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Discuss in detail the evolution of media
Evolution of the media essay
The effect of video games on social life
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From the ancient Greeks avoiding thoughts of famine 2,400 years ago, to arcade cabinets in the 80’s, games have been a massive influence on modern culture and has had a significant impact on the interaction between human beings in every scientific, emotional, and physical aspects. Herodotus, The Father of Games 2,400 years ago, Lydia was in a nationwide famine. Panic and crime filled the streets in fear of what the next decade might bring. According to Jane McGonigal at the 2010 TED Talk convention in Long Beach, Florida, Herodotus, a Greek historian, was called upon by the King to solve this chaos. Herodotus responded in a rather unexpected way: dice games. A kingdom wide policy was created to favor from this solution. On one day, the people would eat, and on the next, they would play these new dice games. According to Herodotus, these games immersed people so much, they forgot about their next meal, and this went on for a astonishing eighteen years. The point of these games weren’t just to enjoy, but to escape the thoughts of reality and the suffrage of famine. Video Games …show more content…
But of course, everything was limited to the one factor of reality. Thus, the information age was the next step in media and entertainment. While some say the information age started as far back as 3,000 B.C. with Sumerian pictographs meant to represent words, many consider the true start to be the 12th of September, 1958 A.D., when Jack Kilby at Texas Instruments demonstrated the first integrated circuit. With this, the Technological Revolution began, introducing satellite television in 1962, the personal computer in 1970, the first e-mail sent in 1971 by Ray Tomlinson, and so
Main Functions of the Games in Ancient Rome The 2 main kinds of games that took place in ancient Rome were those of ludi scaenici (theatre and plays) and those of ludi circenses (sports). This evaluation of Roman games will concentrate on the sports side of Roman entertainment due to their much higher popularity i.e. chariot racing and the gladiators. Chariot racing is one of the oldest spectator sports in Rome dating back to at least 6BC. The races started to celebrate religious festivals, the very first recorded one was the festival of to consus, this festival known as the Consualia was celebrated on the 21st August in Rome, which happened to be the local Derby Day, the main event of the racing calendar. The underground granary where the shrine to
The author primarily appeals to the audience using logos. He brings statistics and data from research studies throughout the essay. He either provides background information on why the studies are misleading or just presents a fact. For instance, “According to a 2001 U.S. Surgeon General 's report, the strongest risk factors for school shootings centered on mental stability and the quality of home life, not media exposure” (Jenkins, “Reality Bytes: Eight Myths About Video Games Debunked”). He provides data like this through the essay. He is strongly trying to appeal to the audience’s sense of logic and
Imagine for a moment, a world of death. For 200 years your family has been sealed away with a thousand other people, to protect you from the dangers outside. Now your father has disappeared, and it’s up to you to find him. After a harrowing escape from your subterranean home, you walk through a tunnel to the outside world, past dead bodies, stretched out in front of the door, as if to say “don’t leave us out here to die!” As you walk through the gate to the outside, and as your eyes slowly adjust to the sun you have never seen, a wasteland emerges before you. The world is devastated, destroyed and annihilated. Broken twisted hunks of metal lie next to a sign on the side of the mountain saying “scenic overlook” on your right, the broken remains of the interstate bridge stand as a monument to a destroyed culture. Petrified trees are all that remains of the local fauna. Off in the distance, all that remains is destruction. While you may think of this stunning visualization of a wonderful novel, this is actually one of the opening scenes from Todd Howard and Bethesda Game Studios’ “Fallout 3.”
In both, The Odyssey and The Epic of Gilgamesh, the protagonist goes on an arduous adventure that changes his inherent persona. In The Odyssey, Odysseus embarks on a journey with his crew to return home to his wife Clytemnestra after the fall of Troy. A notable incident he goes through is being courted by Circe but he is able to escape by rejecting her. However, he and his crew go through a lot of obstacles in their journey, some of which includes how Odysseus witnesses the death of his beloved crewmembers. These adventures produced a glorious life story that is similarly close to that of Gilgamesh’s. (Chamberlain 7 Jan. 2011) In The Epic of Gilgamesh, Gilgamesh goes on adventures with his friend Enkidu. They kill the monster Humbaba and later on, Gilgamesh is courted by the goddess Ishtar. However Gilgamesh rejects her and she vows revenges which causes her to call upon the bull of heaven to destroy Gilgamesh’s country. Enkidu kills the bull while sacrificing himself in the process. After witnessing Enkidu’s death, Gilgamesh is afraid of what death and what life really has to offer. So Gilgamesh goes on his own journey to find immortality and sees for himself what life really offers for human mortality. In the end, Gilgamesh misses his chance of achieving eternal life but he realizes that even though he will die, the life adventures he experienced have made life worth living for.
