Trigger Happy: A Summary In Trigger Happy, the author Steven Poole elaborates on the many aspects of video games, ultimately revealing them as complex. Poole covers in this book his explanations on the purpose of video games, past influences, art and icons, and a number of other fascinating details, along with his own opinions on video games. Besides revealing the reason for playing, Poole’s details on games ultimately serve to show the author’s positive opinion on the subject, along with his argument against the negative viewpoint of critics, who regard them being a waste of time and being detrimental for one’s mental health. One important point that Poole continues to stress is the importance of engagement between the game and the player; …show more content…
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
The increasing popularity of video games has raised some concern in society. The question as to whether or not this concern is justified has been raised a multitude of times. However, it is reasonable to believe that video games’ impact on society is not a negative one as there are many beneficial aspects to gaming, there is no solid proof of issue with video games, and they are enjoyable.
But what is the motivation for buying and playing games? How can the increasingly-high popularity of video games be explained? The most predictable and basic answer is because it is fun. Empirical evidence (Griffiths and Hunt, 1995) suggest that ‘fun’ is cited for more than 75% of times as the main reason for playing games. But if we look on a deeper, psychological level, it is not fun that attracts most players, but reasons far more complex. Similarly to slot machines, video gaming provides the thrill, the adrenaline, and the excitement or anxiety, from the process (gaming), and from the ultimate result (winning or losing). It can thus be attractive for people who seek to experience new feelings in their life or do not experience them enough in their real life. Griffiths and Davies (2005) pointed out
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
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?
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.
Games themselves are not the product of violence, but rather, the people influenced by the games and the interaction of the game. Just as guns do not kill, but the people and their cruel intentions, violent video games are a source that lead to effective mur-der homicides, suicides and tragedies. This is an evident problem. Yet, the problem lies in the heart of man. Until this is solved, every seemingly positive aspect in the world is merely the de-velopment of entropy awaiting
The author says that, nowadays, a lot of people label video games as “violent, addictive, childish, and worthless.” On the one hand, these people are somewhat right that video games have a bad influence on the younger generation, but they miss “the big picture” in another way. As Wright says, “…watching someone play a game is a different experience than actually holding the controller and playing it yourself.”
As soon as the video game world pressed the start button on their business, they never stopped playing. Like any video game, they hit major checkpoints and beat levels. From Pac-Man with joysticks to Angry Birds on iPads, the video game industry has a consistent history of success. Today, everyone knows someone who plays or has played a video game. New games and gaming consoles are constantly being advertised and released. They are even an entertaining method of keeping people up with the growth of technology. According to Melissa Terlecki, a psychology professor, “Involvement and experience with current computerized technologies…is important to provide both men and women…Because computer video games are a seamless lead-in to the
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.
Video games; a pastime for many people across the world, a form of entertainment, and, of course, a way to destress yourself from the outside world. Video games have been around since October 18, 1958 and have been evolving rapidly through the years. “ More than fifty years ago, before either arcades or home video games, visitors waited in line at Brookhaven National Laboratory to play “Tennis for Two,” an electronic tennis game that is unquestionably a forerunner of the modern video game” (“The First Video Game” 1). Since then, you can play video games at a local arcade or buy a copy of a game you like at a store like Gamestop! There are several companies and millions of titles of games to play from and, definitely, a wide variety of platforms to play on. Video games have a plethora of genres and types of games to play. For example, one could embark on a new journey in a role-playing game like Fallout 3 to playing an american football game in the Madden series. The options do not just end right there! Since video games are advancing so if there content! Specifically, in their action and shooter genre. In a modern action/ shooting games, one can see the blood and even characters get their head blown off. Some video game titles have mass murder scenes and even sexual themes. “As the level of violence in video games has increased, so has concern for the effects on those who play - especially those who play a lot” (“Video Game
The film Second Skin provided a large coverage of the effects of massive multiplayer online games on the players and the people around them. This film was used to shed light on what actually occurs in a gamers’ life and their perspective on their “hobby”. The point that jumped out the most would be the fact that excessive gaming can be as addictive as drugs and as a result can have mental and social repercussions. The fact is that online gamers find it difficult to draw the fine line when a game is for passing time and when it officially becomes a problem.
From the past till now, video game never loses its popularity, from Gameboy to Wii, and from NDS to LOL, millions and billions of people are obsessed with this imaginary world. Some of the video games are created for educational purpose, however, most are created for the people who wants to escape from reality. “In a national Harris Poll survey of 1,178 American youths (ages 8-18), ISU Assistant Professor of Psychology Douglas Gentile found nearly one in 10 of the gamers (8.5 percent) to be pathological players.” ("Figure 2f from: Irimia R, Gottschling M (2016) ") Not only the statistic shows the high rate of addiction towards video games, terrible consequences of the addictions are more than enough to be served. For example, an extreme case of an Chinese kid called Xioyi suicide because he lose in one of his game on December 27, 2004; where he left a note that said he wanted “to join the heroes of the game he worshiped.” Video game has the potential to ruin a person’s life, as well as their family, or even the
Wright is a famous video game creator and has worked on countless video games. In doing this, he greatly adds to his credibility and this increases his evidence’s credibility as well. He is deeply familiar with how video games can affect people and knows an extensive amount about how they are created and what they are made to influence in people’s minds. Wright also created games such as “Sims,” which are meant to stimulate imagination, creativity, and help create a community. By being a creator of a game like this he shows that video games can be used to create a sense of community, belonging, and encourage the imagination. Rather than being mindless, worthless, and unimportant, Wright shows that video games can be used to help children improve their thinking and
Ever since the video game was invented many years ago, violent, bloody games have existed also. Some include killing zombies, shooting people, and fighting that ends in either someone dying or being hurt. The outcome remains the same, and a select few continue to live out these games throughout their daily life. These games can sometimes cause people to become angry. Although, some video games may have a negative effect on some people’s lives, other reasons such as their home life can be a factor in these people’s behavior.
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.