc. In 1997, Christian Christian conservativeProvenzo, Eugene F., Jr. and Jack Thompson.
A political odd couple's advice on finding common ground
'. Christian Science Monitor. 19 October 2004.
Activism, activist and (now former) attorney Jack Thompson (activist), Jack Thompson brought suit against Atari, Nintendo, Sega, and Sony Computer Entertainment on behalf of the victims of Heath High School shooting in ''Heath High School shooting, James v. Meow Media''. The suit was dismissed in 2000, absolving the companies of responsibility for the shooter's actions based on a lack of remedy under Kentucky tort law. In 2002, the United States Court of Appeals for the Sixth Circuit, Sixth Circuit Court of Appeals upheld the dismissal, and in 2003, the Supreme Court of the United States, U.S. Supreme Court denied certiorari, refusing to review the case because it was not dismissed on First Amendment to the United States Constitution, 1st Amendment 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."Krug, Judith F. & Caldwell-Stone, Deborah.
Controversial Ruling Finds Video Games Not Protected Speech
''. 2002.
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. St. Louis County''. In the aftermath of the
Columbine High School massacre On April 20, 1999, a school shooting and attempted bombing occurred at Columbine High School in Columbine, Colorado, United States. The perpetrators, 12th grade students Eric Harris and Dylan Klebold, murdered 12 students and one teacher. ...
, a $5 billion lawsuit was filed in 2001 against a number of video game companies and id Software, the makers of the purportedly violent video game, ''
Doom Doom is another name for damnation. Doom may also refer to: People * Doom (professional wrestling), the tag team of Ron Simmons and Butch Reed * Daniel Doom (born 1934), Belgian cyclist * Debbie Doom (born 1963), American softball pitcher * L ...
'' by victims of the tragedy. Also named in the suit were Acclaim Entertainment, Activision, Capcom, Eidos Interactive, GT Interactive, Interplay Entertainment, Nintendo, Sony Computer Entertainment, Square (video game company), Square Co., Midway Games, 3D Realms, Apogee Software, Atari Corporation, Meow Media, and Sega.
Columbine lawsuit against makers of video games, movies thrown out
'. Associated Press. 5 March 2002.
Violent video games mentioned by name included ''
Doom Doom is another name for damnation. Doom may also refer to: People * Doom (professional wrestling), the tag team of Ron Simmons and Butch Reed * Daniel Doom (born 1934), Belgian cyclist * Debbie Doom (born 1963), American softball pitcher * L ...
'', ''Quake (video game), Quake'', ''Redneck Rampage'', and ''Duke Nukem 3D, Duke Nukem''. 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 Sony Computer Entertainment and ''Grand Theft Auto'' in representation of the victims of the Devin Moore (murderer), Devin Moore shooting incident. On 7 November 2005, Thompson withdrew from ''Strickland v. Sony'', 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 ''pro hac vice'' 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, Leland Yee introduced California Assembly Bills 1792 & 1793 which barred ultra-violent video games and mandated the application of Entertainment Software Rating Board, ESRB ratings for video games. Yee, a former Developmental psychology, child psychologist has Leland Yee#CITEREF2007, publicly criticized such games as ''Grand Theft Auto: San Andreas'' and ''Manhunt 2'', and opposes the United States Army, U.S. Army's ''Global Gaming League''. Both of these bills were passed by the assembly and signed by Gov. Arnold Schwarzenegger 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 ''Grand Theft Auto: San Andreas'', Senator Hillary Clinton along with Senators Joe Lieberman and Evan Bayh, introduced the Family Entertainment Protection Act (S.2126), intended to protect children from inappropriate content found in video games by imposing a federal mandate for inclusion of Entertainment Software Rating Board, ESRB 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 ''Grand Theft Auto'', 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 ''Entertainment Software Association v. Foti'' 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 Jack Thompson (activist), Jack Thompson. On 27 September 2006, Senator Sam Brownback (R-KS) introduced the United States Truth in Video Game Rating Act (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 Fred Upton introduced the Video Game Decency Act (H.R.6120) to the House.


