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The effects of gaming on kids
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The effects of gaming on kids
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Documentaries represent many ideas, groups and versions of reality. Documentary conventions help us understand these ideas. In the documentary BBC Supergamers By Dan Howell In 2016 we are shown many ideas. An example is that there are many sacrifices people have to make to do something they love and become a professional gamer, Greensheep gave up his education to play games, Kasing gave up his family, moving to Berlin to pursue his gaming career and Impaler gave up having a relationship so he could focus on gaming. BBC Supergamers showed us many risks and sacrifices of being a professional gamer. BBC Supergamers represented many ideas of sacrifices and risks throughout the documentary.
In this documentary, we see that professional gamers
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This quote tells us that Greensheep put all his focus onto playing games. At the time this documentary was made, he was still trying to deal with schoolwork and his love for gaming. Although gaming is what he loved to do, he must have felt it would have been good to complete school just in case this career didn’t go the way he had hoped. As with the other pro gamer, Matthew Taylor, he was also trying to deal with school and gaming at the same time. He also was trying to deal with the situation of being 3 years behind at school. This shows the idea of a sacrifices that professional gamers had to make in order to have a successful career in …show more content…
The career could fall apart at any moment and the gamers will have to start from scratch. This can seem during an interview with Impaler, Impaler replied to Dan saying, “If we win the game we’re in, if we lose the game we’re out”. During a different interview, Impaler also said “you might win a tournament today, you might lose one tomorrow”. Greensheep also was talking about doing gaming against his parents wishes saying, “They weren’t very happy about me going into gaming.. they didn’t know where the money was coming. It’s not stable.” The first interview with Impaler showed that the professional gamers could spend so much of their time training for a competition and play games all day and all night yet they could still lose the game at a competition and have to start all over again, there is a fifty-fifty chance that they could win the game. The second Impaler interview told us that there is also a fifty-fifty chance of winning a competition every time. The gamers may win a competition then lose one the next day. There is never a 100% chance of them being undefeated, which adds to the idea of the career being risky as the gamers spend so much of their time and dedicate their lives to gaming and careers. The interview with Greensheep told us that even people outside of the gaming community still agree that the career is unstable. Greensheep’s parents did not agree or like the idea of him going into the career
In this documentary, the conventions and techniques included are; real footage, recorded audio, written codes, montages, use of authority figures/experts, facts and statistics, interviews, bystanders, animation, background music etc. The four conventions/techniques that I will be discussing in this essay will be real footage, use of authority figures/experts, sound and bystanders.
As documentary by its very nature introduces itself as factual, concerns exist as to where the boundary between the truth of subject and the fiction produced by its creator emerges. As anything that has been edited has by definition removed certain aspects and enhanced others, there must be at best an innocent naturally occurring bias formed from individual perception, and at worst purposefully manipulated misinformation. Through researching various sources, I intend to discover the difference (if any) between these two methods making factually based programmes, to determine any variables that lie in the ‘grey area’ between the two extremes, and to ascertain the diverse forms of conduct in which truth (and in turn documentary) can be presented to an audience, and to what effect?
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
In ways documentary films are similar to fictional films. Both types of films have infinite possibilities of topic choices to choose from and have a crew to influence and manipulate the film so that it can be accepted the way they want it represented. However, documentary films are created to be works of informative and factual art. Fictional films, although they may stem from the ground of truth, they branch into the realm of unrealistic entertainment (316).
