Advancements in technology will affect many aspects of our lives in today’s society. Whether the effects are positive or negative, it can be sometimes difficult to imagine a world without some sort of modern day technology. The idea of technology as a part of our daily life, can affect how people use technology in the future. The reliance on technology, that a lot of people today have when using their mobile cellular phones and gaming technology such as computers and gaming consoles, can cause negative effects on the person themselves and the people around them, especially when interacting outside their homes.
Personally, I can do without certain types of technology, but as a gamer, there are certain types of technology I can’t do without. While, I don’t consider myself a hardcore gamer, I do play a wide variety of video games from first-person shooters, massively multiplayer online role-playing games (MMORPG) and Japanese role-playing games (JRPG), to platform games and turn-based tactics (TBT), and so on. My interest in video games overall is partially because of my interest in technology and future technologies, which is why out of all the readings provided this semester, I decided to focus on the following readings: Murakami and Fujinuma’s “Ubiquitous Networking: Towards a New Paradigm”, Vries Tantalisingly Close: An Archaeology of Communication Desires in Discourses of Mobile Wireless Media, Serino et al.’s “Pokémon Go and augmented virtual reality games: a cautionary commentary for parents and pediatricians”, and Jack Loomis’s “Presence in Virtual Reality and Everyday Life: Immersion within a World of Representation”.
Serino et al. (2016) stated that we are “living in a technologically advancing world” (p. 673), these advancements, for better or for worse, have changed the way people perceive and use technology. So, while a variety of technological advancements can be found in a multiplicity of fields in our society today, I will focus in on the growing video gaming society, its technology and evolution, from past to future, as explored and discussed in the aforementioned readings.
Evolution of Gaming
The way consumers play games has evolved through the ages; the main change is its emergence onto a
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.
Video games have become a massive icon that has spanned decades, technology and even cultural boundaries. Whether you play on a computer, tablet, phone, or console: at some point in your life, video games have been a part of what you do. Strike up a conversation about games and you can make lasting friendships or bitter enemies. Even if they might not know the specific game, everyone knows what the genre is, and because of this, video games have taken their lasting place in our pop
The video games have been marked with a considerable advancement since its first introduction in 1970s. Emergence of the modern technology and social networks has enabled games to expand and explore new means and forms of its application (http://www.statista.com/topics/868/video-games/ ).
Video games are a big part of life in modernized countries. It is one of the biggest entertainment money makers and of the things people enjoy doing. They are now mostly played inside the comfort of your home, with a console or computer. But things weren 't always like this. About 40 years ago you would most likely go to the arcade to play. The consoles they had out were either expensive or not good enough to compete with the arcade ones. Classic video games were made with 4-bit pixels and in very low resolution than modern day games. Over the decades, game machines continuously evolved and become more and more powerful, capable of stunning visuals and graphics. In the 21st century, social media, smart phone and tablet technology entered the gaming scene. Casual games become the norm attracting previously non-gamers into the market. However, if those low-quality games were never made, the games would not have evolved into the games they are today. In this article, I will cover main game a platform from the 1970’s to present day explaining what they are, their key development dates, features and limitations.
The 2000’s and 2010’s has become the most transformative age for video games and the gamers who make them popular. Within the last 15 years the amount of gaming devices in homes has risen to eighty-eight percent. This is a large leap from where the original “Brown Box” console created by Ralph Baer in nineteen sixty-seven, but video games didn’t just go through a cut scene and magically appear in everyone’s homes. They have had it rough from lawsuits, heavy competition between companies, and even government intervention. After all that though they have become a staple in many people’s life’s and have granted many young adults from across the world gather a major following and earn a living all from home.
