As a child the things that meant the most to me were shiny, colorful, and utterly unattainable. From a young age I was taught that taking what was not yours without asking was unbelievably wrong and would result in a never ending timeout. Fearing an eternity spent sat in a corner “thinking about what I had just done” I made an early habit of asking for things I wanted and forgetting about the things I could not have. Unfortunately this lifestyle could only last so long and so at only four years old the temptation became too much and I had convinced myself that the only solution was to take what was not given to me. The year was 2001 and my older brother had recently been given a brand new GameBoy Advanced. This incredible technological toy immediately caught my attention with its intriguing semi-translucent casing and color screen. Joey had immediately fallen in love with the GameBoy and from the first time he got his hands on it refused to let it out of his sight. I had spent weeks patiently poised over his shoulder watching him “catch ‘em all” in Pokemon and wanted nothing more than to play the game myself. Taking a leap of faith I asked if I could have a turn to play. He graciously responded “ Sure, but not until I die.” Hearing this I became overjoyed and began readying myself for the best moment of my life. I sat waiting and hoping that he would die soon and that I would get my opportunity. Realizing quickly that this was going to take longer than I had anticipated I fetched my closest friend, Lucky the stuffed animal version of my favorite dalmatian from 101 dalmatians, and curled up for the long wait ahead. Time passed and in what had seemed like hours, but more realistically was about ten minutes, my time had come. My br... ... middle of paper ... ...left it there. Stop staring at me!” I pushed the dog away and tried once more to relish in my victory. But the game no longer felt interesting and soon the feeling of guilt became too much. I knew what I had done and I knew I deserved to spend my life in time out for stealing. Settling on a less permanent punishment I went to return the game to my brother's room. To my dismay when I arrived he had returned and was ripping the blankets off his bed frantically in search of his beloved game. I quietly walked over holding out the game to him and mumbling my best apology. He snatched the game away checking to make sure I had not ruined it and then returned to playing. Like the boy in the game I wandered back to my room grabbing Lucky from under the bed and, settling down from the ups and down of my short life of crime, vowed to never again take what was not given to me.
While many teenagers argue that games also teach them life lessons, they fail to allow the player to “climb into his skin and walk around in it.” (p35) Harper Lee’s book, “To Kill a Mockingbird” (published in the 1960s), is a classic novel that contains many universal themes that is still evident today. While it teaches many themes, the novel also displays admirable characters who are also considered
There is something that I’ve always found very interesting and that is the fact that everyone wants something they don’t have, it can be recognition, material things or even a human being. This is something people take for granted but I think it’s a true game changer, because we (humans) don’t have a limit, we always want more and that’s what leads us to do the things we do, to take the decisions we take, to live the way we live.
It is fall 1999 and a jet from Japan has just pulled up to its berth at LAX airport in Los Angeles. Immediately a crowd of kids excitedly gathers by the window to view what appears to be a huge flying Pikachu: the yellowy cute, electrically charged mouse-type pocket monster of what was then the biggest kid’s craze of the decade, Pokemon. Even parents recognize this iconic figure, familiar as they are with the basics of the phenomenon. Starting out as a gameboy game in Japan in 1996, it grew quickly to a multi-stranded empire: comic books, cartoon, movies, trading cards, toy figures, video games, tie-in merchandise. And, starting in 1997, Pokemon got exported, hitting the U.S. in August 1998. The principle of the game, duplicated in the plotline of the movies, cartoons, and comics, is to become a pokemon master by trying to capture all 151 monsters (expanded to 251 in recent editions) inhabiting the playscapes of Poke-world. In this world, any child can become a master like Satoshi (Ash in English) who, in the story versions, is the 11 year old protagonist traveling the world with his two buddies, Misty (an 11 year old girl) and Brock (a 15 year old teenage boy).
When we think of the word video games, almost instantly Super Mario is the first thought and today is the most recognized character in the video game franchise. Super Mario is not only the main mascot and face of Nintendo, but Mario reminds us of our youth, the idea of obsta...
