This week’s episode of COMMPENDIUM featured guest Rory McGloin, an individual whom Professor Stifano has known for the past ten years. Mr. McGloin is a media researcher, a director of undergraduate studies, and an instructor for the University of Connecticut’s persuasion and public speaking courses. He developed an affinity for the field of communication after taking an interpersonal course as an undergraduate at Stonehill College. However, it was not until Mr. McGloin took a media research course in his junior year that he decided to pursue this area. Most importantly, he recalled how people questioned the future and purpose of the field of communication. Specifically, Mr. McGloin’s research is on violence in video games and how it changes the perception of the game as well as one’s behavior after playing. Additional topics within this research are immersion, mental models, and interaction and involvement with various technological interfaces. His research and the evolution of communication mentioned earlier are basically tied together. Moreover, it relates to what we are currently studying, which is mass communication and how technologies evolved.
As previously mentioned, this podcast talks about how communication has expanded through technological advancement, which I think is a key point. Mr. McGloin elaborates on this by explaining how far along health communication has come. First off, individuals had limited information regarding any aspect of their health, such as
In today’s society video games have a large influence on people. We also might be driven to the point of where we are dependent on them. In fact, being so engulfed in video games could help children become more focused.In fact, parents would probably disagree and say that video games wouldn’t be essential to learning because it would probably be considered a waste of time for children and time-consuming. Parents would also disagree with the content of what is in the game, but there is a great possibility that video games could actually make us smarter. Steven Johnson explains that the games we are used to playing can improve our visual intelligence and that it would be good to learn new strategies through gaming. Video games should be an
Video games have been unloved or hated ever since they have came out. Video games are excellent for kids because they will improve their work with others, help them think more faster, and will help kids become more intelligent.
In recent years there have been plenty of cases of music, people, games, etc, being used as scapegoats so authorities can jump to conclusions about violent events and blame these as the main reason for such an event to take place. To give people an answer that may not even have any supporting evidence. Nowadays violence in video games is up to the level of killing people as the norm with many popular titles having this apart of the game. In many games that is the one of the main features that add together to create the game. Some game titles that include violence and killing are ‘Call of Duty,’ ‘Halo,’ ‘Grand Theft Auto,’ ‘Mass Effect,’ ‘Battlefield,’ ‘Counterstrike: Global Offensive,’ and ‘Doom.’ All of these games main storylines include the need to attack and kill to progress forward (Mainly with guns). But does this create a bad effect on people? Is this making people more likely to be violent? Even kill in real life? This is the particular ethical issue that violence in video games is having. The argument to prove if video games are really a cause of anger and if they cause a more aggressive and again violent person just by playing. In the world there are over 1.2 billion people that play video games, which is about 44% of the online population (comScore data cited by Spil Games). With majority of games including some form of violence, ranging from being very gentle lego fights to full on gore and guts in 18+
Video games have been a lasting influence on our youth and adults in today's society, games in the making throughout their time have came from a slow pace, pixely, more of a puzzle type of games. Nowadays games today are more real life making it feel like the game you're playing to be real life. They also are fast pace, not as much thinking involved, just run around shoot em up type of games that are in demand, stems the question are video games beneficial or hazardous? A Lot of people in today's society have the opinion that videogames are a waste of time, create antisocial behaviors, and have a negative influence on the person's physical and mental health, because they have a lot of violent content. In my opinion video games have a very positive impact on people today and they are beneficial by giving people a brain workout, it promotes social activity and teamwork, it also proven to improve your psychological well being.
Whenever there is a mass shooting in the United States, it doesn 't take long before society suggests violent video games might be to blame. Video games have been culprits of crime today to many eyes in America. Just about anyone in most modernized countries has heard the claim before, placing the blame on a video game, music or television for the violent acts seen in their youth today. There is no link to violence on video games. Typically, these trends seem to pop up when we are referencing school shootings, gang related crime and other domestic terrorist acts done by our youth. It is too easy to quickly blame something like a violent video game for their behavior.
Violence in video games can affect ones mindset in so many different ways, where we don’t even realize it. For example playing “Grand Theft Auto” for a few hours will change your mindset. Even though it wouldn’t be in a tremendous way, but for a few minutes your mindset will think, “This game is so much fun, I want to steal cars, have police chase me, shoot at people, even steal helicopters”. According to Social scientists in the New York Times, Many studies have shown that this is becoming a major issue because of how realistic these games are starting to look. According to PBS Newshour, Another issue is, with all these major shootings, such as the Sandy Hook, The theater shooting in Aurora, Colorado, The Newton Killer, Adam Lanza ; all show that they played many violent video games. But there can be other reasons as to why they made such a major impact to this world. It could have been depression, bullying as a child, feeling socially isolated, or even a certain state of mind, where they feel like they have to transform that game into real life.
