Video games are a popular outlet for people of all ages, and are especially enticing to the younger generation. With increasing advancements in technology and graphic design, today's video game is like a special-effects filled movie that comes to life, and users have the power to control it. However, it has already been proven that violent video games can have an influential effect on people. To make matters worse, games like the 'Devil May Cry' series create a fantastical view of very real threats, such as Satan.
Despite having warning labels and game ratings plastered on the cases of video games to prevent younger audiences from coming in contact with disturbing violent material, many parents in today's society overlook the questionable themes and brand such video games as a form of acceptable entertainment. The common response is that 'it's only a game.' Not only do violent video games have a desensitizing effect on minds of all ages, but they also stretch the gap between reality and fantasy.
Available on PlayStation 2, PlayStation 3, Microsoft Windows, and Xbox 360, the visual effects of the Devil May Cry series paired with the fearlessness of the Dante character have garnered the video game an ever-growing following. The series has sold more than 10 million copies across the world with each release earning 'Platinum' title status. Critics have credited the Devil May Cry series as jumpstarting a sub-genre of action games dubbed 'Extreme Combat.' These types of stylized-action games typically highlight a strong hero that fights a multitude of enemies.
Because of this success, the Devil May Cry franchise has produced a range of products to capitalize off of the brand, including comic books, an anime series, guides, collectibles, and action figures. They've become very popular using a platform and storyline that incorporates the demon world, the underworld, demon-slaying, evil plots, cult-like groups, magic artifacts, and demonic powers.
Let's take into account the subject of demons and the Devil. An adult who may or may not have a religious background may easily dismiss the concept of Satan, temptation, and other related issues. They are at an age where they've formulated their own opinions and religious views. However, children and teenagers are still in an important phase of learning. All of the information they encounter collects in their still-developing brain and mind. Depending on their support system and the people that serve as their teachers and role models, they will grow into well-adjusted adults with their own set of views.
For many, video games provide an outlet to escape. Youths often anticipate the chance to take on the roles of characters who represent the 'hero,' but many games are also responsible for adversely affecting users.
For example, youths (and adults) become desensitized to the chaos portrayed in violent video games. Weapons, such as guns and knives, become mere props. Committing illegal acts are celebrated. Murder, inflicting pain, stealing, and revenge are just some of the actions that users must achieve in order to do well in many games. Defeating (or becoming) characters, such as the Devil and other demons, are all part of the 'game.'
Youths also become desensitized to the meaning of Satan and of evil itself. Because of this, it is easy for secret societies and powerful people with a specific agenda to plant the seeds of discord into the minds of the American population, as it seems the majority is more interested in clinging on to the things that are most popular.
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