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Essay on history of video game
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According to Merriam-Webster, a video game can be defined as “an electronic game in which players control images on a television or computer screen.” In addition, video games will give other means of information and interactivity to players such as audio, which is almost universal. Traditionally, video games have been made for players to follow a predetermined path that the developers created, most commonly through traveling from one side of the screen to the other in 2D or by exploring an environment in 3D. As technology developed, video game makers were able to create more immersive experiences for players. The characters, environments, narrative arcs and overall production have evolved to compete with any other media. The major difference …show more content…
Kant's categorical imperative states that one should "Act so that you treat humanity, whether in your own person or in that of another, always as an end and never as a means only" (224) and that “action done from duty derives its moral worth... from the maxim by which it is determined” (197). Can Kant argue that by playing video games players will treat other players as means to an end, and violate the categorical imperative? It has to be understood that there are games that involve other players, games that involve only one player and in some cases involve both. Single player games can't violate the categorical imperative because it doesn't involve other humans only programmed opponents. Multiplayer games, however, has a possibility for violations of moral duty. Kant would argue that people participating in multiplayer games who are bad sports, for example, players who win games and gloats or insults opponents or players who lose and are angry or resentful to the winners, are violating moral duty in the fact that they are not respecting others regardless of playing a game or not (McCormick 279). The main problem with Kantian ethics in video games is that bad sports can be applied to any game or sport and that the playing of the game itself is not immoral but the reaction to being a bad winner or loser in these games can prove to be
Some even actively engage using speech as well. Video games are now so completely realistic, that it is hard to tell whether you are witnessing live actions or actually participating in them - the fine line between reality and fantasy has become completely indistinguishable. Countless studies have shown that participating and witnessing this behavior in games corresponds to more aggressive behavior in life and a lack of empathy for the actual suffering of humanity. Participating in video game play may seem real, but like the cave prisoners, this interaction is nothing but an illusion. Video game play is precisely graphic trickery and as Plato writes it “was all a cheat and an illusion.” (paragraph 15)
In pages 20-24 of Reality Is Broken: Why Games Make Us Better and How They Can Change the World, I agree that there are many different video games. For me, I am a fan of single-player games with story modes because I can play by myself and go at a pace that suits me. However, I enjoy playing online multiplayer when I have friends I can play with because it is fun interacting with friends and doing stuff together. I play on a console or my computer, but I have played on my phone and a hand-held device. I have not played a board game or card game in a while, but I would play it if the opportunity presents itself. The video games genres I play are sports, action, and adventure. I agree with Jane McGonigal that video games share four defining traits,
Utilitarian thought and theory are based on the “Greatest Happiness Principle” which exclaims that actions are considered moral only when they promote universal happiness and the absence of pain. In this paper, I argue that Kant’s Categorical Imperative is superior to utilitarianism because Kant’s Categorical Imperative allows for actions to be judged case by case, as opposed of what’s considered to be the best for maximizing happiness.
In the Second Analogy, Kant argues that we must presuppose, a priori, that each event is determined to occur by some preceding event in accordance with a causal law. Although there have been numerous interpretations of this argument, we have not been able to show that it is valid. In this paper, I develop my own interpretation of this argument. I borrow an insight offered by Robert Paul Wolff. In Kant's argument, our need to presuppose that the causal determination of each event rests not upon our need to impose a 'necessary' and 'irreversible' temporal order upon representations of the states of an object, as Kant is usually interpreted, but upon our need to generate a comprehensive representation that includes a certain a priori conception of events in the world around us. Although the argument I attribute to Kant is valid, it cannot compel the Humean skeptic to accept the necessity of presupposing the causal determination of each event: Kant has not successfully responded to Hume in the Second Analogy.