As a growing medium, video games are often associated with various negative connotations that have obfuscated its positive contributions made to society. As a result, the general public is unaware of how video games have shaped modern-day, some even consider it a meaningless teenager pastime, but this is distant from reality. Video games are important to society at large because they do not serve for entertainment purposes only, they are a major force in the economy, scientific research, and military training.
Modern day society often depict video games to have a negative influence on young people. However, playing video games is more beneficial than people would think. Playing video games have many advantages, such as they help increase and develop cognitive functions, mental health, and more often than most they are educational.
The long-standing controversial issue of the correlation between aggressive videogames and violence committed by adolescents has been debated and researched since the early 1980’s. The video gaming business has become a multi-billion dollar business which has great influence on our society. Due to the financial gains and the technological advances, video games have become more realistic over time. some popular video games today are so realistic that many perceive them as simulations, these video games are just games nothing more.. Many argue that there are positive benefits as well as negative effects of aggressive video games available to play.
Games play an important part in human development, it is one of the most popular way people use to release stress from work, school or from family members. Its popularity is due in part to the variety of games that have a lot of variety including but not limited to; PC games, Board games, Console games, and so much more. The most famous out of all of this is the Console games, the most popular of which are the PlayStation 4 (PS4) and the Xbox One. After considering why consoles are still popular this essay will explain why the PlayStation 4 is superior to the Xbox1.
Video games have been around since the 1950 's due to computer scientists designing and making A.I and other simulators as research. The video games that people came to love were starting to be made in the late 1970s to early 1980s. Some would say that games back then were much harder than the games being produced today. The game "Mega Man" being a huge contributor to this statement, due to its very challenging levels and boss stages. While some of that is true, there are games being made today that are just as hard, if not harder than those made previously. A game that has become very popular around the world; League of Legends, a multiplayer online battle arena or “MOBA” for short, has taken the world by storm bringing almost 660 million
Video games have had a short, but nonetheless impressive, history thus far; titles such as Tennis for Two and Pong, which had minimal graphics and very basic objectives for the player, served as the groundwork for what would later become a major industry. As gaming 's potential was fully realized by both the public and developers as an interactive pastime, games would evolve into the "retro games" many have come to know and love today— Mario, Legend of Zelda, Pac-Man, and the like. These were much more complex, colorful, and developed than their monochromatic predecessors, and thus appealed to a greater audience. It was these titles which brought gaming into the mainstream, bringing in a massive, captive audience of children, teens, and adults alike. Eventually, gaming would have such a large audience that completely different genres could be introduced and be almost guaranteed to have a ready market. This allowed for much more variety, and today games range from violent action adventures like Grand Theft Auto to quirky role-playing games like Earthbound; from simple point-and-click horrors like Five Nights at Freddie 's to popular first-person shooters like Call of Duty; from difficult and morbid quests like Dark Souls to psychological adventures like Persona; the list goes on and on. In recent years, games have even begun to expand outside their usual target audience. They are now being used for physical therapy, as well as in everyday classrooms to help teach children
Video games can help with brain growth or abilities in kids or adults. Video games can help with a lot of things in life that a person has to have. Although people think video games rot your brain but, studies have shown that video games actually help with certain abilities and skills which are needed in life.
Movies, video games, music and television shows come in different genres. However, depending on age in regards to youth not just anyone is allowed to: watch certain movies, buy just any video game, listen to any music or watch any tv show. Sometimes they can see certain movies with a parent or guardian. Seeing violence in excess causes violent acts to take place in society because it gives ideas to viewers or listeners especially those who are young. This the reason there are ratings for media.The bullets spray and blood puddles up on the ground. The images of guts and brains can be traumatizing to some or the actions in the film may be impersonated by others. Violence is expressed in all type of ways.
Video games are a basis of entertainment for numerous people worldwide, and its users have been growing continuously over the years. It is a source of digital entertainment which does not generate violent crimes and behaviour. Today, in the United States 91% of adolescents between the years of 2 and 17 are video game users(NPD Group,2011). A national illustrative study of U.S. adolescents established that about 99% of boys and 94% of girls are video game users (Lenhart et al., 2008). Vast majority of psychological research on the impacts of “gaming” has concentrated deeply on the harmful impacts: the possible harm linked to aggression, addiction, and depression (Anderson et al., 2010; Ferguson, 2013; Lemola et al., 2011). However, it is unlikely that this attention will be reduced or changed in the coming years, partly because of the significant media responsiveness when mass slayings (e.g., the Columbine High School slayings in 1999) linked to adolescents that play video games which are violent (Ferguson, 2007). However, this essay will argue that considering these potential benefits of video games is necessary, as the nature of the video games has significantly transformed in recent years, becoming progressively complicated, diverse, true-to-life and social in nature (Ferguson & Olson, 2013). Video games offer users with immersive and compelling social, intellectual, and emotional skills. Additionally, these capabilities can have the possibility to develop players mental