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Video games effects on society
Video games impact on popular culture
Video games impact on popular culture
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Video games are not often the subject of study for sound and culture analysis. This is counterintuitive considering the social and technological impact games have. Audio in video games are not simply meant to create a specific atmosphere, this is only one aspect of audio being addressed. Music and game sound have the potential to bring the player into a situation that they feel is incredibly real. Player immersion is what makes games very memorable, and this becomes much easier and smoother with well constructed audio. Video games today like to focus on the visual effects, but audio and video must be mutually important for the sake of the game. Video games are rapidly approaching a level of quality that is cinematic, and consequently audio is being overlooked. Long after a player has finished playing a game, they remember the music. Audio and sounds are worked into the memory of the players during game-play, and the player will better remember the game for that reason. There are at least two different ways memories are stored in the brain. These are short-term memory and long-term memory. Information from short-term memory is eventually passed onto long-term memory if a certain event persists. If a player spends several hours a day on a game, the game music will eventually be worked into long-term memory. If the player hears the music outside of the game, they will often be able to place what game the song came from, and when it occurs. However, this will only happen if the player is consciously aware of the song during game play. In a way, this means that subliminal messaging won’t ever work. A game will need the full attention of a player; they can’t be trying to focus on multiple things at once. In a dichotic listening test... ... middle of paper ... ...Cambridge, MA: MIT, 2008. Print. 5) McCraty et al., 1998 R. McCraty, B. Barrios-Choplin, M. Atkinson and D. Tomasino, The effects of different types of music on mood, tension, and mental clarity, Alternative Therapies in Health and Medicine 4 (1998) (1), pp. 75–84. 6) Knight and Rickard, 2001 W.E. Knight and D.N. Rickard Ph, Relaxing music prevents stress-induced increases in subjective anxiety, systolic blood pressure, and heart rate in healthy males and females, Journal of music therapy 38 (2001) (4), pp. 254–272. 7) Hébert, Sylvie. "Physiological Stress Response to Video-game Playing: the Contribution of Built-in Music." ScienceDirect 76.20 (2005). Web. 8 May 2011. http://www.sciencedirect.com/ 8) Carlson, Neil R. Psychology: the Science of Behavior. 7th ed. Boston: Allyn & Bacon, 2008. Print. 9) Snyder, Bob. Music and Memory: an Introduction. Print.
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Video games and its effects on adolescents and responsibility of parents is a topic that is widely debated whether it’s the parent’s responsibility or the game industry should be regulated. The video games industry itself has been available to consume for only about the last 30 years. With that being said the topic is still rather new in terms of its effects but its effects on children can currently be measured. The industry is very unique in terms of entertainment because players are transported into the game its self essentially becoming part of the script.
The first argument that arose out of the video game world was the debate of video game violence. Still unresolved, this debate has actually allowed for the video game industry to come fully into the main stream. As the din over violence quieted the fans of the game society began to focus on issues more akin to their own style. So then began the debate of game play vs. the video game narrative. The question arose; can a game also be a story? While the semantics would suggest that, no, a game cannot be a story, we do realize that a game can contain a story. However, considering the amount of games that contain a story we can surmise that this question doesn’t further our study, and realizing that the amount of games (mostly of the 1980’s) that had no story and only gameplay we can see that the story is not a required facet for a game to be successful.
Studies have shown that there is a wide variety of physical and behavioral effects that video games can have on their players.
Imagination becomes less vital and the game can focus on the juicy parts, such as storytelling, atmosphere and action. Likely the reason why games are so much more popular among people with short attention spans, especially children. A scene is seen and heard and in the case of The Wolf Among Us is also largely directed by the player. Music is the most vague of these three mediums. Lyrics are often poetic in nature which results in myriad different analyses. Reading the lyrics before hearing a song will undeniably cause some level of personal pandemonium as the music will unlikely fit what one had in mind. Sound therefore being the most vital part of a song as actually understanding the lyrics is much less important in being able to enjoy it. A song is therefore very much up to the imagination, a
music in video games is the number of bits which a sound Central Processing Unit
Based on Bavelier and Green’s studies, playing video games have no scientific predictive power. Video games are no different from games being played on computers or smartphones. Expert Merzenich reported that 1 in 5 regular gamers seem to meet the medical criteria defining them as addictive. To expert Gentile’s knowledge, there were not any published studies looking at the effects of gaming addiction to the brain. Based on these experts, there is not any proof that video games have an impact on the brain (Bavelier et al., 2011).
Depression may be one of the most devastating of all mental illnesses. Not only does it deplete a person’s outlook on their life, but it even inhibits them from properly living their life in complete happiness. Luckily, measures have been instituted to treat such a disease. Psychotherapy, anti-depressants, and counseling are all proven techniques to combat depression. However, a relatively newfound therapy has been researched by various neuroscientists. Musical Therapy is the incorporation of song to soothe a patient’s stress response such as heartbeat, breathing, and hormone levels. This treatment form is found to be most relatable with adolescents. According to the Journal of Humanistic Counseling, “Music techniques seem to be a potentially
Video games have become a substantial influence on the curriculum of the modern entertainment industry. From first-person shooters to role-playing games, the video game industry has became accessible to nearly every kind of player, whether it be a person who enjoys invigorating storytelling, or somebody who just wants to reduce armies into nothing more than bloody shrapnel. “…developing a ‘major’ game title can be a significant task – writers, game designers, sound designers, visual artists and more must work together to create the actual game.”(“The Process of Game Creation & the Game Design Document.") One thing not often taken into consideration, though, is the hard work and dedication that goes into many of the games people play. Every video game out there had to go through a rigorous process before it could reach the public’s hands.
In today’s society, most video games are frowned upon. They are labeled as violent and are said to promote laziness among the large amount of people that play them. Video games affect people in many ways, but not all in bad ways. Most games contain several common properties: unpredictability, intense speed, high perceptual, cognitive and motor load, the selection between multiple action plans and an emphasis on peripheral processing. All of these properties lead to better memory, and motor skills., and problem solving. The focus of this paper is to collect research information to prove that video games have a positive affect on your brain.