Documentary is a term that stresses a broad category of expression that is based on the attempt to ‘document’ reality. The classification of documentary includes formally structured or seemingly unstructured films that are either non-fictional or entirely fictional. From around 1921, early films captured real people with everyday situations and filmmakers edited these footages to create a structure with either a story or an argument. By 1932, John Grierson had formulated a definition that distinguished between documentary and other factual forms of cinematic journalism, travelogue and scientific or nature films. Grierson found documentary beyond arrangement and description because it used a ‘creative treatment of actuality’. This shaping offered
Video games are much more than just a way to pass time. It is an opportunity to experience new people and social environments, find out interests and skill sets, and to also, in an extreme case, find a career like Markiplier has done. In short I just wanted to say that I wouldn’t be where I am with my goals today if it weren’t for Markiplier’s ability to make his fans see his support of their dreams and the highlight of the most important things in reaching your goals of which include taking chances, believing in yourself, and never giving up. In the words of Mark, “never give up, no matter what may set you back, and know that at the end of the road, you’re going to have something that you can be proud of.” Don’t stop until you’re where you want to be, and even then just keep moving
...hat you don't notice anything around you. The long term effects of gaming is different than what most would likely imagine, they include the facts that; “gamers are better at jobs that are active or mentally puzzling, and the majority of gamers live happier lives because they can do something they love with just the push of a button”(Walsh, 2004, p.22).
The Determination of a Competitive Gamer I am not a fan of documentaries but the film The King of Kong: A Fistful of Quarters is the best documentary I have seen. King of Kong is a documentary that portrays the fight for power and thirst for victory in the gaming world. It opens the scene with a champion named Billy Mitchell, and a challenger by the name Steve Wiebe for a game called the Donkey Kong by Twin galaxies owned by Walter Day. Billy Mitchell is seen as an extrovert who boasts of his achievement while Steve Wiebe is seen as a modest, introvert who is obsessed in becoming the champion of the Donkey Kong game.
2. Nichols, Bill. ‘Documentary Modes of Representation (The Observational Mode).’ Representing Reality: Issues and Concepts in Documentary. Bloomington & Indianapolis; Indiana University Press. 1991. 38-44
A documentary is a non - fiction film in where filmmakers are documenting an individual, a place or a thing in order to represent an aspect of the world. That’s what makes a documentary film unique because they are not producing a fictional world, but an insight of reality in which we tend to dismiss. Documentary films use a mixture of techniques to entertain and convince the audience that the images that are shown in the documentary are true. In order to make documentaries, there are four different methods are applied: institutional, practitioners, text, and audience. Institutional framework is when organizations and institutions impose what types of documentary should be created.
3. “Video Games” by Chris Jozefowics. Published by Gareth Stevens Publishing 2010. Pleasantville, NY 10570-70000 USA. Produced by Editorials Directions Inc.
Bell, Chris. "Video Games: The Sport of the Future?" The Telegraph. Telegraph Media Group, 26 June 2013. Web. 11 Dec. 2013.
Video games are commonly known as games that you play for fun or as a hobby, but what if this fun could turn into your profession. Most video games started out as arcade games played to reach the highest score. People played with a "fistful of quarters" each day to try and reach the top of the score board. A prime example of someone who is well known on the high score board is Billy Mitchell. In the documentary, King of Kong: A fistful of quarters, Billy stated,
Throughout the course of history, individuals have enjoyed playing sports. Whether it would be throwing a football, sprinting around the track, or kicking a soccer ball; sports have been a popular activity worldwide. The determination and expertise needed to play sports at the highest level has made it a challenging yet enjoyable activity. However in the recent years, sports have slowly drifted off from it’s traditional roots of physical prowess and into competitions of mental proficiencies. With the exponential growth of technology worldwide, it is not uncommon for the average household to have a computer, PS4, Xbox One, or even a Nintendo 3DS. In fact, the introduction of new technological entertainment has served as a gateway for the new generation of athlete culture; video games. As a result of the growth of video games, Esports (short for ‘Electronic Sports’) is slowly being integrated into athlete culture worldwide through its spectacular foundations, overwhelming popularity, vast prize pools, and recognition by official authorities.
The experience of game play can be described as an activity in which the player is virtually embodied in the game world. Anyone who has experienced the world of gaming knows how the engaging experience can manifest itself with “sweaty palms and chills down the spine” (http://www.eludamos.org/index.php/eludamos/article/viewArticle/80/147) when coming face-to-face with alien creatures; or with the adrenaline rush we get when racing a high speed automobile head-to-head with a friend. Gaming is an excellent source of entertainment. It provides an opportunity for social growth, provides a meaningful form of exploring expression, and provides heightened sensitivity.