Degrees of violence

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 forbidden fruit effect. For this and other reasons, the effectiveness of rating systems such as the ESRB to actually curb violent gameplay in youth gaming has been characterized as futile. Table of violence ratings


Gender perspective

A number of studies have been conducted specifically analyzing the differences between male and female preference in video game styles.Cassell, J. & Jenkins, H. (Eds.).
From Barbie to Mortal Kombat: Gender and Computer Games
''. Cambridge, MA: MIT Press. 1998.
Rollings, Andrew & Adams, Ernest. ''Andrew Rollings and Ernest Adams on Game Design''. 2003.Gunter, Barrie. ''The Effects of Video Games on Children''. Continuum Int'l Pub. Grp. 1998. Studies have vacillated between findings that the gender effect on violence preference in games is significant and insignificant,Nash, Nora M. OSF
VVG's – Violent Video Games – Are Your Students Tuned In To A VVG World?
''. 2004.
however no firm conclusions have been achieved to date. The number of studies in this field has blossomed contemporaneously with greater gender studies, 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, ''Grand Theft Childhood'', wherein it was found that among girls, nine of the "top ten [most popular video games] were nonviolent games such as ''Mario (franchise), Mario'' titles, ''Dance Dance Revolution'' or Game (simulation), simulation games" 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 Surgeon General David Satcher, Satcher'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 girl gamer, female audiences. Advertisement placement and other marketing techniques have in the past targeted women as more receptive to non-violent video game genres such as life simulation games, strategy games, or puzzle video games. Although these genres often contain certain degrees of violence, they lack the emphasis on graphic violence characterized for instance by the first-person shooter 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 Jack Thompson (activist), Jack Thompson is a self proclaimed Christian Christian conservative, and his legal actions against violent video games have been intimately linked to his religious views. As groups like the Fundamentalist Christianity, fundamentalist Christian population have increased in number of adherents, new marketing opportunities have developed contemporaneously.Davis, Matthew.
Christians purge video game demons
'. BBC News – Washington. 24 May 2005.
Several religion-centric games forums such as
GameSpot ''GameSpot'' is an American video gaming website that provides news, reviews, previews, downloads, and other information on video games. The site was launched on May 1, 1996, created by Pete Deemer, Vince Broady and Jon Epstein. In addition ...
's GameSpot#Forums, "Religion and Philosophy" forum have developed within the greater gaming community in reaction to this growing niche.


Christian games

There has been a rapid increase in
Christian video game A Christian video game is an aspect of Christian media for video games, this video game genre focuses on the narrative and themes of Christian morals and Christianity. The term can also refer to Christian symbolism, mythology, media franchises ...
s since the 2000s, 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 ''Left Behind: Eternal Forces'', 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."Chmielewski, Dawn C.
Converting Video Games Into Instruments of God
'' LA Times. 10 May 2006
(The game reviewers IGN, Ars Technica and GameSpy have disagreed that "Left Behind: Eternal Forces" is overtly violent.) Similarly, James Dobson, PhD., founder of the Focus on the Family group, has advised parents in relation to video games to "avoid the violent ones altogether. Although Christian games have been around since Sparrow Records' ''Music Machine (album series)#Spin-offs, Music Machine'' for the Atari 2600, there have been few genres as unassailably violent as that of the first-person shooter (FPS). The majority of games that have been List of banned video games, banned 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 ''Revelation 7 (video game), Revelation 7'' and ''Xibalba (video game), Xibalba'', for instance, have attempted to avoid claims of violence by using "off the wall" absurdism, absurdist humor with enemies such as flying, bat-winged clown heads (modeled after the biblical Jezebel (Bible), Jezebel) that shoot rays out of their nose, or alien Nazis (a mocking reference to Raëlism, Raëlian religious beliefs)Linder, Matthew. ''Marty Bee Interview''. Gamepraise.net (also available at Objectiveministries.org). 1 August 2006. Other Christian FPS games such as ''Eternal War'' 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
Columbine High School massacre On April 20, 1999, a school shooting and attempted bombing occurred at Columbine High School in Columbine, Colorado, United States. The perpetrators, 12th grade students Eric Harris and Dylan Klebold, murdered 12 students and one teacher. ...
(alleged to have been caused by the shooters' obsession with the game, ''
Doom Doom is another name for damnation. Doom may also refer to: People * Doom (professional wrestling), the tag team of Ron Simmons and Butch Reed * Daniel Doom (born 1934), Belgian cyclist * Debbie Doom (born 1963), American softball pitcher * L ...
''), Rev. Ralph Bagley began production on ''Catechumen (video game), Catechumen'', 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 ''Portal (video game), Portal'' and ''Narbacular Drop'' 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 Family-friendliness, family-friendly gameplay and Biblical principles. Another well known Christian video game creator and distributor is Wisdom Tree which is best known for its unlicensed Christian video games on the Nintendo Entertainment System.