“The monster a child knows best and is most concerned with is the monster he feels or fears himself to be.” – Satoshi Tajiri creator of Pokémon. The Pokémon franchise is all about monsters, though not in the typical sense of the word. From cute and cuddly to fierce and intimidating, the cast of Pokémon monsters is unique in its approach to entice children. Pokémon holds the title of second highest grossing gaming franchise of all time along with the world record of “Most Photosensitive Epileptic Seizures Caused by a Television Show” (Bulbapedia, 2002). Though hugely popular, Pokémon has had its fair share of controversies and been critiqued more than any other video game. It’s been blamed for violent behavior in kids, corruption of instilled parental values, and distracting kids from the “real world.” Pokémon’s rampant takeover of childhood culture is still active and producing some interesting findings. It’s easy to find negatives associated with Pokémon, but the real interest is in the positive effects it is having. The positive growth Pokémon encourages may make this video game much more than just a hobby.
Sheff, David. Game Over: How Nintendo Zapped An American Industry, Captured Your Dollars, and Enslaved Your Children New York: Random House, 1993
ames have been played before we began to record time. Almost 50 years ago, games changed into a new form. Magnavox Odyssey can be debated to be the first game console. Throughout 50 years ago and now, video games have become essential to every living room and a pastime to every young child. Companies have risen from this new industry, to produce games to young investors and dominate the game world. With new technology, graphics, and software: gaming franchises run mostly by public support. Each decade that passes, games are changed by America’s public these games change based on how the public perceives them.
Pew. Pow. Pew. Pew. The sounds blasted from my Nintendo Gameboy. I was sitting alone in my room in the darkness. The small screen of the Gameboy seemed to light up the room as I played. I was playing none-other than my favorite game of all time, Pokemon. More specifically I was playing my very first Pokemon game, Pokemon Silver. Ever since I had gotten it for Christmas I had been playing it whenever I could find the time. My mother had to rip the Gameboy out of my hands just to get me to do anything else but as soon as I did as she requested I went right back to playing.
The main argument that the author makes is that the novelty and popularity of Pokemon is due to the amount of activity required of the audience and that the other mediums of Pokemon, through other media outlets are designed to generate activity and social interaction. Through the author’s usage of Pokemon examples, the author suggests that agency and structure are interdependent and that the emphasis on activity in children’s media, such as in the case of Pokemon represents a new age in children’s media and that examining video games in general means to examine pedagogy and the dynamics between teaching and learning.
Although parents may not view games as a tool like a book, they are slowly Changing and will soon be reputable sources of knowledge, and will most defiantly benefit society. So ”Pick A Box, its contents will help you on your way.”-Toad, Super Mario Bros. 3.
I stopped looking back from where I sat. And, I thought about getting up and dragging myself away. I wanted to shake my head. My heart was telling me to stay, if only a little longer. The person I waited for would come, they had to. My head was telling me to move along, and I listened to my head.
I woke up that morning, wondering why I had woken up so early. Then I remembered. My age group and I were graduating into knighthood today. I had woken up to get ready.
My brothers gave me a touch of reality and in return, I did the same for them. The biggest lesson I learned from my brothers was to be grateful and be happy with the opportunities that I have or will have in the future. I became aware of the importance to be grateful when the dormitory mom, Mrs. Montana, made brownies for everyone in the dormitory; and I took two extra brownies. When I noticed two of my nearest friends did not get brownies, they told me that there were only enough for everyone to have one brownie. My ears heard the same thing from the both of them, “Don’t worry about it, I won’t let a brownie get in between us.” But in my head this message came across: “Wow. Good job, this is what being ungrateful leads to.”
Waiting in the darkness, each second felt like a minute. I finally received the message from my brother: Our dad was asleep, and it was time to make my move. I braced my hands on the wooden trim, held my breath, and jumped.
At one point or another, in all aspect of life we face adversity. But, it is the effort to overcome those mishaps that give worth to life. My childhood wasn’t a colorful one to begin with; I resented my father for many reasons. Countless times I felt unloved, unwanted-the ugly duckling of the story. In such ways that the only childishly solution seemed to run away. Instead, this child knew that the path to a better life was to