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The role of media in life
Role of media in influencing our personalities
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Even before the ancient Egyptians, humans have always found a way to amuse themselves through playing games. As time has evolved so too has the platform by which people entertain themselves. Within the past ten years, a new and dynamic form of gaming has emerged that can be accessed anywhere at anytime. In Sam Anderson’s article: Just one More Game… Angry Birds, Farmville and Other Hyperaddicitve Stupid Games, this new instant gaming and it’s controversy is highlighted. To an extent, I empathize with Anderson’s argument that there are games that are ridiculous and provide no overall benefits personally or socially. In this essay, my intent is to summarize and respond to Anderson’s article and critically analyze his techniques. In most games, players often find themselves combating an enemy that can either be the computer, a player on the other side of the world or even themselves. In any case, both players argue that he or she should be victorious and the other should not. In Anderson’s article, he purposely injects the views of an opponent who believes that gaming provides beneficial applications to one’s, or another’s, life. …show more content…
Anderson’s purpose for placing this opposing view was a means to acknowledge that gaming can provide personal and social improvements, but it cannot solve every problem that exists and to believe that it is, is a sign of a brain turned to mush from gaming too much. Throughout this article, it can be interpreted that Anderson theorizes Tetris and it’s inbred offspring have invaded our daily function and that we are powerless to stop the decomposition of our minds. According to statistics, from 2008 to 2015 over 100 billion games have been downloaded onto consumer devices. In Anderson’s article, he states that when Gameboy was originally released in 1989, Nintendo sold “more than 70 million copies” (Anderson 65). This drastic increase suggests that consumers have become increasingly fused with the addictiveness found in these so called “stupid games” (Anderson 65). In addition to connecting with players around the world, Anderson notes world events of when certain games were created. He believes that current political, social, world and personal events play a prominent role in the choices people make. The events that Anderson notes in his article were dark times in history. Anderson explicitly references Communism to draw a metaphor between the brainwashed Communists and the brainwashed addicts who feel compelled to upgrade from version 10 to version 10.01 in order to correct an unnoticeable issue in the game’s programming. Throughout his article, Anderson’s primary goal was to convince us into believing that the ends, of gaming, do not justify the means.
In his article, Anderson presents startling statistics of gaming addicts, which reinforces his original beliefs. However, towards the conclusion of his article Anderson introduces the notion that there is much more to gaming than meets the eye. To help support his conclusion, Anderson quotes Frank Lantz, a game designer, who states “Games, he told me, are like… a little digital drug you can use to run experiments on your own brain. Part of the point…is to come out the other side a more interesting and self-aware person” (Lantz 68). By the end of his article, it can be interpreted that Anderson continues to believe that many games are stupid, but even the dumbest games can provide profound
introspection. Congratulations! You have mastered the game with a new personal best! Most games offer that or another form of non-genuine congratulations. However, what they should say is something along the line of “Congratulations, you have won the game! Do you feel any different?” The last lines of Anderson’s article reads “Maybe that’s the secret genius of stupid games: they force us to make a series of interesting choices about what matters, moment to moment, in our lives…” (Anderson 69). I have never considered myself a gamer; nor, have I ever factored in the psychological effects instant decision-making in games has on a person’s conscious decisions in the real world; however, gaming and it’s subliminal purpose are not to be overlooked. The concept of gaming has evolved from defeating the computer or another player into a method of solving the most complex levels that seem to affect and dominate our lives. In today’s existence, gaming is no longer considered just a recreational activity; it has become a valuable diagnostic and therapeutic tool used to help in resolving brain abnormalities and issues that have metastasized as a consequence of those abnormalities. Gaming may not be the solution to all of our problems, but its a start and whether or not we become addicted to gaming is simply and examination of self-discipline of mind over matter.
“Most reported effects of videogames – particularly in the popular press – appear to centre upon the alleged negative consequences… Research has consistently shown that playing computer games (irrespective of genre) produces reductions in reaction times, improved hand-eye co-ordination and raises players’ self-esteem,” (Griffiths p. 47), states Mark Griffiths in his article, “The educational benefits of videogames”. When people think of video games, they often tend to think about the negative side effects that video games can have on a person. Will Wright in his article, “Dream Machines” also defends video games by providing positive effects that video games have on those who play them. Wright presents
Video games do not make us more intelligent. They may however, make us more prone to violence and sex. Video games are preventing us from screening out distractions and making thinking deeply a difficult task. Our brains become overwhelmed when multitasking. Moreover, Johnson states “... a modern video game can take forty hours to complete”. Forty hours keep kids from homework and as Rachael Rettner states in livescience, “The results show that boys given a PlayStation II are slower to progress in their reading and writing skills and have more learning problems reported by their teachers than those not given a system”. The sole reason studies come back positive for video games being productive is due to the fact that they test a regular video gamer with a non-gamer. Regular video gamers will do better in the study because the more they play, the better they get. Not many realize the effect of these “fully realized imaginary worlds”, it is making it harder for people to differentiate their virtual life with their real
It is often believed that children are better off spending more time reading books and less time zoning out in front of their video games. People claim that video games sanction and promote aggression and violent responses to conflict; and that most games are an immense waste of time. Steven Johnson, the author of “Why Games Are Good for You,” appreciates the virtues of reading books, but argues that playing video games may not be a complete waste of time. His purpose for writing this essay is to explain the impact of cybertechnology on human perception and communication, in which he defends the value of computer games. In his essay, Johnson fluctuates between the pros and cons of reading versus gaming to appeal to skeptics who believe video
In his article, “Extra Lives: Why Video Games Matter,” author Tom Bissell utilizes pathos to explain the extra life our society is born into when dealing with gaming, making us forget everything happening around us. Bissell gives many examples of his own life and
Tom Bissell presents an article in 2010, to college students of which is “Why Video Games Matter.” Bissell isn’t intending for the argument to be about video game criticism, the history of the gaming, or an assessment of anything. On the contrary, he wants to articulate his own opinions and thoughts on what playing games feels like, why he plays them, and the questions they make him think about. Being a gamer myself, I have also endured the struggles of what being obsessed with a video game feels like. It is understood that when first purchasing a video game, all one thinks about is getting home and popping it in the console, disregarding everything else that is happening in the vicinity.