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 Unreal Engine, the player employs the Vedas, Vedic abilities of Jyotiṣa, astrology, Ayurveda, Ayurvedic healing, breathing (meditation), herbalism, Gandharva Kingdom#Gandharva Chitrasena, Gandharva Veda music, architecture (which let you purify demonic areas) and Yajna, yagyas (rituals). Gameplay involved acquisition of the siddhis of clairvoyance, levitation, invisibility, shrinking and strength, and the ultimate goal of the game was to achieve pure consciousness by removing karma through completion of quests and cleansing the six chakras 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 Reincarnation in Hinduism, reincarnated 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 Five Precepts of Śīla 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. As the first precept requires an actual living being to be killed to be considered as violated, Buddhists can still enjoy video games with violence because there is no real being that is dying or being hurt. The fuller extent of the first precept is to maintain a harmless attitude towards all. The main problem is the mind, which is the main focus of Buddhism. Violent video games tend to create ill-will and tension, thus it is not conducive for meditation practice. Other than that, the action of the mind also creates ''kamma'' (action) which will bear its fruit when the conditions are right. Although primarily browser games, a number of stand-alone video games eschewing violence, such as the 2007 Thai game ''Ethics Game'' have been created that promote the Five Precepts and Buddhism generally. The Buddhist concept of dharma has been emphasized in a number of Buddhist games as a reaction to perceptions of the Adharma, adharmic state of modern games. The concept of zen has also influenced a number of nonviolent video games such as ''Zen of Sudoku'', and The Game Factory#Nintendo DS, The Game Factory's ''Zenses'' series.


Jewish games

While the earliest games to feature a Jewish main character (the Wolfenstein (series), ''Wolfenstein'' series' William "B.J." Blazkowicz) are characterized by Anti-fascism, militant anti-Nazism, a number of non-violent Jewish games (such as the ''Avner'' series by Torah Educational Software (TES)) primarily aimed at younger audiences has emerged with the intention of promoting Jewish religious concepts related to the Torah. One notable non-violent game that explores Jewish themes is ''The Shivah'', a puzzle-adventure game featuring a non-violent battle between Rabbis that takes the form of an Insult swordfighting, insult swordfight.


Muslim games

Despite notoriety in the Western press for controversial violent games such as ''Under Ash'', and ''Under Siege (2005 video game), Under Siege'', Muslim developer Afkar Media has also produced at least one non-violent game entitled ''Road Block Buster''. In ''Road Block Buster'' the hero must "jump[] around [] doing tricks to soldiers ... [attempt] to get over any barrier or road block implanted by Israeli Defense forces without using violence, [and] earn respect by helping surrounded people whom can't get through the separation walls."


Sikh games

Exceptionally rare, the few Sikh games (e.g. ''Sikh Game'') in existence are primarily browser game, browser-based. ''Sarbloh Warriors'' was developed by Taranjit Singh as a game revolving around Sikh. It was planned for it to contain mild violence. In 2006, Singh complained that the game was unfairly stereotyped and that BBC misrepresented the game as "anti-muslim". The game was never released.


