After hearing a story line of three little girls saving their town daily from constant attacks it usually draws the audience to imagine a new rendition of a superhero movie. It is easy to see things from a very one-sided point of view especially when having to do with a video game. At first glance or play the stereotypical thoughts are most likely the ones popping into the user's head. Of course there is no wrong in that but when we take a step back to analyze all of the elements going into these complex games it is like a light bulb turns on and thousands of ideas start flowing. Even for children with grand imaginations visualizing a deep realistic story is very unlikely. Here the audience has the opportunity to be exposed to the reality that …show more content…
After this they continued to grow through the years and eventually created the first videogame named “The Powerpuff Girls: Bad Mojo Jojo”. The fact that the video game was invented when there was still not as much information on mental illnesses it inspired me to create an awareness for the generations that this show impacted. There seems to be a pattern with children’s cartoons actually having an adult storyline behind them so this take of the Powerpuff girls is similar to that idea. Naturally kids just accept videogames as they are without trying to figure out what is not shown to them and honestly most teenagers/adults probably have the same mindset. This assignment opened my mind into another dimension and allowed my thoughts to grasp the craziest of storylines from The Powerpuff Girls video game. Just like how the creators of the short story “Four Electric Ghost” let their imaginations transform Pac-man into many life lessons. I found it fascinating how people could get to a point where their creations transcend past the simplicity of the things that the naked eye views and feeds the mind to see further than what is instilled in our heads to be normal. After creating these ideas it became difficult to regard video games in an uninvolved
From time to time real life can be insane in a way also a few of the events that happens seem related to a video game. For instance, when it comes to winning whether is a discussion or a price as the situation goes do people understand the value or just to irritate their opponent mad. The game Super Mario seems amusing as well as entertaining but consider of what the next move in order is to win this game. Also, considerate of the next move you are going to make or the place you want to go. When kids play this game, their goal is to win and without noticing they are thinking seriously. Also, this game helps kids to multitask by pressing multiple buttons at the same time. Part of the skills that humans can take are, analytical thinking, multitasking including better eye
In my most recent essay I wrote of the violence attributed to video games in light of various shootings and other tragedies that occurred in the past year or so. In this essay I argued that despite their violent content, video games are not completely to blame for acts of violence committed by children. Throughout this essay I tried to convince the reader by, first, establishing my own credibility with video games, then sharing my own experiences with violent games, and providing both empirical data and valuable insight from trusted sources.
A more in-depth study may look at video games from a Marxist point of view, characterizing the games as a modern day “opiate of the masses” with multi-billion dollar corporations publishing the games to keep the proletariat occupied and oblivious to their plights. A feminist may cite the standard role of female video game characters as being the “damsel in distress” and even strong female characters usually being relegated to sex symbol status.
The boy shows the perspective that it is possible that children his age can play these types of games. The visual appeal effectively used is pathos, and logos to grab the audience’s attention. The first appeal is shown by using emotion or pathos because this particular image can cause parents to question about their children’s interaction with violent video games. The image can cause parents to worry and be concerned about their child’s well-being and game habits. Also, the boy in the image displays that he is excited and anxious while playing this particular game. The image demonstrates logos or reason from the statistics part of this image with stated facts from CNBC of the most popular games played in
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.
Children play these games not because they enjoy the violence, but because these cowboys, indians, and superheroes posses qualities that set them apart as ideal citizens. In order for one to have courage, there must be something to fear and overcome, often times that something is represented by violence, either in the form of a war or a violent enemy. But why is this such a big part of the American Dream, and why is it that heroes are so admired?
We are now living in a world where video games have become a major aspect of some people's lives. It has impacted many in a negative way and positive way. Most of these games provide us with a theme or lessons we can take away from playing. I’m not a big gamer, but being a soccer player, I have fallen in love with FIFA. I’ve always finished my homework quickly or decided not to do it at all, so I could play FIFA. I was never able to imagine a video game could have such an impact in my character and life. FIFA has done just that and has overall helped my time-management, as well as my patience.
