As technology moves forward, there is more information that needs to be preserved and carried on to the future besides books, websites, and databases. Just like technology changes so does culture where values, beliefs, and behaviors of a community continue to grow. The past few decades, videogames and online videos is subject that has grown to be part of many cultures. Some organizations do not believe that videogames and online videos are not part of valuable culture development that is worth being archived and to not want to participate in the process. The purpose of this paper is to argue that videogames and online videos need to be archived to represent the change within our culture. This point will be demonstrated with three articles. …show more content…
The underlying agenda in the Gracy (2007) article is to study the developments in archiving online video services. In the Watson (2012) article, the importance of why videogames need to be preserved for future generation is discussed.
In the article by Matthew Lasar (2010) an interview is performed with Jerome McDonough who is part of the Preserving Virtual Worlds project with the University of Illinois. According to the McDonough, videogames are important since gaming makes up a large percentage of the entertainment industry in the United States. Some believe though that since video gaming is considered to be part of popular culture that it has low value for preservation. This is not the case because popular culture just means that it is very important to the community since so many people are interested in gaming. For future generations to understand how society worked on entertainment during
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It was seen with television that minimal archiving was performed and much film has been lost and scenes from the beginning no longer exist. This can be prevented for videogames by the hardware being preserved such as the cartridges, tapes, and code that build these games. It is never too late to start preserving videogames since the materials of the games do start to deteriorate after a couple of decades possibly even sooner. An emulated machine which allows videogames to be used on consoles that are not their originals such as the Multiple Arcade Machine Emulator need to be focused on for develop for future game play. The videogames do not just need to be archived for future game play but also for academic studies and creation of new gaming technology. According to Watson, video gaming is no longer just a hobby, but an art form that demonstrates how technology has sculpted our
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 key element of popular culture, because they have attracted players from many different cultures and age groups. Video games have come a long way since Pong and Spacewar. Since the first video games, there have been innovations in this industry nearly every year, always striving to defy the impossible. Today, the newest generation of gaming consoles are extremely powerful, and with this comes the ability to make games that are increasingly realistic and advanced. Because of this advancement in video game technology, video game genres have expanded to include racing, shooting, adventure, horror, and so many more. Many of the games today even feature a historical element. To the outside viewer, it may seem as if these
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 term pop culture can be defined as ‘The culture of the people’ a culture that flourishes through social interaction and mass media that is most actively involved in by the public. Pop culture can cover a wide range of materials and as such should be looked at as a topic open to discussion, interpretation as to why it is popular and what makes it popular. Since pop culture includes an expansive spectrum of subjects I am going to be focusing on one of those and that is Video games. In this essay I will be exploring the ideas and theories of why I believe video games have made a shift into mainstream pop culture.
Video games were originated first in laboratories by scientists. “This first idea came from their imaginations in late 1940s but unfortunately it did not reach the people as they were confined only to laboratories. This situation was observed till early 1970s until arcade games became popular.Then later on a new start-up named “Atari” unleashed a new
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.
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
Since the dawn of new age media, its effects on society have been a subject of widespread debate. The American Psychological association has come to the conclusion that watching Bugs Bunny or The Three Stooges leads to a public which craves aggression. A public which has been exposed to blood and gore by means of gaming consoles such as Sega genesis, Nintendo 64, Mircosoft’s Xbox gaming systems, and the oh so dreaded Play Station. There is no doubt that these fantastic creations have shaped the world around us in many ways. Counter cultures arising around the world seemingly overnight. In the beginning of the video game universe, in November of nineteen seventy-two, there was the ground breaking new system supporting “Pong” from Atari incorporated. Which ushered in a new age of computer engineering revolving around a world of gamers hungry for more.
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.
Video games have been around since the 40’s, reaching its popularity from the mass mainstream crowds by the 70’s. Back to the simpler times where there were less pixels and control buttons. Back to the games that didn’t have storylines – no police chases, zombie apocalypses or saving any princesses. Which were what video game creators and fans wanted as time progressed. More games, more visuals and graphics, more dimension, more realism. Thru the years, video games have evolved and expanded greatly due to more imaginative and creative ideas being developed and thru the constant technological improvements there is a huge advancement compared to the games that first came out 40 years ago.
In our modern society, we rely on varieties of entertainment in order to satisfy our need for enjoyment. One type of entertainment, which is currently becoming more prominent in our culture is video games. As it is becoming more prominent, it is also evolving throughout the years. Video games now are becoming more complex and influential in our society. People can use this type of entertainment was a way to relieve stress or a way to socialize with others online. Video games is almost available everywhere, from video consoles to cell phones, most Americans have played a video game before. The American myth is that Americans mostly view video games as a way to pass time, but they never see pass it to notice the influence and impacts it have
Video games are the most popular entertainment media among children in America According to the Entertainment Software Association (2007)(Mou). In the US, 29% of gamers are under 18, which is approximately 43.5 million kids (Galarneau.) That makes up 90% of all the children in the country. According to CNN children ages 8 to 16 on average,spend 13 hours a week gaming, and more if the user is a male. (Harding) As shown videogames have a significant influence on society. Although it has become a social norm and is embedded in the media industry most tend neglect the
In 1971 the video game industry was born. For over forty years, video games have been on the rise, now more so then in the early years when it was first introduced. Over the years as gaming corporation were continuously innovating new video game consoles and devices, consumers became more aware of what this technology has to offer. But in order for technology giants to wheel in consumers to buy their product, they had to present it to the general public, and give reasons why they should buy it. In order for video game corporations to stay in the game they will need to keep innovating and that is exactly what they will continue to do.
The persona that the average video gamer is an obvious one. To many, the term “gamer” tends to inspire the idea of a young, lonely boy who consumes a little too much junk food on a daily basis. This solitude is exactly what is wrong with the gamer stereotype. Today’s gamers are experiencing the forefront of technology. An effective combination of new technology and cultural practices has thrust gamers into a new realm of possibility. Gamers are not social outcasts, but rather social pioneers. From MMO’s to MOBA’s, Youtube to Twitch, the power of the gamer has been recognized in profits and sheer levels of participation. With the introduction and development of innovative technology, video games are an elevated social platform.
The history behind video games all started with theis console, invented was a rectangular brown cube with two attached controllers, and its name was “Brown Box”. Ralph H. Baer was the inventor of this console, which it was released in 1967. He made it to where it can be connected to any ordinary television set. They were six games for this console including: Ping-Pong, tennis, handball, volleyball, chase games and a light-gun game. In 1975, Atari marketed the PONG arcade machine. In the same year Magnavox released Odyssey 100 and 200. Nintendo released its first console in Japan in 1977. In the 1980’s video games became very popular. Many people became bored of the PONG like games and wanted something new. They made games such as Pac-man (1980), Mario Bros (1983), The Legend of Zelda (1986), Final Fantasy (1987), Golden Axe (1988), etc. The video game industry soon shifted to making cartridge video games instead of built in games (this is a direct