Bahá'í games

In January 2007, artist Chris Nelson produced a non-violent art game called ''The Seven Valleys'' which he exhibited during the ACSW conference at the University of Ballarat. Based on the ''Unreal Tournament'' engine, ''The Seven Valleys'' was designed with the intention of "illustrat[ing] the unillustratable, and 'subvert[ing]' the image of violent video games in the process." Nelson was interviewed by Citadel Media, ABC Radio on the subject in February of the same month.


Taoist games

Video game publisher, Destineer's non-violent puzzle video game, ''Destineer#Published games, WordJong'' for the Nintendo DS has been considered a Taoist puzzle game.


Religion neutral games

Non-profit organizatio
Heartseed
set out to produce several non-violent games, drawing inspiration from a claimed agreement between several religions under the sign of nonviolence: "Christianity, Hinduism, Islam, Buddhism, Taoism, Judaism and others, – because throughout all of them can be found a common thread of decency meant to propel us toward spiritual enlightenment". This project seems to have been discontinued.


Types of non-violent video games

Non-violent video games as a genre are characterized as a Video game genres#Video game genres by purpose, genre by purpose. Unlike genres described by style of gameplay, non-violent video games span a wide number of gameplay genres. Defined in the negative, the purpose of non-violent games is to provide the player with an experience that ''lacks'' violence. Many traditional gameplay genres naturally lack violence and application of the term "non-violent video games" to titles that fall under these categories raises no questions regarding accuracy. For game developers and designers who self-identify as non-violent video game makers, however, the challenge has been to expand the concepts of non-violence into such traditionally violent gameplay genres as action games, role-playing game (video games), role-playing games, strategy games, and the first-person shooter. Video game genres#Other notable genres, Emergent and more recent gameplay genres such as music video games are for the most part naturally non-violent. Video game genres#Video game genres by purpose, Purposive video game genres such as educational games also are primarily non-violent in nature. Other electronic game genres like audio games are also most frequently non-violent. The indisputably non-violent nature of these games are often considered self-evident by members of both the non-violent gaming community and the gaming community at large. As such they are often not explicitly identified as such. Typically, explicit identification is applied counterintuitively to titles where there might otherwise be a question concerning non-violence. This has led such categorization to be viewed with mistrust, hostility, and mockeryBrown, Seth.
PrayStation: The 6 Most Misguided Christian Video
'. Cracked.com. August 2008.
by those who fail to recognize the comparative nature of the definition or who disagree fundamentally with the underlying purpose of the genre.


Traditionally non-violent games

Among traditionally non-violent games are included List of maze video games, maze games, adventure games, life simulation games, construction and management simulation games, visual novels, and some vehicle simulation games, among others. These games are generally less frequently described as non-violent due to the self-evident nature of the descriptive term. Prior to the development of games specifically designed for non-violence, non-violent gamers were limited to these traditionally non-violent genres, however a number of games even under the traditionally non-violent umbrella may be considered arguably violent. ''Minesweeper (computer game), Minesweeper'', for instance, is an abstraction of a scenario that often leads to a patently violent result. Other common traditionally non-violent genres include adventure games, Puzzle video game, puzzle games, music video games, programming games, Party video game, party games, visual novels, and traditional games. Examples of traditionally non-violent games include: *''Sudoku Gridmaster'' – A totally non-violent game wherein the player must assign the mathematically appropriate number to the corresponding blank in a grid. *''Roller Coaster (video game), Roller Coaster'' – A game featuring a non-violent main-character wherein the player must navigate a dangerous amusement park to collect pieces of money. *''Alleyway (video game), Alleyway'' – A game with only environmental hazards featuring a non-violent main-character wherein the player must break blocks (mild violence) with a ball while avoiding the floor of the level. *The ''Eggerland (series), Eggerland'' series – A series with enemies featuring a non-violent main-character wherein the player must solve block-sliding puzzles in order to secure a key and unlock the door to the next room. *''Robots (1984 video game), Robots'' – A game lacking violence to sentient beings wherein a player must either bomb malfunctioning robots or conserve bombs by stepping strategically in order to induce the robots to crash into one another.