The evolution of the gaming world continues to strive for further evolvement by expanding the way games are experienced. From the beginning with the start of a game that just depicted a story in words, to changing the way games can be controlled by gamers, we see them evolve even in story concepts. Games provide more choices of action in the ever-growing number of games and game consoles. Starting from no graphics at all and progressing to 3D and reaching for virtual reality, gaming is a growing technology all around the entire world today. The gaming industry is one of the fastest growing industries today. Current generation games allow the users to use sensors to detect body movement to get
The term “gamer” tends to be synonymous with “geek” in many people’s minds. They see gaming as a device that absorbs the majority of the time of the user, leaving them as mindless empty, pale husks with no ambitions other than beating that next boss or shooting the enemy in the face. However, few gamers waste their life away. On the contrary, many of these so-called geeks tend to be more social than the average person, and farther down the technological curve than most. For the truth is that gaming is a rather useful and beneficial hobby. It gives people an outlet to focus on, and can connect them with many others worldwide. It can teach and entertain at the same time, and can be a useful distraction at other times. In this essay then,
As an avid video game enthusiast it is always fascinating to witness the gaming world evolve as modern technology seems to continually outpace expectations of what can be reproduced in a virtual medium. Gone are the days when a fraction of the entertainment world included lazily playing pong or pac-man on a cumbersome arcade console. Today, with the technological boom, the video game industry has evolved to include a plethora of gaming genres, bent on maximizing entertainment and profit. However, despite such exponential growth, this particular form of entertainment has remained in the shadow of traditional forms of amusement, such as television broadcasting or the movie industry. Yet, with the release of the game Call of Duty: Modern
Gaming has a special place in the hearts of many because the games use can vary from user to user, it could be a be a form entertainment, to stress relief or even becoming a professional gamer. Today the gaming world has hit an astronomical at 1.8 billion players worldwide and is continually growing. Many have argued that gaming has influenced negative behavior, however, through the abundant amount benefits gaming provides and the constant stream of fresh innovations gaming has proven to have a positive impact on society.
Gaming, a word known all too well and the availability of games is practically limitless, appeals to various age groups, genres, and consoles. Unfortunately, virtual games also have a stereotype unsuitably attached. When countless individuals hear the word gaming, they immediately tend to think it’s a waste of time and resources without comprehending the experiences or learning aspects. Some of the benefits of gaming include providing a creative outlet used to express oneself, can assist in developing improved multitasking skills, and sharpened eye-hand coordination. The gaming world, therefore, is more than what meets the eye.
Gaming is changing the world as we know it. The entertainment industry as a whole has changed considerably throughout the past few years. Not only has the technology and economics of the business changed, the demographic, the people who play these games, has had the most change and the most impact on the industry. As of 2015, over 155 million Americans are playing video games, creating an average of two gamers per U.S. household.
Video games are a staple to the media industry in today’s society. In fact, people are “spending more money on games than on movies and music combined at a staggering $21 billion” (ABC News, 2015). Technology has evolved so rapidly that video games can be played anywhere, and hundreds of new apps and video games are being launched every day. Compare that to the 1980s and ‘90s; people took time out of their day to sit down and play video games when only a few games came out per month. With video games becoming more integrated into people’s lives, the question remains, have developers and gamers really come that far, or have they taken more steps backward than forward in recent years? The video game industry needs to take a step back on how they produce games because a dependency on high-definition graphics, microtransactions, and lack of diversity are not the way to go.
Steven Johson puts in center “the value of computer games” and says video games grew more sophisticated, and involve concentration and dexterity. Steven Johson makes a distinction between the importance that the benefits have and which came suddenly with complex games and the action of seeing a story in progress. Mass culture grew more sophistical, being more involved with every year that passes, having a good influence and becoming more sophisticated, but George Will says “ infantilizes society”. His words demonstrate the contrary of Steven Johson's
Today video games are a staple in most households. It is pretty amazing to know that the first creation of games date all the way back to the 1900s. They were not originally invented to make a profit, but to give patients something to do while waiting in the lobby of an office. One inventor had a simple idea of using the monitor not just as a television set, but as a way to play games. College students were just playing around with equipment and happened upon something great. Once the inventions took off there was no stopping them. Inventors had no idea of the impact they would make in the lives of our generation, 75 years later. After doing some research I would like to show the good and the bad: how the creation
In today’s IT age, video games and sophisticated computer simulations are being used in training to simulate real life situations such as in driving, combat and flight. In addition, it has been incorporated in formal education, and educators are using IT to promote learning. It is clear that it and video games forms an integral part of everyday activity of millions of kids in the United States and other countries. Understanding their impact on gamers, especially young gamers are critical in ensuring children are not victims of advancing technology.