Zanin, Hoelscher, and Kramer (2016) utilized a unique methodological framework to examine a life enrichment group or a non-controlling volunteer organization to better understand symbolic convergence theory. Symbolic convergence theory focuses on dramatic messages that result in rhetorical visions. Messages that are reiterated emerge as a fantasy chain. Fantasy chains that continue shape fantasy themes; similar fantasy themes shape fantasy types. Fantasy types that are created develop a rhetorical vision for the group that allows the members to have a broader sense of the purpose and direction of the group. The researchers posited three questions in regards to what would chain, what would contribute or inhibit, and how tensions could change …show more content…
The author did not operate in a traditional theoretical framework, but rather operated under the assumptions that fantasy games meet real world interaction needs and that the best fantasy games are role-playing games. The literature review section deals more with justifying the need of studying these types of games than it does on explaining any theoretical background or history. The author talks about the differences between individuals that tend to play these games and the general population in an attempt to suggest that need effects will be more prevalent in this study. The author examined one group that played this game over a three-year campaign. The study included nine participants of whom the age ranged from 15-28 and eight self-identified as White with one identifying as Asian. There was a mixture of sexual orientations as five participants identified as straight and four as gay. In the conclusion, the author states that two participants were married, two were dating, and the others were family members. The author utilized fantasy theme analysis to examine two sets of archived documents. One was posts in the groups Facebook page and the other was the adventure log that the dungeon master kept as a record of what happened in the game. The researcher simply asked what themes would emerge in this setting as the sole research question. The
Throughout the years, video games have been produced in mass numbers, allowing players to live in different worlds and experience different themes, narratives, and imagery. When making synthesized observations about these games and narratives, many games are much more similar than we could have ever considered. Viewing these games using rhetorical themes allows us to distinguish what is closely related and what provides the game with its narrative. While conducting an analytical review of three games, Depression Quest, Night in the Woods, and What Remains of Edith Finch, we will examine the differences between gameplay experiences, visual imagery, and narrative emotional impacts on players. While evaluating gameplay experiences, we will compare
Among the various questions that adults may think of when considering teenagers as video game players, one that can easily plague the debate about appropriateness of video games is the question: why do teenagers want to play “mature” rated games? Is it the possibility of sexual content within the game data? Is it the violence that serves as the primary gameplay for many of these games? Is it the simple association with the word “mature” that acts as the game rating? As pertinent as these questions may be, particularly to parents or teachers who fear the negative effects of video games, I choose to ask something completely different: what if the story, rather than being an adult or “mature” story, is actually a teen story that draws these teen players into the game?
The author initiates this argument by stating how some factors in many video games are erroneous; this includes lasers, which should be invisible, and the inaccurate speed measurements in racing games. Poole refutes this viewpoint by saying that changing a game to make it realistic would remove the fun experienced by gamers; some aspects of a video game are made unreal on purpose. These imaginary factors serve to create a fantasy world which is to be enjoyed by the player. Also included are the game developers’ intentional use of deformed characters, with smaller bodies and larger heads. For example, Poole explains how intentionally deformed characters such as Crash Bandicoot and Sonic the Hedgehog have engaged players successfully, while more realistic characters such as those of Final Fantasy VIII have received much criticism. The author believes that the reason for a player’s more successful engagement with deformed characters lies in the fact that cuter, unreal characters help the player to escape into the unreal world, while realistic characters fail to do so. Overall, unreal factors help to carry out the main purpose of a video game by engaging the player with the world, which in turn will cause the player to be engaged with the game
In this journal they justify the level of manner a child is with the game characters, and players’ interpretation, or whether or not the actions of the characters are visualized as virtuous.