Non-violent action games

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 Nintendo 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 by media violence researchers. 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 serious game, ''Food Force''. 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. This has led to support for the development of action games that are non-violent which will allow players to retain the positive visual processing benefits without the negatives associated with violence. Examples of non-violent action games include: *''Journey (2012 video game), Journey'' – Multi-awarded Game of the Year, Journey is a game where you as a non-violent player meet and travel with a second anonymous player on a journey to a mountaintop. *''Seiklus'' – A totally non-violent game wherein the player traverses a natural landscape as a small person in order to get to the end. *''Sunday Funday'' – A game featuring a non-violent main-character wherein the player avoids bullies, clowns, and businessmen in order to skateboard to Sunday school. *''Knytt'' – A game with only environmental hazards featuring a non-violent main-character wherein the player must guide a small creature through a series of caverns and mountains containing pitfalls and hazards in order to get to the end. *''Marble Madness'' – A game with enemies featuring a non-violent main-character wherein the player must navigate his way through a marble maze while enemy marbles and other enemies attempt to knock him off or otherwise destroy him. *''Barbie (1991 video game), Barbie'' – A game lacking violence to sentient beings wherein Barbie must rescue Ken (Barbie), Ken by defeating a host of shopping-mall-related machines gone haywire. *''Barney's Hide and Seek'' – A game lacking violence to any living creature; the player must find children and missing objects. The game is also educational and teaches young children about safety lessons. *''Crash Dummy Vs The Evil D-Troit'' *''Treasure Quest (game), Treasure Quest'' – a puzzle/action game *''Knytt Stories'' *''Steer Madness'' – a vegetarian-themed game endorsed by People for the Ethical Treatment of Animals, PETA


