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Video games in Korea play a central role in not only the culture, but also in the development of the country. Gaming in Korea is seen as being a very normal and integral part of their society. In Korea it is seen as a sport, and has a very big audience of not just young people but also many adults as well. Video games helped to increase the pace in which the technological infrastructure in Korea would grow. South Korea has a broadband subscription rate of 25.4 per 100 compared to that of U.S. which has only 16.8. Because of such technological advancements more than half of South Korea’s population plays online games. This results in the gaming industry making tons of money and is able to expand onto an international platform. South Korea is quite reliant on their pro-gaming culture to continue growth in the economy and to increase their reputation among the West.
Gaming in Korea played a very important role in the growth of their technological infrastructure and is one of the reasons why Korea became so well-known to the West. Gaming started to first evolve in Korea during the late 1990’s at the time of the Asian Financial Crisis. During this time many people in Korea were unemployed and the general mood at this time was not so great. Because of this people looked toward entertainment to help cheer themselves up and to pass time. But because many Japanese gaming products were banned in Korea, they had to look toward games made from other countries. The most popular game at this time was StarCraft, a game made in the U.S. that was playable only on computers. At this time, StarCraft was a game that was not only very fun to play, but it was also a very cheap game. The game could be easily pirated and played either solo or with othe...
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...lled as a “disease” by many because of how extreme many cases of video game addiction are and how fast it is spreading. Parents have been seen to stop caring for children because of how addicted they are to their games. Children have murdered their parents who have tried desperately to cure their children of such addictions. It has gone to such an extreme now that Korea had to open up clinics and rehabilitation centers to cure people of video game addiction. But it does not seem as though gaming will end up stopping any time soon in Korea. On the contrary, their eSports culture seems to be growing exponentially and is projected to become even bigger not just in Korea but around the world. Perhaps Koreans enjoy the fact that they are much better than any other people at gaming and strategizing. It is without a doubt one of the most interesting parts of Korea culture.
Mortal Kombat, a one versus one American video game, developed by NetherRealm Studios as a whole seems to have much influence from the one versus one video game series Street Fighter made by Capcom, a Japanese video game developer. This influence is especially seen in the development of the characters of Mortal Kombat, The character Kitana (Figure 2) from Mortal Kombat displays much influence from Street Fighter’s Chun Li (Figure 1), from colors to a spin off of her clothing. Chun Li (Figure 1) has exaggerated proportions of her body that please the eye as well as Kitana (Figure 2).
Video games have been around since 1958, and ever since then video games have developed more. With video games becoming a bigger industry, there have been more people purchasing and buying more and more video games. For examples, up to 2001, “roughly 79 percent of America's youth played video games, many of them for at least eight hours a week” (Layton). Furthermore, in 2008, “97% of 12-17 year olds in the US played video games” (“Video Games”). With a growing industry, there has been more competition between video game companies. The companies that make these video games try to make a huge profit by appealing to people’s likes. In 2008, “10 of the top 20 best-selling video games in the US contained violence” (“Video Games”)
Video games have positive and negative aspects. Acording to a study, those who spend hours and hours in playing ‘civic games’ were found to take more part in different community services like social work, politics or protests, as compared to those who never took interest in vidoe games. Hence video games are proved to increase one’s social interaction skills. The kind of friendship and ethics that are learnt by the young gamers while playing video games provide evidence that they are not completely harmful to our society. (Heins, 62)
Gamers are gamers regardless of where they live. There are many gamers around the world, and one of the largest gaming populations is located in Japan. Niizumi Japan has been, and continues to be, one of the largest developers and creators of both video gaming consoles and video games around the world. Japanese video games are beneficial to society and are an excellent source of employment for many in Japan. To understand how video gaming relates to Japanese culture, we need to understand more about the country of Japan.
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.
From Korean Pop stars to dramas, South Korea has it going on. It seems that there is not one Asian country that has not had the Korean Wave, a Chinese term given to South Korea referring to the exportation of their culture, completely wash over it. What started as an Asian sensation, the Korean Wave is now beginning to spread globally, ranking South Korea as one of the top countries known for its exportation of culture. Between music, television, and video games, South Korea’s economy is rapidly increasing as the world continues to fall in love with its entertainment industry.