The modern European critical tradition has its origin in the Enlightenment movement particularly in the philosophy of Immanuel Kant, who attempted at a critique of reason. Kant during his philosophical inquiry of the revision of the liberal humanist tradition replaced metaphysics with critique. As far as Kant was concerned, critique involved the tracing of the origin of experience back to the human faculties of the mind. If science meant a passive description of the world before Kant, science became an active domain where the human categories were imposed. For Kant and his followers, science no longer created knowledge from things in themselves but produced it from the phenomena of the world (Kant, Critique of Pure Reason)
would be unfair to use the one to the side as a means to save the
In Fundamental Principles of the Metaphysic of Morals, Kant begins by discussing two types of imperatives: hypothetical imperatives, which are means to an unrelated ends, and categorical imperatives, which are objectively necessary and ends in and of themselves. Hypothetical imperatives include rules of skill and counsels of prudence. Rules of skill are rules that state something must be done to achieve something else. For example, a person must practice the piano to become good at playing it. Counsels of prudence are rules that provide means to happiness. They operate under the assumption that everyone wants happiness. Counsels of prudence must be empirical because everyone has different ways of achieving happiness and those can only be found
In Lev Manovich’s What is Digital Cinema, he states that “traditional film technology is universally being replaced by digital technology.” (Manovich, 178) This is indeed true. Digital technology is changing video games as well. Both films and video games depend on each other. Film studios and video game developers remediate each other’s product to maximize profits. Filmmakers, cinematographers, directors, actors and composers often work on video games. The two industries use the same technology. Both medias tell interrelated stories in both narrative worlds, which Jenkins calls it, transmedia storytelling. Transmedia storytelling is an approach that reconfigures the entire media experience. Video games that are based on films allow the players to interact with the characters that are seen in the film by manipulating the console’s controller.
The Transcendental Deductions of the pure concept of the understanding in Immanuel Kant’s Critique of Pure Reason, in its most general sense, explains how concepts relate a priori to objects in virtue of the fact that the power of knowing an object through representations is known as understanding. According to Kant, the foundation of all knowledge is the self, our own consciousness because without the self, experience is not possible. The purpose of this essay is to lay out Kant’s deduction of the pure concept of understanding and show how our concepts are not just empirical, but concepts a priori. We will walk through Kant’s argument and reasoning as he uncovers each layer of understanding, eventually leading up to the conclusion mentioned above.
Kant's Categorical Imperative Deontology is the ethical view that some actions are morally forbidden or permitted, regardless of consequences. One of the most influential deontological philosophers in history is Immanuel Kant, who developed the idea of the Categorical Imperative. Kant believed that the only thing of intrinsic moral worth is good will. Kant says in his work Morality and Rationality “ The good will is not good because of what it affects or accomplishes or because of it’s adequacy to achieve some proposed end; it is good only because of it’s willingness, i.e., it is good of itself”.
Video games have come a long way. They have evolved from the simple game of Pong into a complex, multi-platform, multi-genre, multi-billion dollar industry.
First video games are not harmful to the public quite the contrary actually. Many video games encourage social behavior and team work whether that is the two player cooperative shooter game that two brothers play together working as a team inspiring positive feelings overriding the negative ones as stated in the study coauthored by David Ewoldsen. Or a family on game night all playing a game together and having a great time and bonding together because of the experience. And many games today don’t stop there at just play together and have fun. Many games promote teamwork skills through puzzles which can be solved together, or enemies that the players must work together to defeat. These positive social effects are not limited to one’s family but extend into online play, where one can converse and enjoy his time with others, creating entire
Plus, they play to try to release their stress, frustration, and pressure after having a hard time doing their homework or in class. Video game developers goal is to make fans happy when they play their games. Video games are meant to have a feeling of adventure, enjoyment, and excitement. It helps the player to play video games without harm. Video games also help players relax after all of their work at school, jobs, or cleaning in and outside of their home....
Video games have been argued about for decades. Some people have argued that video games are linked to violence. However, new research shows that video games can be used for therapeutic purposes, exercise, stress relievers, positive interactive learning, hand eye coordination, and different types of patient treatment for people all around the world.
The playing of online games impacts teenage gamers socially, educationally, ethically and psychologically on teenagers. This issue involves numerous stake holders. They are mainly teenagers, parents, friends, policeman, and the game company.