Non-violent first person shooters

The application of the term "non-violent" to genres such as the first-person shooter (FPS), that many players consider ''inherently'' or ''definitionally'' violent, has at times generated vociferous arguments that the concept is inconceivable and at best oxymoronic. This argument typically derives from a strict definition of violence as "extreme, destructive, or uncontrollable force especially of natural events; intensity of feeling or expression, " a definition by which the vast majority of video games may be described as violent. Despite arguments to the contrary, however, such characterizations have been employed as a marketing tool by makers and distributors of non-violent video games, and the degree of popularity enjoyed by games so described may be attributed to the comparative violence of other more violent members of the supergenre. Non-violent first-person shooter developers have expressed the notion that it is the challenge of making a non-violent game in a violent genre that motivates them in part. Rarely, FPS games such as ''Garry's Mod'' and ''Portal (video game), Portal'' that have been developed without the specific intent of non-violence have been identified by reviewers and the non-violent gaming community as non-violent FPSes.Au, Wagner James.
Does Portal’s Success Presage Game Industry Shift?
'. GigaOM. 31 January 2008.
Pierce, Kit.
Portal Review
'. 15 October 2007.
Such characterizations have led to the concern that parents may allow their children to play these games, not realizing that there are still some elements of violence including violent deaths. Further ambiguities arise when determining whether a game is a first-person ''shooter'', as in certain games such as ''Narbacular Drop'', the player doesn't shoot anything at all, but merely clicks walls with the cursor. Similarly, in games such as ''Myst#Remakes and rereleases, realMyst'', the player merely interacts with the environment by touching things in the first-person and the term "shooter" is seen to be objectively inaccurate. Despite this, non-violent first-person games have often been characterized oxymoronically as shooters because of all comparable genres, these games are most closely similar to the FPS and often employ engines designed for the FPS genre. Often modeled upon violent FPS games, non-violent FPSes such as ''Chex Quest'' or the newer Sherlock Holmes games, may bear striking resemblance to the violent game whose engine they are using. Developers of such games often have done little to change the game other than replacing violent or scary imagery and recasting the storyline to describe "zorching", "slobbing", or otherwise non-lethally incapacitating enemies. Examples of simple changes intended to reduce violence for non-violent FPSes include the alteration of the red shroud from the death-sequence in ''
Doom Doom is another name for damnation. Doom may also refer to: People * Doom (professional wrestling), the tag team of Ron Simmons and Butch Reed * Daniel Doom (born 1934), Belgian cyclist * Debbie Doom (born 1963), American softball pitcher * L ...
'' to become the green shroud from the slime-sequence in ''Chex Quest'' or the removal of the red shroud from the death-sequence in ''Half-Life 2'' for the deaths in ''Portal''. At times, similarities between violent progenitors and their non-violent descendants have proved strong enough that the non-violent developers have cast their game as a spoof of the violent version. This is apparent in ''Chex Quest''. Off-beat and absurdist humor have been employed in a number of games order to tone down the serious content by makers of non-violent FPSes. One subgenre of the FPS that typically is not characterized as non-violent despite the fact that gameplay revolves to a great degree around avoidance of battle, is that of stealth games. Although much of the gameplay characteristic to stealth games accords closely with the requirements of the non-violent genre, stealth games most frequently simply delay chaotic violence to focus instead upon controlled precision violence. When stealth and violence are both present as options, stealth is often presented as the superior option for being morally superior or requiring greater skill. Examples of non-violent FPSes include: *''H.U.R.L.'' – A game featuring a non-violent main-character wherein the player must navigate a playing-field avoiding enemies as they attempt to "slob" him with trash. *''Narbacular Drop'' – A game with only environmental hazards featuring a non-violent main-character wherein the player must navigate her way out of a dungeon filled with hazards. *''Chex Quest'' – A game with enemies featuring a non-violent
Chex Quest 1, 2 & 3
'' DarkGreen HQ review. 2006.
main-character wherein the player must rescue his fellow cereal-pieces by "zorching" hordes of flemoids back to their home planet with various zorch guns. Instead of the player's face bleeding, the Chex piece becomes progressively more covered in slime. *''Descent (video game), Descent'' – A game lacking violence to sentient beings wherein the player, in a ship, rescues human miners trapped in mines guarded by malfunctioning mining robots. The player has to navigate maze-like mines in order to save the hostages and shutdown the malfunctioning mine. *''Postal 2'' – Though ''Postal 2'' is renowned for its impressive levels of graphic violence, gore and irreverent humour, it is possible to complete the game without harming a single person. For players who choose such a route, the game will praise them as "Jesus" at the end of the final screen. *''Plants vs. Zombies: Garden Warfare'' – A recent FPS, rated E10+ by the Entertainment Software Rating Board, ESRB, where instead of "kill" there is "vanquish". * ''Chex Quest 2'' – The sequel of the original Chex Quest, featuring the same premise of non-violent action. * ''Elebits'' – A Wii-based first-person hide-and-seek game * ''Gotcha! Extreme Paintball'' – A non-lethal paintball FPS * ''Extreme Paintbrawl'' A non-lethal paintball FPS * ''Military simulation, Foreign Ground'' – A military game made by the Swedish Defence University, created only for corporate training environments. * ''Greg Hastings Tournament Paintball'' – A non-lethal paintball FPS * ''Greg Hastings Tournament Paintball MAX'D'' – A non-lethal paintball FPS * ''Ken's Labyrinth'' – a non-violent ''Wolfenstein (series), Wolfenstein'' clone * ''Laser Arena'' – non-violent arena-style laser tag FPS * ''Nerf Arena Blast'' – A non-lethal Nerf FPS * ''NRA Gun Club'' – A first-person target-shooting game * ''Super 3D Noah's Ark'' – A non-violent
Christian video game A Christian video game is an aspect of Christian media for video games, this video game genre focuses on the narrative and themes of Christian morals and Christianity. The term can also refer to Christian symbolism, mythology, media franchises ...
* ''Nanashi no Game'' – non-violent survival horror first-person game from Japan