Most kids aren’t addicted to video games but when kids are told to stop playing they act like it’s the end of the world. Kids typically get aggressive when their parents ask or tell them to do thing an example is when their parent tell them to clean their room, do their homework, or come down to eat dinner, and it is because they don’t want to have to stop playing their games. Most parents don’t know what to do with their kids aggression and don’t know why they act the way they do. Some parents don’t allow kids to play those kind of games due to that fact, but kids always find a way to get a hold of them. This is supported by “Children sometimes have access to age-inappropriate media accidentally, e.g., free games with a purchased game console, or intentionally, sometimes against parental rules, e.g. at friends’ houses” (Mitrofan 5). In today’s time you can get almost everything from the internet. Most kids get their games from the internet, or even from a friends who has the game, so parents don 't really have any control over what their kids play
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 1997, the South Korean government, in an attempt to stimulate the growth of its economy, encouraged the development of online gaming software. In order to accommodate gamers, the Internet café, which originated in England, became one of the most profitable businesses in South Korea. According to Business Weekly, there were around four thousand Internet cafés in South Korea in the year 1999, but the number has mushroomed to twenty thousand in the year 2000. Moreover, the estimated revenue for Internet cafés in South Korea by the year 2001 grew to $1.4 billion U.S. dollars. Due to the popularity of this modern business, the Taiwanese gaming industry decided to follow and develop online games. So far, there are around 8 million Internet users in Taiwan, and approximately 40% of them are gamers.
Video games are electronic sports which involves user interface and user interactivity. They generate a visual response which helps to provide excitement and entertainment. Video games are played on computers, televisions, or any kind of device with a display screen. People play video games for fun and also because some games are more productive and useful. With growth in technology video games have become very popular in children. Those games can be informative and a brain-builder for children but at the same time it may be so violent that they not only become the reason for the children to be destructive but also vigorously increase anti-social behavior.
Video games are not considered as a serious addiction amongst teenagers and adults, often being compared to severe cases of addiction, such as drug abuse or alcohol abuse that may result in the appearance of a decrease in the severity of the addiction. However, video game addiction is a serious matter and has unhealthy consequences for an individual 's life and their health; spending too much time playing video games can take a great toll on one 's physical and mental well-being. Continuing unhealthy patterns of video game activity for prolonged periods of time can result in mental health issues, physical health problems, and a decline in a social life.
Video games are often portrayed in a negative manner because they are seen as having an "addictive" quality. Addiction has been defined as "A primary, chronic disease, characterized by impaired control over the use of a psychoactive substance and/or behavior. Despite the wonderful benefits games offer as diversions, spending too much time, to the neglect of normal life duties, and social development with direct contact with others can and often does happen. Clinically, the manifestations occur along biological, sociological, spiritual and especially psychological. Some psychological effects that affect the behaviors are failure to play outdoor games, difficulties in work or school, telling lies to everyone, decreased attention to personal hygiene, decreased attention to family and friends, and disturbances in the sleep cycle. Many video game addicts have strug...
A nation’s innovation system is shaped by how the nation leverages its endowments—natural resources, culture, history, geography, and demographics—through policies that create a thriving market-oriented economy and accelerate the transition of new technologies, processes, and services to the market (Branscomb and Auerswald 2002). The aim of this assignment is to evaluate South Korea’s innovation policies, in light of its latest ranking as the second most innovative country in the world.
The Web. 18 Feb 2014 Google.com Marquet-Rousse, Jennifer. “Online gaming: An integral part of South Korean culture”. inaglobal.fr. 6 June 2013.
The advantage of playing online game is that it allows people to communicate to numerous numbers of others from different cultural backgrounds and countries. In the game, a gamer may want to exchange his item with someone. Therefore, he/she has to negotiate with others. Repetition of this negotiation can develop a gamer’s social skills. The disadvantage of online gaming is that spending most of free time in front of a monitor wills remove teenagers from their friends and society. Online games are not for entertainment purpose only.