Not only can video games support existing social and cultural positions, but they can also disrupt and change those positions, leading to
Video games are generally played for amusement and entertainment; also, they can go about as a support in mitigating anxiety. Because of progressing innovation, feature diversions have developed and developed into an expansive realm affecting those inside this domain. Consequently numerous moral issues are brought to our consideration because of this improvement. Subsequently, we ought to distinguish how new feature recreations are morally influencing individuals who play them. The moral issues of feature gaming that impacts numerous individuals incorporate: viciousness, rating, training, stereotyping against ladies, group and enslavement. Eventually, every point is connected to brutality included in feature recreations. It is
Shouldn’t this generation be required to play Pac-Man, Asteroids, Galaga, Centipede Pit Fall or Frogger before they get to play Call of Duty, Grand Theft Auto or Halo? The games these days have real life graphics and by some can be considered offensive and too graphic, having an (EC) early childhood to (AO) an adult only rating (Entertainment Software Rating Board). Games went from being a nice hobby to a young kid to the average gamer now being an average age of 34 years old. The popularity of game usage is detrimental to the American society, changing our nation to
Given that association, this new study took a gander at whether exemplifying sexualized female symbols online changed ladies ' conduct. The Stanford scientists asked 86 ladies matured 18-40 to play utilizing either a sexualized symbol or a non-sexualized symbol (dressed provocatively or conservatively). At that point, specialists outlined some of those symbols to resemble the player encapsulating them. Those ladies who played utilizing sexualized symbols who seemed as though them were all the more tolerating of the assault myth, as indicated by the study. Subsequent to playing the diversion, ladies reacted to numerous inquiries with answers along a five-point scale (emphatically differ to firmly concur), including, "In the lion 's share or assaults, the casualty is indiscriminate or has a terrible notoriety." Those who played attractive symbols who looked like themselves will probably reply "concur" or "unequivocally concur" than those ladies who had non-hot symbols who did not seem as though them. Members were likewise requested that free compose their musings after the study. Those with sexualized symbols will probably self-generalize in their expositions after play. In spite of the fact that this is a little study and unquestionably not a conclusive response to the subject of how computer games influence female players, the outcomes do raise concerns. Upwards of 46% of gamers are ladies, and, as indicated by this examination, in a large portion of the most mainstream
According to several sources around 42% of the American population plays video games, and around 1.2 billion people worldwide play video games today. Gaming has become an increasingly more popular hobby since its creation. As such the medium has obviously attracted a multitude of different people and groups, all consisting of diverse backgrounds, body types, sexes, races, nationalities and the like. However, contrary to the numerous demographics video games have come to attract, it is very evident the vast majority of them do not seem to be marketed toward many of them via game characters, and their importance, if any, in a game. Video games show an overwhelming amount of white male characters, despite the many demographics they reach. Of the characters that are not white, or male, that are represented, are often represented poorly. For example, many black characters represented in video games are often characterized as vulgar, and violent. Women represented in games are often characterized as support characters, or objects of sexual desire. Considering forms of sexism, racism, and other such types of prejudices are still prominent in modern society, and these representations obviously do not help how people see these marginalized groups. Ultimately, these representations, or lack thereof, affect people in society in a number of ways, by perpetuating prejudice and harmful stereotypes.
Due to this “possibility space,” people can not only imagine different scenarios, but they can be involved in and create them. Gamers expand their people skills learning “creativity, community, self-esteem, and problem-solving” because they are able to “create and interact with elaborately simulated worlds, characters, and story lines.” Thus, video games have become a vehicle for self-expression. Moreover, in the near future, these games will adjust themselves in accord with who the players are and what they like. “And more than ever, games will be visible, external amplification of the human imagination” (279-283).
This study researches the potential effects on children by the use of gender representations and violence within popular video games. Outlined by the study of symbolic interactionism, the research questions the line between the representation of males and females, as well as how prominent violent topics are in games. These themes combined are used in order to hypothesize possible implications on young boys and girls.
Dungeons and Dragons is a role playing game that requires time, patience, and a relatively good imagination. Society has grown up with this game for several decades and yet the majority has no knowledge of its works and rules other than the misconceptions of stereotypes and confused explanations. When asked about the game, certain social groups are targeted as the player when, in truth, the quantity is much larger than previously thought. Dungeons and Dragons is a game that is more than a game. It is a bonding experience with many personal properties, overcomes the stereotypes, and that everyone can try or witness at least once in their life.
It was these and some other questions that motivated the researchers Williams, Martins, Consalvo and Ivory conducting a census of video game characters. Made the census, a survey was conducted to compare the census of the characters to the general census of the US population, in order to verify how each race, gender and age were represented within the games. Let the findings.
Video games, like television, play a role in the socialization of children in today’s society as well. In March of 1988, a study was done on children playing video games. This study showed that video games impacted the identity of children. Video games that are being created are violent towards women “This analysis reveals that traditional gender roles and violence are central to many games in the sample” (Dietz 425). This study showed that women were depicted in negative ways in the video games, such as sex objects. Studies showed that in 41% of the games there were no female characters at all (Dhiaa and Tawfeeq). When there was a female character, the study showed there was aggression and violence towards them. Another study conducted a survey in which they gathered information from 1000 students in 55 different
The portrayal of men and women in video games, as in other media, is a subject of research in gender studies. This topics is discuss in terms of sexism in video gaming. Especially, women are underrepresented or use as objectification in mainstream games. Women in video games are generally, as a rule of thumb, killed, raped, abused or rescued by the male heroes. This is extremely sad to see because the role of women in society is changing compare to ten years ago. Women has been proven themselves to be stronger and tough in different fields such as sports, politics, education but the representation hasn’t change.