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America’s epidemic of gun violence has been linked to video games by President Trump and some commentators.  The data suggests otherwise.  Naturally, the first to object was Stanley Pierre Louis, President and CEO of the Entertainment Software Association who claimed that video games have a positive influence on society. He cited examples of video games being used to support health and education efforts. He also claimed that scientific studies showed that there’s no link between videogames and violence.  What studies? Benjamin Burroughs, a professor of emerging media at the University of Nevada, Las Vegas says, “There are no longitudinal studies that show a link between violence and video games. Certainly, there is no linkage to gun violence.” An AP article in the subject states, “Indiana University researchers found [in a small study] that teenagers who played violent video games showed higher levels of emotional arousal but less activity in the parts of the brain associated with the ability to plan, control and direct thoughts and behavior.” Research by Patrick Markey, a psychology professor at Villanova University, led him to conclude, “The general story is people who play video games right after might be a little hopped up and jerky but it doesn’t fundamentally alter who they are. It is like going to see a sad movie. It might make you cry but it doesn’t make you clinically depressed.” It is pretty clear the video games do not lead to gun violence.  Still, some of these games can be disturbing to young kids and teens.  Their parents have a monitoring role to play. To help them, since 1994 The Education Software Rating Board has provided ratings designed to help parents decide what games are appropriate for their children with ratings that range from “E″ for “Everyone” to “Adults Only” for those 18 and older.  Reviews of games designed for parents can be found through Common Sense Media.
It’s release time for one of, if not THE most popular sports title for gaming consoles, Madden NFL 2020. EA Sports has loaded the new version with a ton of new features, upgrades, and graphic improvements – all needed after rolling out the same title with only roster updates from 2014 -2018. The 2020 version appears to be much richer, new generation of the perennial. The biggest addition is the Superstar X Factor/Zone Abilities, which can most easily be compared to player attributes in FIFA soccer console such as long range passer, or flair, or poacher. In Madden NFL 2020 a player can be defined as a Superstar or Superstar X Factor. If a player is a Superstar X Factor, abilities can be unlocked throughout the game giving him a significant advantage. Superstar X Factor traits vary based on the player and his rating. For example, if a quarterback has a Pro Reads X Factor and it’s unlocked, the first open receiver will be highlighted. This feature adds depth and can change throughout the course of the game. Speaking of player ratings, this year’s rating system feature is much more significant than in past versions. For example, if your starting offensive lineman goes down with an injury and he had a 78 overall rating, which for this Madden is pretty good, and his replacement has a rating in the 50’s, it will have an effect. The talent gap will change giving a bigger advantage to the star players, making it more difficult when you have injury replacements. We think this more realistically represents how the NFL actually functions. In addition to those notable changes, the graphics seem to be far improved; little player movements and unique characteristics are more closely defined, and there is a new hot count feature that enables a quarterback to switch a run play to a quick pass on the fly. Franchise mode is expected to be mostly the same, but there is a new mode called “Face of the Franchise”. In it, you are your own player going through all the trials and tribulations of becoming an NFL player, from the combine, to draft interviews, to the league. This is very similar to the My Player in MLB 2K or in FIFA. Ultimately, the Madden title brings back great memories year after year. The ability to compete against friends for bragging rights or take a franchise and turn it upside down into a perennial dynasty, Madden always arrives in time for people to waste away their August indoors, getting mentally prepared for the NFL season. Big question: Will Pat Mahomes suffer from the Madden jinx?

The Fortnite gaming series recently had its first ever world-cup. The tournament winner, Kyle “Bugha” Giersdorf, a 16 year old from Pennsylvania, beat millions of players on his path to the companionship. He had to win six battle royal matches to emerge as the champion and take home the $3 million winner’s prize.  When asked what he’d do with the money, he was quoted as saying he wanted to buy a new desk.

All one hundred competitors were guaranteed at least $50,000 for their participation. Four of them received seven figure rewards including Argentina’s Thiago “King” Lapp, a 13 year old who got $900,000 for his fifth place finish.

The event demonstrates the big money flowing into e-sports. The first ever Fortnite World Cup reward budget of $30 million matched that of the FIFA Women’s World Cup soccer budget and the winner’s prize is comparable to the Men’s and Women’s US Open Tennis Championship prize money. Meanwhile, the premier e-sporting competition, The International,has an even bigger reward budget than the Fortnite World Cup. If you are over 20, you are over the e-sports hill.  Go home.