Nintendo Co. Ltd., ranked by IGN (Imagine Games Network) as the best video game developer of all time created the first Pokémon game in 1996. Ever since that day, Pokémon has grown to be one of the biggest video game franchises in the world, selling over 260 million copies and next to only the Mario and Super Mario franchises. Personally speaking, Pokémon has been a monumental part of my childhood, and I keep up-to-date with it even today. Pokémon video games are played on an international level and catching Pokémon, which is a huge part of the games, is considered a worldwide sport for gamers. But catching Pokémon is not as easy as it sounds; in fact success in this “sport” requires a vast knowledge and understanding of Pokémon. And of course, the catching of Pokémon would not be complete without the use of mathematics and calculations. My rationale is to determine how the catch rate works and what in-game factors affect the catch rate. “What are Pokémon?” is the question that comes to mind after hearing the term. The word “Pokémon” is an abbreviation of “Pocket Monsters”, as the creatures are contained in small capsules called PokéBalls and in this state can literally be kept in the owner’s pocket. Someone who owns a Pokémon is called a Pokémon Trainer, and trainers develop closer bonds with their Pokémon by using them in combat against other Pokémon owned by trainers. In Pokémon games, Pokémon can be caught and tamed if they are found in the wild while the trainer is
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
The video game Pong was introduced in 1972 and can be considered the beginning of the video gaming industry. Unlike the game Pong, the controversies surrounding video games today are not quite as simple. Certain media outlets often portray video games to be bad for individual’s health and behaviour. There are still some people in the world that believe video games are contributing to the decline of today’s generation. However, video games and their industry are much more beneficial than they are perceived to be. Today the video gaming industry employs thousands of people worldwide. The video gaming industry has grown to support other industries. In the 21st century, the video game industry produces
Video games are generally seen as a waste of time and nothing good can come out of playing them. People usually associate video games with nerds and adults who stay in the basements of their parent’s house. With all these negative associations with video games, it is hard to see that video games can actually be helpful and beneficial to an individual’s mental and physical health.
So, I’m going to change things a bit. Instead of just talking about dates and numbers, which can be boring; I’m going to give this a little casual twist. So, in order to start the history let’s get a few facts out of the way. Let’s talk about gamers, mainly because I’ll be using the term a lot; gamers are people who spent a lot of time playing videogames. The Average gamer playing video games has spent twelve years playing them. Adult gamers have an average of fourteen years of playing videogames, guys have an average of sixteen years, and girls have an average twelve years. Speaking of girls did you know that 47% of gamers are girls? I would have never guessed that, but it’s a fact. So, as of 2013 49% of all people who live in The United States owns a console. All of them that own a console have at least two of them. Me, I own eleven… I think I may have a problem. Anyway, now that some of the facts are out of the way let’s start, THE HISTORY OF VIDEOGAMES! Now before I start I want to talk about all the most important events in the history of videogames, as I call them eras. Each era is very important because they shaped the videogames we know and love today.
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.
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+
Storytelling has always been an ancient art form, taking people back to past cultures. Some believe stories were first printed on rock, carved into clay tablets, stone, bark and other materials. With the beginnings of writing they moved on to parchment and paper and now are digitally produce. “When we experience a story, we allow ourselves to be invaded by the teller” (Gottschall XV). If the author is good at his job, we are completely taken over by the story and our mind is working hard to absorb the characters, theme, colors and scenes. Early video games did not have a story but with the new digital forms, stories are necessary to keep players involved. Storytelling in games gives the gamers the opportunity to be involved in the game, experience the characters, stimulate feelings like fear and excitement and let the player know they make situations happen and the choices they make affect the outcome as well as motivate them to continue on. Graphics have always been important to the game, but developers are now realizing that the story is equally as important if players want to stick with the game.
Are people becoming zombies due to so many video games? Everybody plays video games, but it is more common among young people, who are developing. It’s important to know about the effects video games can cause on players. People have different points of view on this subject. Excessive video game use is damaging to physical health in several important ways, such as strains and tension on the body, addiction and obesity.
In the Field of video games, two genres are known for their practical and educational
It's dinnertime and your parents are yelling your name to come eat. You yell back saying, "I will be there in just a minute!" In reality though, you could take up to ten minutes, but then your food will be cold. Finally ten minutes have passed and your mother comes upstairs and threatens to ground you. Everybody has been in this situation before with different things such as movies and television. Since technology has developed rapidly, video games have become more realistic in terms of violence. These games and systems have reached second in demand in the media industry following television (Rottenberg et al. 30). The human species is an inherently violent species in this generation. When we play video games for extended hours at a time,
As we have grown up we have watched the video games we used to play evolve to what is out there now and then turn to previews of what is upcoming in video games.
Every form of media has issues with violent behavior. Just like with people nothing is out of sight of controversy. In the past it was books and television that was linked to violent behaviors children, in the society of today it is video games that are now being linked to violent behavior. While playing games may have negative effects it can also have positive effects? So is it ethical to always turn to video games when a violent act has occurred?
Another instance where such violent video games warped a person’s sense of what’s real and what’s not would be when a school shooter by the name of Evan Ramsey took a gun into his high school and shot a fellow student, the principal of the school, and wounded two other people while on his crazy spree. According to the article “14 Mass Murders Linked to Violent Video games” which includes 13 other instances in which violent video games played a role in tragic events such as the one Evan Ramsey commited, the shooter Evan Ramsey claims that a video game by the name of Doom distorted his version of reality, even going as far to say,” I did not understand that if I pull out a gun and shoot you ... you 're not getting back up. You shoot a guy in Doom, and he gets back up. You have got to shoot the things in Doom eight or nine times before it dies.” (32) This was a case of a very popular video game in the 90’s distorting this person’s sense of reality causing him to go on a shooting spree leaving a fellow classmate and principal dead along with many of his other classmates wounded.
Technology is constantly improving. According to Moore 's Law, computer processors double in speed approximately every 18 months (Stephen). This trend can be used to say that the rate at which technology grows is exponential. As our gadgets get smaller and smaller, they get stronger and more powerful than its predecessors. A video game is technology that we sometimes seem to overlook. Video games have come a long way since the very first one was made in 1958. It was a tennis game made by a physicist and was very similar to Pong in terms of style and game mechanics. Video games have evolved so much in the past couple of decades. Recent games have incredible graphics and the overall gameplay and story, in games like The Last of Us, are astounding. One thing to note is that studios have began to incorporate more and more violence into their games. Unfortunately this has lead to people outside of the gaming discourse to criticize and disparage video games as being a direct cause to violence in users. This is a fallacy that needs to be disproven. Throughout the rest of this research paper I will argue that there is no correlation between playing video games and exhibiting violent behavior.
Ask any major in the fine arts for the definition of art. They're likely to tell you that it is self-expression through the use of some sort of medium. Most commonly thought of are clay for a sculpture, paint for a masterpiece, even music notes for a four-movement suite. The last thing you'd think of is a computer program for a video game. But why not? Don't video games incorporate both artwork and music? Each one is considered art, but many people consider the result, when put together, to be a waste of time. Through personal experience, I would have to define art as not only a way to express yourself, but as a source of inspiration to others. Not only do video games use art with music, they oftentimes