Video games are prevalent among impressionable children and teenagers. There has been a great deal of controversy surrounding the violent themes used in video games. Teenage shootings in schools have led society to question the relationship between video violence and criminal activity. After considerable research, expert opinions, and research findings, the American Psychological Association found that there is no link between gaming and criminal behavior (Casey). With this, the pursuit of video violent games continues to grow in our society. With games that show execution style murders, blood oozing from gunshot wounds, and victims moaning from wounds, it certainly is gratifying for the indulgent player. The ongoing concern about aggression and violence has once again been proven to be non-existent (Alert). My thoughts are that this cartoon like violence is appeals to the need for violence in an artificially designed environment. In this manner, violence is contained within the boundaries of fantasy. This is unlike “The Crucible” which occurs in with real people, events, and situations. Thus, directing violence in the realm of societal dysfunction that has endured with
The writer Gerald Jones, in his narrative essay, article, “Violent Media is good for kids,” recounts his dormant childhood and how it was changed by playing video games. Jones’ purpose is to convey the idea that video games are a game changer in kids’ lives. At a very early age, he was timid, he was not associating and was not recognized by other kids. The writer adopts a sentimental approach to tap into the similar feelings once experienced by adult readers. Jones begins his article by throwing a flash back to his childhood days at age 13, a period which he described as sensitive, fearful, insouciant, nervous and apprehensive being part of the social spectrum of other kids. Jones writes “At age 13 I was alone and afraid”. He identifies to his readers the difficulties of a child lacking confidence to grow into adolescence, and how he found violent video games an essential tool in childhood development.
Parents are always getting frustrated with their children about getting outside more to get some fresh air instead of sitting inside playing video games… A high speed, action filled game would do just that. Adults wouldn’t need to worry about their kids getting outside because they will already be running around with friends. In Guy Martin’s article, he says, “Since the start of the game, the twelfth graders had been sleeping on futons in a couple of vans borrowed from their parents, the better to pull off a stoop-side ambush and avoid being ambushed themselves.” Some people would argue that violence simulating games would be perilous because it could teach an adolescent bad or unsafe habits, but they would not need to worry because the people involved in the game could use a water gun instead of a real gun, a water balloon instead of
Content analyses show that 89% of video games have some violent content. Half of the video games on the market have extreme violent actions toward other characters. Games, today, are allowing players to not only connect with the game physically, but also emotionally and psychologically. In essence, the player becomes the character. According to Nielson Media Research, at least 45 million households in the United States have at least one video game console (Markey & Charlotte, 2010). The average age of video game players has increased to age 34, and 60% of Americans play interactive games on a regular basis. However, researchers believe that younger children are more susceptible to the negative effects of playing violent video games compared to older teenagers and adults. Furthermore, games that include violence have raised serious concerns among
Wright is not so much attempting to convince his audience by weighing the positive aspects of video games on society against the detriments, as he is presenting them a vision of the possibilities of video games. Wright presents an intriguing claim and an effective argument through his own credibility, friendly tone, choice of words, and use of analogies and emotionally potent imagery, causing readers to ponder the positive impact of video games on society. Summary
Video games can teach children many different life lessons. For instance, Games like “ultima forever” can teach you virtues of life, and by learning these children can become better people in life. Kids will learn these skills and use them in their daily life. In the article, “Ultima forever returns for kinder, gentler, thoughtful, gaming”, Kate Flack, lead designer for the game says “‘... They will start to recognize these same choices in their real life and become better people.’” This quote shows that the game ultima forever prepares children for
The game seeks to trick us for a time into abandoning what is real (home) and focus on what is inside our monitors and T.V.s. Baudrillard spoke on the process of a simulated reality in a multi-step process. “In the first case, the image is a good appearance – representation is of the sacramental order.” This can be related to the early days of video games when they used cathode ray tubes to project pixelated images onto a curved glass scene. Video games where very new, and exciting. “In the second, it is an evil appearance – it is of the order of maleficence. This can be related to games starting about 15 years ago till today. Video games were and still are thought to be a source of violence in people. Many view them as a waste of time and that they detriment a person. Though this mentality is starting to fade as we shift towards the third order “In the third, it plays at being an appearance – it is of the order of sorcery”. Technology is starting to advance to the point that anyone without training in the field cannot understand what is going on. As myths about video games negative appearance are being debunked or confirmed their negative aspects are getting swallowed up by the more exciting advancements in the fields. “In the fourth, it is no longer of the order of appearances but of simulation.” At this level the video game stops being a game, and starts to become a part of everyday life (home). For as much as some may dedicate their whole lives to games, in the
Many young children and teenagers have heard their mother’s incessant plead to get away from the screen and to go outside or pick up a book for once instead. The urge to play “just one more level” before starting that homework or doing those chores can be quite distracting. But are video games really as awful as Mom exclaims or as brutal as those TV ads depict? It turns out that video games can have a strong impact on participants’ lives in both positive as well as negative ways.