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. As a college student, it has become increasingly difficult to enjoy playing video games. With all of the work piled onto me each and every day, I get lucky to spare a few hours to play every once and a while. …show more content…
But, when I do get the chance to, it usually occurs during specific times of the day. However, depending on what time of year it is, my gaming time may drastically change. For example, if I were home for Christmas and had no school work to attend to, I would most likely take much more time to play. But in an environment such as college, I don’t have that luxury. So I make the most of what I have and schedule a time to play. Normally, if I were to play video games on a school day, it would normally be in the evening, after all my classes are finished for the day. I would make sure that I completed all of the necessary homework assignments for the following day as well. Then, once that is all complete, I am able to hop up onto my bed and immerse myself into the game. The same is true on the weekends. Although I don’t have classes to attend on the weekends, I usually have quite a lot of homework that needs to be completed first. Therefore, in order for me to have time to relax and play, I will schedule a large chunk of time during the day devoted to working on homework. But rather than cram all of my homework into one day, I spread it out over the weekend. This is so I don’t burn out from all of the work too …show more content…
Well, since I was a little boy, I have always loved video games. There was something about it that made me feel great. While I didn’t know what it was back then, I believe I have an answer now. It’s about the journey, the adventure of playing a video game. When you pick up a controller or log on to a PC game, you are entering a world of vast possibilities and endless adventures. I’ve had so much fun jumping into the world of a video game.The experience of doing so is unlike anything else. I also play video games for the connection that I get when playing with others. Whether it’s with friends or complete strangers, it can be a lot of fun to interact with others in a virtual world, competing or cooperating with them. It’s also about that first time experience playing a video game. It’s unlike anything else I have ever done in my life. Let’s take Destiny again for example. Destiny’s raids, the quests that I mentioned earlier, not only require a tremendous amount of teamwork and patience but also require a fair amount of skill, as these activities are some of the most difficult activities a player can attempt. Allow me to clarify even more. In Destiny’s raids, there is a boss battle at the end, a final showdown that will prove that our team can conquer anything. They also boast a ton of great loot to obtain at the end. So when our team has been attempting a boss encounter for hours to no avail, it
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,
People have been using mood and personality effecting drugs for centuries, from coffee, to marijuana, to cocaine, including alcohol. We know these things change our brains in some way. Though some intellectuals such as Malcom Gladwell have expressed points of view that, "The modern personality is, in this sense, a synthetic creation,"(252) not many seem particularly alarmed by this idea in the above quote that Malcom Gladwell calls a "disquieting notion,"(252) beyond a few offhand jokes about their reliance. This is especially true with coffee and tea (anything with a reasonable amount of caffeine). However the public perception of other drugs, such as alcohol, marijuana, and cocaine, does vary a bit. It is useful to note that most people
Over the past couple of years, you have probably heard this word more than ever. Cultural Appropriation
In Subculture Theory many theorists were interested in explaining delinquent gangs, which were believed to be the most common form of delinquency. The Subculture Theory was made up of several different theories that were all related to each other. Subculture theories provided explanations of how groups of individuals develop similar values and rationales for behavior (Williams & McKay, 2014). One theory within Subculture Theory was called the delinquent subculture theory by Albert Cohen. Another theory in the Subculture Theory was the differential opportunity formed by Richard Cloward and Lloyd Ohlin. The third theory by Walter Miller used direct observation of social groups in their natural setting. All four theories were interest in of the Subculture Theory could develop (Williams & Mckay, 2014). The last major theory was very different theories and was created by Wolfgang and Ferracuti. All these theories in the Subculture Theory were very different but were all related in some way.
Bissell, Tom. Extra Lives: Why Video Games Matter. New York, NY: Pantheon Books, 2010. Print.
