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1. This project will revolve around the highly popular video game Mortal Kombat and how the Users and Gratifications theory in the Book "Media Criticism In A Digital Age" connects the game and the theory.

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2.Popularity of Mortal Kombat  in today/background

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2.Popularity of Mortal Kombat  in today/background

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Mortal Kombat was released in arcades in the year of 1992, and it was revered by the people who played the game due to its difference and play-ability. Now 27 years later, the 11th installment of the game was released on April 23rd. In the past 27 years here are some of the differences in the games looks over the years.

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3. A breakdown of Uses and Gratifcations

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3. A breakdown of Uses and Gratifcations

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This video linked below is a summary of what the theory of Uses and Gratifications is all about, and how it relates to real life aspects.

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It is pretty much widespread that people love the violence that life provides to offer, contact sports and video games help give people that feeling of enjoying just sheer violence. In relation with the paper, here a video breakdown of why people love violence.

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Mortal Kombat's violent depiction of people murdering each other has been known as its calling card. Here is a picture of what a "fatality" in mortal Kombat looks like. This is from Mortal Kombat II. These types of images were the concern of Congressmen, but were revered and loved by the players of the games because of the sheer brutality of the game.

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In 1993,  Congressmen Joesph Lieberman and Herbert Kohl held a meeting to discuss Mortal Kombat's violence and almost real life depictions of killing someone. This had created the storm around the game and created the talking point of violence in games.

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How Mortal Kombat Scared Congress in the 90s

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In 1993, Mortal Kombat had listened towards the idea of the game being "too violent". The developers of the game had created a new way to lighten up the mood so to speak. This was their response to appease the concerned parents and congressmen.

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8. ESRB ratings and Mortal Kombat connection

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8. ESRB ratings and Mortal Kombat connection

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Because of the "real life depiction of violence" in the 1992 original version of Mortal Kombat, in the year 1994, a company called Entertainment Software Rating Board was created in order to decipher the differences in video games for the future. Here is the descriptions on how games are detailed.

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In the arcades, the violence within the game was very much present throughout the characters, however when the game was on sale for home gaming systems, there was a different dynamic that was added, instead of the blood and the gory depictions, the home versions showed significantly less blood compared to the arcades. here is the example (Play from 1:50-2:05)

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Mortal Kombat 1 Super Nintendo SNES Very Hard Playthrough Sub-Zero

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In conclusion, Mortal Kombat's struggle within its early beginnings, whether or not it was "too violent for children", and its long lasting interactions on whether or not it was pushing the limit, This gaming franchise has lasted over 27 years of excellence and still delivers within the uses and gratification theory and what it represents. I look forward to see what the game does in the future installments and how they will handle any more controversies that may arise.