The sociological interpretations of video games are almost as numerous as the games themselves, and like many aspects of our society can be harmful or beneficial depending on how they are utilized by an
The good thing about films is that we not only have the opportunity to choose from a wide selection of different genres, but also compare them and understand their purpose in the world. The Horror genre has used the basic principles throughout time, and as a result, films of this
Video games are a fast growing form of technology. This issue has to be discussed because of the two confronting sides that embark it. Because of the issue video games have to either continue growing as they are or they have to be stopped completely or a settlement between the two parties has to be
Throughout this semester our literary material dealt with themes of technology, modernization, the imponderable bloom, human nature, and truth to name a few of the most overarching. Each text has woven an impression of the possible near future for humanity if the patterns we are creating continue at an exponential rate. Patterns such as consumerism, neglecting unpleasurable emotions, using drugs, and controlling the environment for our short term benefits will write an unsavory and inevitable future. Science Fiction often reflects on society by exaggerating their negative characteristics and advancements to seem far-out, but often it is ironic how close many aspects of the fiction are a direct reflection of the present condition. Even now, the possibilities of utopias and dystopias forming are not so out of reach. The ability of our culture to control an entire population with a self-satisfied culture of vices outfitted with technology is less and less science fiction as the years pass.
Video games are progressively becoming a crucial medium today, despite the light connotation of its initial categorization. Today they are a business that produces billions of dollars and employs engineers and artists alike in an art form connecting interactive games, to virtual societies where millions of people dwell. However, like all human products, our same emotion, flaws and injustice show in the games, with the impression of hatred, racism and stereotypes that are our everyday background. What are the creators of these video games real intentions in the desire they produce in the human?
Grand Theft Auto 5, one of the year's bestselling titles, allows players to kill prostitutes and torture characters, which sparked fierce debate on whether game makers have a moral responsibility to their audience.” Critics claim that violence in video games creates negative behaviors in reality but yet fail to accept beneficial soothness that these virtual worlds bring to gamers. But those dangers alone shouldn't discourage people from giving games a chance any more than we should shun television because it traffics in adult themes, not when there's so much to celebrate and still so much room for improvement. Video games are profoundly cognitive in an ideal position of having an adverse effect on the production of knowledge and perseverance. Stereotypically, video games disrupt mental awareness, body fitness, and productiveness. In circumstances of neglect and emptiness of oneself’s individuality in society, video games provide genuine warmth and compatibility in a virtual state. For example, in the same article beforehand, Nicholas Lioa makes this argument, “As both games and those who play them keep branching out, the definition of gaming will continue to change. It's true that gaming's qualities have an underside. The same technology that creates experiences of empathy can also offer escape from reality… the advent of more thoughtful
Human interference in Michael Crichton’s The Andromeda Strain It is amazing how far this world has come in the world of technology. From the telephone, to the dishwasher, to the satellite, many inventions have been created to ease people’s daily lives. In The Andromeda Strain, Michael Crichton gives the audience an insightful view into the ways that humans try to solve problems through science and technological advancements. However, when people interfere, the consequences may lead to bigger problems and even the destruction of humanity. Crichton gives the audience a look into his perspective as a student of human nature during the times of the “race to space” on how dangerous human interference can be and how allowing nature to take its
Despite the patriotism and nationalism constantly encouraged in the United States, our society is far from perfect, and science fiction is just one genre that comments on these frailties. Science fiction comments on our world by creating a dystopian society in attempt to emphasize our civilization’s dangerous flaws. Two examples can be examined in the selections, Fahrenheit 451, by Ray Bradbury and "Harrison Bergeron,” by Kurt Vonnegut. Fahrenheit 451 is about a society consumed with every possible form of technology. The people neglect one another and find a family within their fascinating trinkets. This is not very similar to our society, yet our society could eventually go down this path. Most characters from the book ignore knowledge and it is also against the law to educate oneself from books. Overall, there is limited meaningful conversation amongst the majority of people and instead, a lot of propaganda provided by the government. All of these precautions are taken so that ‘every minority is happy,’ similar to the theme of "Harrison Bergeron.” Furthermore, this selection focuses on equality and the lengths that a government will go to in attempt to destroy
As video games become more and more popular, we will inevitably see an increase in amount of video games being produced. The growth in popularity of video games is facilitated by the creation of a website known as Twitch.com. This website allows gamers and content creators to stream themselves playing video games online and interact directly with a live audience via chat. This new platform makes gaming both more accessible and more acceptable. The social stigmas that accompany video games are diminishing; in fact there has been an increase in competitive electronic sports as well. Logically, the growing interest in video games encourages programmers to make more and more games. Melinda Burgess et al presents an interesting perspective about video games. She explores the prevalence of racial stereotypes and how their effects are detrimental to society as a whole. In Burgess’s essay, “Playing with Prejudice: The Prevalence and Consequences of Racial Stereotypes in Video Games”, she provides fantastic commentary on how top selling video games show “overt racial stereotyping” (Lunsford et al 551) and negatively affect how we think. By providing statistics and data about the videogames that she is critiquing, she effectively shows that there is may be a correlation between video games and how we think and interact with the world around us.
Over time many texts have been created which depict future societies and the governmental systems that may exist. Generally due to the nature of the sci-fi genre, these texts portray a utopian or dystopian world. These texts provide what we may see as extreme portrayals of certain issues or events and what role humans play in the future
A Clockwork Orange & Blade Runner (Final Cut 2007) To make an attempt at depicting the future it is necessary to first look at the present and in particular at the nature of humanity. The question of what is inherent in society and will last through time versus what is simply a trend must be addressed by those who wish to create a vision of a future world; the films A Clockwork Orange and Blade Runner take on the challenge of transferring the society of their day to a not so distant future to show the audience what appears to be a warning about the direction or even the nature of humanity.
Moreover, the positive messages embedded in science fiction works can have powerful influence on the audience and the society, both locally and globally. In particular, most of the messages embedded are prompted by the past events of world history or by the contemporary social phenomena, and
Over the years, videos have changed because more women and diverse race characters exist in games. In the past, videos games leading roles were predominantly white male characters and supporting roles for women. In fact, most of women characters’ roles were less important because women characteristics were based on stereotypes. Because of this, the exposure of video games and I will discuss about how video games such as Grand Theft Auto, Assassin’s Creed, and Lara Croft: Tomb Raider exert a media influence over the ages of 9 to 18 years affects their gender role.
Wonder Women: The Untold Story of American Superheroines is a film about the history and importance of the famous DC Comic character, Wonder Woman. A psychologist named William Moulton created Wonder Woman in 1941. When she was first created, she was the ideal feminist icon. She did not rely
Most “science fiction is rooted in the belief that through thinking human beings can indeed save the planet and the species” and that “progress is not only possible but probable through science” (Morse 293). Dealing with themes common to most science fiction, Kurt Vonnegut’s The Sirens of Titan “explores the question of purpose in a futuristic setting” (May 35). This novel, however, contests many presumptions upon which many science fiction foregrounds. Josh Simpson writes that by “[us]ing irony, satire, and black humor . . . Vonnegut forces his readers to consider what it means to be human in a chaotic, often absurd, and irrational universe (262). In fact, many scholars would agree that The Sirens of Titan is “Vonnegut’s most flamboyant novel, with its entire universe at the mercy of the outrageous fortune” (Wolfe 968). Seconding G. K. Wolfe’s idea, Lynn Buck notes that the world of Vonnegut is a “mixture of hilarity and futility, [and] illusion” (181).