Task 2-Understanding the Cultural Context and Impact of Computer Games
Introduction
This essay will be examining the cultural position of computer games and how the relationship between computer games and the older forms/methods of media it will hopefully explore fully the public’s perception of computer games and how the perception has evolved and how are games used today in many ways to help people do different things.
The cultural effects of video gaming when we all think of video games today there is most likely one thing that pops into our head which we 'll conjure up image either from the different platforms but there 's always the famous one of Mario stomping on the baddies heads with the classic tune playing in the background
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Lewis Johnson” president and the chief scientist of Alelo. From their site, they have many different courses in which the British and US military are using in their training.
A business training tool
Companies have now got video games to help executives with learning the acumen which is an alternate universe as used by in the intricately designed game called "EVE" this is a massively multiplayer game which is set in a science fiction galaxy which lets the play select a profession and the game lets the player hone some skills set which include the leadership or strategizing capabilities which the company require.
A therapeutic device
Research has now shown that games can be repurposed to make them profitable in the business industry but also, they are/can be effective in the medical sector "initially the thought was that it forms of entertainment but we realized that games could be very effective tools for pain management" "Kristin Lindsay" the coordinator of "Child 's Play" charity which is a primary goal of enriching the lives of the children in hospitals in the UK.
Pawns of the games: the current state of games based on research
In Europe and America games have at times garnered a disproportionate share of attention in the media as they become very pawn in a culture war and waged by the conservatives, as many critics social researchers and media scholars agree this kind of
In the past few years, we can notice a certain type of story regarding gaming culture which reduces to the idea that computer game aren’t actually a complete waste of time. This story points to
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.
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 have been around since 1950s and have gone a long way from what they are today. They are in no doubt a big part of our society and with doing so they have been criticized by many. Video games come in different categories which include: action, racing, adventure, role-playing, simulation, strategy, and sports. The purpose of these games can be casual, serious, art, Christian, and educational. You can play these games on different types of platforms as well to make it the gamers preference. In today’s society, it is common for one to play video games. Some people play causally and some play professional to make money. Even though, video games are now mainstream, they are still being stigmatized and it has been like that since the creation of them. Some people see video games as a waste of time and that they are unproductive, but after being studied thoroughly by researchers that is not true; video games are known to have benefits. It can help children with development and it can help adults perform better at their job. It can also help people with different disorders. Video games should not be stigmatized because of the advantages ranging from cognitive to social benefits for children, people with disabilities, and adults.
Though gaming has its drawbacks, it also has many benefits to cover them. If controlled, gaming is extremely useful and with the amount of gamers in the world today, it proves that it is not just for children or for teenagers. There are millions of adult gamers that understand the importance of gaming in the under the existing circumstances of the world. Individuals that have studied gamers believe that gaming in today’s
Anderson begins by telling his audience that with the creation of the popular and first Nintendo GameBoy game Tetris, a new tradition begins that he calls “stupid games”. Continuing his critical analyst he pointed out how technology has evolved a lot since Tetris was created and with so did video games leaving our world of today surrounded by what he calls “stupid games”. He talks about how Game-studies scholars have noticed a trend, that video games are often made during a time where they would be socially needed. Examples given by Anderson were, “Monopoly, for
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.
Before I start discussing video games I would like to explore the ideas of how cultures emerge and how this eventually relates to my study. Lehman, D. R., Chiu, C.-Y., & Schaller, M. (2004) in ‘Annual review of Psychology’ define culture as “represents a coalescence of discrete behavioural norms and cognitions shared by individuals within some definable population that are distinct from those shared within other populations” These beliefs and behaviour whatever they may be in any culture can give us a backing for realising individual or group goals that can often be categorised in a variety of formal or informal ways. For example we could look at the eSports international events of League of legends as a formal organization of a culture in effect, we have official merchandise, promotions, advertising, a massive fan base and of course the athletes
Unless you plan on moving to Antarctica or some other desolate and culturally barren wasteland such as Gainesville, escaping the influence of media represents a complete impossibility. Manifesting as everything from the songs on your smartphone to the books in your backpack, media represents a holistically encompassing force that influences individuals’ personality, values, and behaviors in profound ways. In my life, I have interacted with many different types and forms of media, making the process of selecting the subject matter of my media history narrative a difficult one. Ultimately, I decided to write about a single mode of media, videogames, for the simple reason that no other class has ever afforded me the opportunity to discuss the significant but rarely formally acknowledged cultural presence that soaks up so much of my free time. This paper will discuss the place of specific video games in my life and analyze the unique values, issues, and themes connected with each one.
On November 9th, 1994, there was a chemical element called Darmstadtium. It’s a radioactive heavy metal that is name after the city Darmstadt, Germany where it was first found. It’s a manmade element that Yuri Oganessian Vladimir Utyonkov at the JINR made isotope 273 by combining plutonium and sulfur together. Within the same year, Peter Armbruster and Gottfried Munzenberg from the GSI unit uses lead and nickel to combine it with isotope 269 into the previous isotope. With the combinations it created a new element and called it element 110. There is still little known things about the element such as the boiling point and the melting point.
Video games have come a long way since Pong rid children of their quarters in 1972. In the past few years, a dramatic shift in the publics’ view of games has occured. What was once considered a kid’s toy capable of turning brains into mush is now enjoyed by the average age of 35 (Essential Facts). In recent times, another paradigm shift has begun for gaming: the road to becoming an art form. Today, museum curators from across the globe continue to accept video games into their collection, adding to its legitimacy. However, just as movies struggled to be considered art in the 1970s, the path for video games has not been smooth sailing. Many critics, such as the late Roger Ebert, have been increasingly vocal about their reasoning for why a
Video games have spawned countless of media relating to different franchises such as the super Mario bros super show or even comics based around a titular blue hedgehog. They have also
Video games have become very prevalent in modern society, being regarded as a major form of entertainment. The video game industry is indeed one of the fastest growing industries in the United States. While the video game industry have become more socially acceptable since its inception in the 1970's, it had received much controversy and debate, especially in regards to video games considered too violent and/or sexist. Many people believe the influences in these sorts of videogames can affect the views and behaviors of the people who play these games (i.e. gamers). As a result of this link, gamers, for the most time of recent history, had been subjected to ridicule and condemnation. Gamers had been considered deviants.
All that is required is just skillfully managing the keyboard. Computer life is so exciting, that sometimes people are not concerned so much on events that occur in reality, as on what is happening in the virtual world. Where, by passing different levels and achieving any success, player feels how great and powerful he is. With each passing day, the video game industry progresses, giving us the better opportunity to fully enjoy the scene. The purpose of this essay is to prove that video games bring more harm than benefits to children. Firstly in this essay, negative effects will be considered, after that it will review benefits of video games, and finally give recommendations to parents, how not to allow games to negatively influence their children.
We are surrounded by the products of technology that can advanced the life we used to or ruin and even messed up with the usual way of living we have. The purpose of this research is to identify the beneficial use of such technology - computer and the online games to mankind most especially the young minds of todays fast growing generation. Of you are a keen observer, many people of all ages are now into this type of addiction, we should say. Spending almost all their time, playing, hitting those cute little keyboards, cursing the mouse, sitting all day long, shouting procrastinating and abusive language just to say they are enjoying the game. Really? Well, it might see enjoyment with that routine but never did they realize how would it destroy themselves and the people around