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The development of video games
The development of video games
How video games affect culture
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When developing video games, cultural rhetoric is a positive component to include in any game design. It can help highlight details within a game design and make the overall game more compelling. In addition, cultural rhetoric within games helps recognize cultural distinction and allows gamers to interact with people of different cultures. The concept of cultural rhetoric within a video game is to make the components simulate objects that are familiar in the real world and also allow the gamer to be able to define cultural differences between different groups of society throughout the world. “Seeing games as a social contexts for social cultural learning acknowledges how games replicate, reproduce, and sometime transform cultural beliefs and principals” ( S&Z 516). Including cultural differences and objects within a game helps draw consumers towards gaming because shows a sense of reality that is seen through the mise-en-scene and the overall play experience. A good example of a game that contains cultural rhetoric and is portrayed by its game design is Left 4 Dead 2. Left 4 Dead 2 is able to exemplify the idea of cultural competence through the mise-en-scene, the representations of gender through the characters and the play experience through its online multiplayer mode.
Left 4 Dead 2 is a cooperative first-person shooter video game that is a sequel to first Left 4 Dead game. Set during the aftermath of an apocalyptic epidemic, Left 4 Dead 2 focuses on four new Survivors, fighting against crowds of infected humans, who have developed severe psychosis and many characteristics similar to a zombie. While the game is intended to be a continuation of the original, game designers actually decided to create a new group of Survivors d...
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...an male gamer as opposed to a foreign male consumer because of the different cultural ideologies. While most foreign countries oppress women, the American culture pushes for women’s rights. The American society allows women to obtain more powerful roles and they are accepted in those roles much more than other foreign countries. Online gaming allows for consumers to see these differences within cultures through the play experience.
Overall, “all games reflect the rhetoric of the cultural context in which they are designed or played” (S&Z 534). For Left 4 Dead 2, the cultural rhetoric is able to be seen through game design of setting, the representations of gender through the protagonists and the play experience through its online multiplayer mode. Together they exemplify how a video game is able to influence a social cultural learning opportunity and experience.
Sports, Violence and Alcohol - Three things considered to be in line with masculinity, Along with alot of things considered to be primal instinct. In america the prevalence and Sports, Violence and Beer exceeds most others leading to the general conclusion that America’s men are overall muscle bound meatheads who enjoy nothing but their primal urges. Clearly this is false but still an assumption made by those who only know these three things. As technology advances a new element of entertainment emerges, containing violence, sports and entertainment, Its videogames. Video Games muster together Guns, Violence, Sex, Alcohol, Sports and more Violence. From this description its easy to see why this would be a male oriented activity. At the time girls were still expected to be relatively lady-like. Yet as the years pass by, girls begin to play the video games which guys have been playing for years this causes a disparity between male and female gamers in the upcoming years.
Bissell, Tom. "Extra Lives: “Why Video Games Matter.” They Say / I Say 2nd Ed. Birkenstein, Cathy, Russel Durst, and Gerald Graff New York: W.W. Norton & Company, (2012). 349-361. Print.
In a recent observation of the video game Mortal Kombat, it became obvious that the game, players and setting all contribute to how media messages can affect the game experience and affect individuals. Three undergraduate and one graduate student with limited Mortal Kombat experience were observed playing four-player, tag team Mortal Kombat on PlayStation 3 for ninety minutes. The players displayed media effects outlined by the two step flow and cultural studies perspectives, and some of the magic bullet perspective. It has become increasingly important to gain more understanding of the effects of media messages on players, particularly as more and more acts of crime and violence are blamed on video games (DePasquale,
This is because it is common for males to freely express their own fantasy that they lack in reality. In addition, they play video games to be their ideal self. If they were to play a female character, it would lean more towards the fact that it depicts what they want their dream girlfriend to look like. In Video Games and Gender by Michelle Zorrilla, video games have long been known as a male-dominated media. There would mostly be male characters than there are female characters because female characters are usually depicted as the subordinate character.