Quittner, Joshua, and Maryanne Murray Buechner, et al. ?Are Video Games Really so Bad?? Time South Pacific 19 (10 May 1999): 50-55
Game designer Will Wright exploits his view on gaming through a good path. Gaming can have a positive side and give one a feel of excitement at the same time. But if we get caught up on focusing on games for long enough, it begins to alter our mind. I strongly disagree with what write has to say in his essay. It is easier to get caught up in an addiction then too get rid out of one. Once it has captured the mind, it is like a chain...
The term “gamer” tends to be synonymous with “geek” in many people’s minds. They see gaming as a device that absorbs the majority of the time of the user, leaving them as mindless empty, pale husks with no ambitions other than beating that next boss or shooting the enemy in the face. However, few gamers waste their lives away. On the contrary, many of these so-called geeks tend to be more social than the average person, and farther down the technological curve than most. For the truth is that gaming is a rather useful and beneficial hobby.
There is much persistent debate throughout culture these days concerning video games. Common questions asked are things like ?Where should the lines be drawn in terms of content? and What audience, if any, is this appropriate for? As lawyers fight, bizarre crimes are blamed on video games, constant studies take place, and technology continues to evolve, the video game world continues to thrive and be extremely profitable. While there is near-constant focus on the supposed ?negatives? of games like simulated killing, drug use, or sex, most people, especially those completely outside of gaming circles, fail to acknowledge that gaming of any kind can possibly have positive effects on players. While increased hand-eye coordination is a common benefit attributed to gaming, one particular study conducted revealed a mixed bag of possibly positive and negative effects.
Whether they be first-person shooters like Call of Duty, sports games like Madden or Fifa, racing games like Forza or Mariokart, or even games and apps on your phones, there are quite a bit of gamers in here. According to the Entertainment Software Association, about 59% of American play some sort of video game, so gaming isn’t all that uncommon (Entertainment Software Association, 2014). As such, there must be some sort of effect on the audience of this growing form of entertainment.
3. “Video Games” by Chris Jozefowics. Published by Gareth Stevens Publishing 2010. Pleasantville, NY 10570-70000 USA. Produced by Editorials Directions Inc.
Video Games have been accused of making youth violent and aggressive, making people isolate themselves from society, and for lowering the attention span and the ability to concentrate in youth. These claims have yet to be supported by several well organized studies and have never been more than a correlation to any of these claims, and in fact have been disproven on several occasions. Adam Eichenbaum (2014), author contributing to the American Journal of Play, concluded a discussion on the research on video games say that “Today’s video games are much more than entertainment. They are also weapons in the fight against declining mental capacities in old age. They promote job-related skills. And they are a model of how to teach children complex and difficult tasks and abilities. As with any technology, video games are neither intrinsically good nor intrinsically bad.” (pg. 67) Video games are not the waste of time that they are accused of being, nor are they damping the development of today’s youth. If anything is to be said about video games is that in them lays a great potential for good; that video games serve as tools for people who want to make a change in society, whether the changes are positive or negative lie in the hands of those that choose to use video games as tools. These are not unrealistic or histrionic claims; video games, after all, are more than just
We should develop games that people want to spend time on that are also educational, increasing the attention span of people, visual acuity, and multitasking abilities of all generations. The author very effectively portrays her message of by connecting with her audience charismatically, visually, personally, and logically. In the age of technology we must come to terms with the changing hobbies and daily activities around us. Rather than passing them off as bad campaigning for them to be cut back, censored, we should be focusing on the good that is already done by video games and how we could continue to improve
Video games have been around about 50 years and they contribute a big part of the U.S. economy. People interact with video games every day throughout different ways, such as cell phone devices, computers, consoles or whatever which has a screen on it. In fact, it has always affected people’s lives. However, not so many people understand the benefits of video games. With video games, people can not only relieve themselves from stress and suffering, but it also improves people’s social experiences while they are exchanging and absorbing knowledge with other people; more than that, people can learn many other things from video games which can help them to achieve great things in lives.
In society’s current era of technological advancement, video games have gone a long way since they were first created. Video games in the twenty-first century are no longer just toys or junk in the lifestyles of the youth. They have become innovative inventions that not only entertain its users, but also help aid the people in both the academic field and in jobs. The influences that video games bring about in the culture of the youth today are, in fact, not the negative influences that most people think. Video games are actually this generation’s new medium for educating the youth. The information they learn are also mostly positive and useful things that they may apply in their future lives (Prensky 4). In a generation that revolves around technology and connectivity, developers and educators have already been able to produce fun and interesting games that can teach and train people. Video game developers and educators should continue to collaborate in order to create more positive, educational, and appealing games.