Non-violent role-playing games

Though 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 ''Final Fantasy'' series or by recasting the enemies' deaths as "fainting," "sleeping," or becoming "stunned" as in the ''Pokémon (video game series), Pokémon'' 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 ''Spiritual Warfare (video game), Spiritual Warfare'', 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 ''A Tale in the Desert'', an Massively multiplayer online role-playing game, MMORPG based on economic development. Secular examples include Capcom's ''Ace Attorney'' series and Victor Interactive Software, Victor's ''Story of Seasons (series), Story of Seasons'' series – a simulation/RPG game. Additionally, such RPGs as ''Ultima IV: Quest of the Avatar'', ''Planescape: Torment'', and ''Deus Ex (video game), Deus Ex'' 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 Thief (series), ''Thief'' series. In 2015 the fan-funded indie RPG ''Undertale'' 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 ''Left Behind: Eternal Forces'' 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. The game has been criticized by such anti-violent video game personalities as former attorney Jack Thompson (activist), Jack Thompson for strategy involving the slaying of infidels and non-believers, and for the ability of players engaged in multi-play modes to play as the Antichrist on the side of the Forces of Satan. Secular non-violent video game designers have emerged from the serious games movement and include such anti-violence titles as ''PeaceMaker (computer game), PeaceMaker'', a game where the player tries to foster peace between Israelis and Palestinians, and ''A Force More Powerful'', a nonviolence-themed game designed by Steve York, a documentary filmmaker and director of Bringing Down a Dictator, a non-violent resistance film featuring Ivan Marovic, a resistance leader against Slobodan Milošević who was instrumental in bringing him down in 2000. Though these games are anti-violent, however, failure on the part of the player leads to violence. Thus the goal of the game is merely shifted to active violence-prevention while the degree of violence used to challenge the player remains consistent with violent strategy games. Some examples of relatively nonviolent strategy games include: *''M.U.L.E.'' *''E.T. and the Cosmic Garden, E.T.: Cosmic Garden'' *''Outpost Kaloki X'' – a strategy/simulation game *''Mudcraft''


Non-violent sports games and non-violent vehicle simulations

According to the Funk and Buchman method for Game classification#Electronic games, classifying video games, there are six categories into which games may be divided: #general entertainment (no fighting or destruction) #educational (learning or problem solving) #fantasy violence (cartoon characters that must fight or destroy things, and risk being killed, in order to achieve a goal) #human violence (like fantasy violence, but with human rather than cartoon characters) #nonviolent sports (no fighting or destruction) #sports violence (fighting or destruction involved) The separation of violent and nonviolent sports here illustrates a phenomenon also recognizable in the vehicle simulation game genre. With both sport and vehicle simulation games, gameplay has traditionally been highly bipolar with nearly as many violent titles as non-violent. Just as there are non-violent and ''violent'' sports games, so too are there flight simulator, flight and combat flight simulator, ''combat'' flight simulators, Space simulator, space flight and Space flight simulator game, space ''combat'' simulators, and Racing video game, racing games and vehicular combat game, vehicular ''combat'' games. Distinction of games as violent or non-violent here serves a purely practical purpose as gameplay may differ considerably beyond the merely aesthetic. Such sports as Table tennis, Ping-pong, golf, and Cue sports, billiards, have in the past been identified as nonviolent. A common example of a nonviolent game that has been employed in a number of studies and government committee reports is ''NBA Jam: Tournament Edition''.
Derivative Rights, Moral Rights, And Movie Filtering Technology
'. Hearing Before The Subcommittee on Courts, The Internet, And Intellectual Property of the Committee on the Judiciary House of Representatives. 108th Congress. 2d Session. 20 May 2004. Serial No. 93.
An example of a notable non-violent sports game company is Kush Games.


See also

*''A Modest Video Game Proposal'' *
Christian video game A Christian video game is an aspect of Christian media for video games, this video game genre focuses on the narrative and themes of Christian morals and Christianity. The term can also refer to Christian symbolism, mythology, media franchises ...
s *Nonviolence


References

{{DEFAULTSORT:Nonviolent Video Game Nonviolence Video game censorship Video game genres Self-censorship Violence in video games