The history of video games began in early 1950s, and it continued in development until today. video games gained popularity as movies and T.V shows, and like movies which producers focus on the story plot, each character role, and the way they are being represented, videogames have the same concerns, especially character 's role and, representation, because most of players will not care about the game’s story, they just want to have fun playing the game, but the player will play as a character, or meet other characters from various gender, and that what make game designers care about the gender and, characters representation. and by the way of presenting gender, it will control the number of players of both genders, because it could connect to their life. games industry made researches about what both genders want in their game,
Since the humble origins of the video gaming industry, individuals used it as a challenge of their abilities. In modern day, this industry is just a popular as any other media which exists in the mainstream world. Video games reflect society’s changing views of the normalities of which individuals and/or groups must abide to. This is exemplified in the evolving representation of the queer individuals within the virtual world. As the video game industry came into focus, so did the LGBT rights movement. This illustrates that society’s views on the LGBT community were reflected in the video games made, however, it was rare that such characters existed as protagonists until the twenty first century. Due to the extreme lack of asexual and non-binary
The gender roles in traditional Asian communities encouraged male dominance thus the high level of gender inequality in these communities. In many societies, gender is not only a source of identity but also a factor that determines what role an individual is supposed to play in the society. The Asian societies have among the communities that can be used in the illustration of the extent to which the roles of people of different genders can be different. It is understood that the roles that were traditionally meant for different genders were different in various ways. Masculinity is an important component in the social construction of gender relations (Brod, 1987; Kimmel, 1987; Kimmel & Messner, 1995). Asian American men use masculinity as means
The content of the article revealed products from numerous countries, such as the United States, Germany and from the author Tahlia Pritchard’s home country of Australia. The globalization of gender based consumer products expands to a wide range of industries. The industries providing these constant reminders that men and women are different are primarily the food, health and fitness industries, but also oddly include the home organization and tool industries. I have had exposure to some of these products as a consumer and observer of what gender specific products others seem to buy. Companies making these various products capitalize on consumers who wouldn’t dare to bu...
This journal article is entirely credible and written by two women who know what they’re talking about. This article discusses how video games form stereotypes about both genders and that they impact both gamers and non-gamers. Men are portrayed as aggressive and women are unsurprisingly portrayed as sex objects. A main issue with this is that video games are mostly played by the younger generation meaning these are the ideas being imbedded into the youth of the world. The...
Everyone is different in their own unique ways. We are characterized by what we wear, what we look like, how we walk, and how we move. We are also characterized by our likes, dislikes, hobbies, and more. In addition to all of this, each one of us is characterized by what culture we are a part of. We represent that culture and its subcultures in unique and interesting ways. Today, I will share with you what subculture I belong to. I belong to a subculture of gaming, and I will talk about how, when, and why I participate in this culture.
Fortnite, the cultural phenomenon that has captivated millions worldwide since its release in 2017, is much more than just a video game. It has evolved into a global phenomenon, transcending its status as merely entertainment to become a social platform, an esports giant, and a cultural touchstone. In this essay, I will delve into the multifaceted impact of Fortnite on society, exploring its gameplay mechanics, its influence on popular culture, its role in the gaming industry, and its implications for the future. At its core, Fortnite is a battle royale game developed by Epic Games, where players are dropped onto an island and must compete against each other until only one remains.
...or and the way they dress up. From this it concludes that the media and online gaming can create and reinforce gendered behaviors. Those video games affect the child identity and their perception of others.
3. “Video Games” by Chris Jozefowics. Published by Gareth Stevens Publishing 2010. Pleasantville, NY 10570-70000 USA. Produced by Editorials Directions Inc.
Gaming has long been considered a male-dominated activity. There have been numerous scientific studies conducted to analyze the impact video games have on an individual and vice versa, however one of the most common discussions concerning the gaming community is sexism. With today’s growing audience and the popularity of smart phone gaming, it is a mystery as to why gaming has managed to keep its male-minded stereotypes. Most games reflect the sexist gender roles imposed upon gamers by society, however today’s response is a heated protest, some more dramatic than others. Most gamers are demanding more female protagonists, and developers are listening, but it’s a slow climb to equality in the world of pixels and fantasy. Let us discuss the surrounding influences of the video game community, some setbacks and remarkable breakthroughs in diversifying, and the ways gamers shape the games they play.
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.