For example, enemies tend to jump out and make spine chilling sounds when I least expect it and it makes the game thrilling and scary at the same time because I get the feeling someone is creeping up behind me. Once I get brought to that alternate reality, I get amazed to the point that I just wander around the game instead of completing the actual objective because of the bright and well detailed design of maps programmed into the game. The combination between the calming soundtrack, the crashing winds, and the bright glittering effect the level made me not want to take my eyes off of the magnificent site. Ninety percent of the time people get addicted to playing video games because of the entertainment it provides and the vibe that you get from that certain game. There are a lot of reasons people tend to get addicted to video games. Some find that playing with friends online is better than going outside and hangout with friends. In the real world people put in a lot of work so that they can be rewarded. Video games also bring out this reward system. I can say I have stayed up nights just so I can unlock the
What is popular or in style is constantly changing, and in America this can happen at a rapid rate. The original games in America were the table to fantasy genre games that instantly became cult classics. This was only trumped by the invention of video games that brought the table top gaming community to a steady decline. With modern video games becoming less social the popularity of the board game is coming back into the family living room. Not only to in bringing family’s together table top games are now showing up in their own cafes, and shops around the world. This culture is now in the beginning of a revival, and once again is bringing gamers together. In turn the culture of table gamers is growing, and evolving with the new found added support. It’s important to understand the current trend of the increase in the tale top gaming arena, and the social effects including psychological impact on players. This information can be used to spot trends, and meanings in the modern day social
To understand how video gaming relates to Japanese culture we need to understand more about the country of Japan. We will explore some important facts about Japan’s cultural society and environment.
Culture constitutes common characteristics of a particular group of people or a society such as behaviors, beliefs, objects, and any other characteristics of such a people. It is thus through culture, that groups of people define their unique characteristics that conform to their shared values and contribute towards building the society as sociologist suggests. Therefore, culture includes different societal aspects such as the customs, language, norms, values, tools, rules, products, technologies, morals, institutions, and organizations. The terms organizations and institutions will thus refer to the set of rules associated with specific activities within the society. For instance, healthcare, education, security, family, religion, and work
Asha Pabion Kathleen Martin ENC 1102 7 Feb 2017 Bounded by Expectations: Females in the Gaming Industry "There are different ways guys look at it: ‘You are so hot because you play games, and I'll never meet another unicorn like you,’ or ‘Oh, a girl — I'm going to make this unpleasant for her’ and ‘Shouldn’t you be in the kitchen” (Chicago's Sugar Gamers). Comments like these are immensely common in the gamer community. Since gaming is viewed as a primarily male hobby, women that play games are invariably being judged because of their gender. The gaming community was designed to be a nerd’s safe haven away from reality and into their fantasy, yet women are still objectified in these fantasies.
There are several negative stereotypes associated with video games and those who play them; some of these may often hold true. However, there are plenty of learning opportunities in video games. While the direct purpose of some games is to educate or train, other games that do not directly have this purpose can still become a learning experience for the player. As Ntiedo Etuk, president of the educational video game company Tabula Digital said, “The traditional view of video games has been that they are distractions from the task of learning” (Electronic Education Report 1). Video games are an effective tool for learning and retaining skills both inside and outside the classroom environment. The basic cycle of game play--the introduction to the game, game play, collaboration, improvement of these between each round, and evaluation at the end of the game (Klievink and Janssen 159)--are nearly parallel to the traditional classroom learning cycle of reading a textbook or listening to a lecture, taking a quiz, studying, focusing on items missed on the quiz, and taking a test or exam. Within this cycle, there are many opportunities to develop and perfect both educational, life, and occupational skills.
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....
Besides female game developers, women who self-identify as “gamers” reveal that there is a larger gap between women who play video games and the video game community on a whole. A total of 6 percent of all adult women interviewed said that the term ‘gamer’ describes them well, whereas 15 percent of all adult men interviewed said the same. This gap further intensifies when looking at young adults aged 18 to 29, as one-third of young men agree that the term ‘gamer’ describes them well, more than three times the proportion of young women (9 percent) (Duggan, 2015). Without being able to feel as though the ‘gamer’ identity can apply to them, this further isolates women from embracing this title as well as isolating them from trying out video games and contemplating if they enjoy the games or video game culture. By having only 6 percent total of adult women identify as “gamers” when women make up 41 percent of the total gaming population, it shows that the “gamer” label does not fully or truly represent those who game, which
Video games are a popular form of entertainment in today’s society. People of every age play video games during their spare time, whether it is on console or computer. Video games now come in the form of millions of different categories and titles. Video game companies will do anything possible so that each game appeals to its audience. This makes a strong connection between people and video games. Video games are known to be time consuming and addicting. Games are also designed to be enjoyable for hours and have some sort of replay value. It causes people to excessively play video games and result in negative side effects. Excessively playing video games cause people to be socially inept, have aggressive behavior, and develop personality issues.
Upon starting my research I posed the question: Has the breaking subculture been absorbed into mainstream culture? I thought that if I could answer this question it might help to understand why the breaking culture isn’t as well known as when it first started. This question would also answer if the subculture was just operating underground. As we have learned throughout the semester most subcultures are seen as deviant.