Tom Bissell, in his essay, “Extra Lives: Why Video Games Matter” has described video games and how they are unique and different from movies, books, or even interactive films. Bissell says “I came to accept that games were incompetent with almost every aspect of what I would call traditional narrative.” This is showing the readers that even though there is a plot and story line, as characters can control and alter the story line or outcome by what you do or see throughout the game.
Video games have become as pervasive an aspect of our society as television, with many people spending more time playing video games than watching television. There are many perspectives with which to gauge videos games’ effect on society, from a functionalist, conflict or interactionist perspective. (Schaefer, 2011) Each of these sociological theories can provide a different view of video games, how they affect society and the subcultures that develop around them.
Through the course of the English 1102 Folklore In Video Games class, I not only gained exposure to the analytic exploration of video games, but developed as a reader, writer, and presenter. While playing video games in an English class was a refreshingly different experience, learning how to analyze these games and showcase my knowledge through multimodal projects and presentations were the major takeaways from this course. Additionally, the included artifacts emphasized both individual responsibility and teamwork. As a result I was able to become a competent individual worker as well as a responsible collaborator. The multimodal nature of the artifacts developed my existing skills and brought me out of my comfort zone of traditional
However, although a game may not be real, does not mean that it does not have a profound affect on us. As Berger (2002) argues that it may affect us in ways that we are not aware of. Particularly in videogames, people become active participants. Videogames are an active medium that requires constant physical input by the player. Accordingly the player is deeply involved with the game and therefore is significantly more than a mere
Using persuasive writing, Wright begins to influence his audience that game play is a beneficial source of entertainment not a wasteful one. Playing video games increases creatively, self esteem and improve problem solving skills of the players. Video games are becoming test runs that appear or feel close to the real thing. Where you can control everything with added effects like magic or future technology. Games have the potential to exceed almost all other forms of entertainment media. They tell stories, play music, challenge us, allow us to instantly communicate and interact with others. Encourage us to create things, connect us to new communities, and let us play with people across the world. Unlike most other forms of media, games are inherently tangible. According to Wright young children spend their days in imaginary worlds, substituting toys and make believe into the real world that they are just beginning to explore and understand. Wright states that games are the result of imagination and that they consist of rules and goals. Generation of teenagers has grown up with different set of games. Teenagers use the scientific method rather than reading the manual first. Games today maybe a person’s only place to express a high-level of creativity and growth. Older generations have a lot of criticisms for games, the games can help a person learn to think on his or her own.
Tom Bissell presents an article in 2010, to college students of which is “Why Video Games Matter.” Bissell isn’t intending for the argument to be about video game criticism, the history of the gaming, or an assessment of anything. On the contrary, he wants to articulate his own opinions and thoughts on what playing games feels like, why he plays them, and the questions they make him think about. Being a gamer myself, I have also endured the struggles of what being obsessed with a video game feels like. It is understood that when first purchasing a video game, all one thinks about is getting home and popping it in the console, disregarding everything else that is happening in the vicinity.
This text is published by a media company called Mic. Their target audience is young people and they cover a wide variety of subjects such as News, Arts, and Technology (Mic /about). The author of this article is Sophie Kleeman, who, according to her profile on Mic.com, covers the “intersection of tech and culture” (Mic /profiles/152573/sophie-kleeman)
Online media is pushing literacy in different and cool directions. Kids and teenagers today are coming up with new ways of writing. Clive tells us in The New Literacy,¨The brevity of texting, and status updating, teaches young people to develop haiku-like concision.¨ When kids text they write short and fast things and don't go into much detail. Since we are changing the way we write, in four years from now when we have even more new technology imagine how many more ways of writing there will be. He also says that, ¨For Lunsford, technology isn't killing our ability to write. It's reviving it—and pushing our literacy in bold new directions.¨ But still most people think
Now that technological companies all over the world have set most of the seven billion individuals in the world with a computer, smartphone or tablet, it is time for better software to use with them. This is where games come in. Electronic Arts CEO John Riccitiello stated in a recent interview that PC gaming is the ‘fastest growing platform’. This shows the growing interest in gaming bearing in mind that gamers also have the means to play on. The term ‘gamer’ refers to an individual that plays a game or games, typically a participant in a computer or role playing game. The gaming community has grown so wide in the last few years because of the shift from single player games to multiplayer games on the internet
As an 18 year old, I did grow up in a transitional time of the technological era. From playing outside at the age of 6, to playing with my cousin’s portable gaming systems at the age of 8. At the age of 9, I read my very first chapter book—To Kill A
Author A.B. Harris declares a call to action in his article “Average Gamers Please Step Forward” published in 2012 as he talks about the how gamers shouldn’t settle for how the Entertainment Software Association put the average gamer into a box, Harris (2017) declares that the average gamers are far more credible and intelligent than the perceived demographics suggest (pg.503). He starts to build a bond between himself and the reader by connecting himself with the audience and asserting himself as one of them who all want the same thing, to “change the mainstream” (Harris, 2012, p.506) and show non-gamers they are more than over-sexed male adolescents with a penchant for violence (Harris, 2012, p.504). Harris uses his personal values and experiences
“In today’s society computer and video games are fulfilling genuine human needs that the real world is currently unable to satisfy. Games are providing rewards that reality is not. They are teaching and inspiring and engaging us in ways that reality is not. They are bringing us together in ways that reality is not. And unless something dramatic happens to reverse the resulting exodus, we are fast on
The lunch bell rings and I am on my phone checking the latest updates to the game. Instead of meeting with a teacher or getting started on homework during the free period, I spend it researching the tweaks in a few lines of code that will change my life for the next two weeks. The lines of code are insignificant, like the game itself, but I am absorbed in the game and the game owns me. In lieu of participating in activities after school, I rush home to continue progress in a virtual world. A world that can be turned of with the flick of a switch. Life becomes secondary to the game. My eyes burn into the night as I force myself to hurriedly finish the Tale of Two Cities reading before bed, at one o’clock in the morning.
Video games are a profound art form, incorporating trades and mediums that span the artistic spectrum and beyond. To refute this is to ignore decades of rich history, disregard hours of artful labor, and discredit the immeasurable devotion of many whom worked to perfect this art form. Although video games may not suit every individual’s tastes, one cannot claim with credibility they possess no artistic merit.
Normally when one thinks about observing a creative activity they immediately think of sports or the arts, their mind being flooded with images of dancers gliding across a stage, painters swiping their brush across a canvas, or strong-abled bodies dribbling a ball down a field. All of these activities are undoubtedly creative, but as American society has grown and changed with advancing technology, so has the way people are able to engage in creative processes and events. In the last fifty years, the gaming world has exploded, bringing with it a new form of creativity. From electronic gaming to board games and live action role playing games (RPG), these new forms of competitive entertainment have been laying the foundations for a new outlet of creativity.