Before diving into the reasons for the Roman Republic’s collapse, there must be an explanation of the game Jenga. Jenga is a game where you create
Perry, David. “Are Video Games Better Than Life?” TED. Monterey, California. Feb. 2006. Web. 16 Feb 2014. Keynote Speech.
While it is as far from the eventual commercial videogame systems that come later as a walk in the park is to a walk on the moon, a physicist trying to make the public tour of his lab a little more exciting to bored visitors designs what some consider as a precursor videogame system in 1958. Working at Brookhaven National Laboratory, a US nuclear research lab in Upton, New York, William A. Higinbotham notices that people attending the annual autumn open houses, which are held to show the public how safe the work going on there is, are bored with the displays of simple photographs and static equipment. Educated at Cornell University as a physics graduate, Higinbotham had come to BNL from Los Alamos and the Manhattan Project, and had actually been witness to the first detonation of the atomic bomb. A chain-smoking, fun-loving character and self-confessed pinball player, he wants to develop an open house exhibit at BNL that will entertain people as they learn.
Board games have been an important part of cultures worldwide for centuries. Our most famous board games today include games like Monopoly, Chess, and Life. While these games are fun ways to occupy time, they do not have the deeper meaning and connection to society that ancient board games did. One ancient board game I researched was the game Senet. It is thought to have connections to religion, the afterlife, and other aspects of society.
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.
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.
But where did this all came from? Just when did we start using the internet the way we use it today? Clearly, these sorts of questions can be answered in simple, concise way. The internet was born in 1969 as a segment of research project of Department of Defense. Back then, the internet was known as ARPANET, a forerunner of the internet. Since the birth of the internet up to 1980's, Internet was used mostly by Universities and experts who knew their way around its complex systems and workings.
( qtd. in Boyd, Ellison). On the other hand, a timeline display of the history shows that in 1969 “CompuServe was the first major commercial Internet service provider for the public in the United States.” In 1971, “the first email was delivered.” I agree that the first step to the whole explosion began with the email. Through email, people were primarily communicating with each other through the internet and having the ability to use the Short Message Service (SMS) to be more private when talking with one another.
Fantasy is a word most people are very familiar with. It is seen about every day through video games and movies. According to the Merriam-Webster, fantasy is, “something that is produced by the imagination.” Children grow up on fantasy. It is seen through the movies they watch and the video games they play. It is also common for a child to create another person with the use of their imaginations. Fantasy movies and games have both positive and negative effects on children. Although some fantasy movies do help with things such as eye sight and multitasking, there are many negative effects. Some of those effects are desensitization to violence and emotional attachment to the games or movies.
In 1937 the electronic computer was born. Computers were in 1943 to break “the unbreakable” German Enigma codes. 1951 introduced the computer commercially. However, it wasn’t until around 1976 when the Apple II was introduced and it was immediately adopted by high schools, colleges, and homes. This was the first time that people from all over really had an opportunity to use a computer. Since that time micro processing chips have been made, the World Wide Web has been invented and in 1996 more than one out of every three people have a computer in their home, and two out of every three have one at the office.
The evolution of mass communications has gone through major developments; from etching the beginnings of an alphabet into a rock the size of a standard dinner table to letting a computer recognize words spoken into a speaker as it types away what it hears. Dating back to around 1700 B.C. when the first alphabet was said to come into existence, society has come far in different fields of communications. Nothing made as large of an impact in the world of communications as the revolution of the Internet. Although the impact has been large, the Internet was certainly not the first to revolutionize communications. When many cities started to arise and become industrial-based, there became a need for more technological advancements. When there was one change in the way of living, a domino effect occurred and many more advancements and developments took place. The mass communications of writing, printing, mass media and entertainment have all influenced how we use the Internet and new technology developments today.