In the essay “Who Framed Roger Ebert?” (291), Rich Stanton explains Roger Ebert’s comments on video games and why he himself considers video games to be a form of art. He establishes that the comments made by Roger Ebert are opposing the idea that video games are a form of art. Then he gives examples of others that either agree with Ebert and believe that video games are not a form of art or disagree with Ebert and believe that games are indeed a form of art. Stanton believes that there are many problems with Ebert’s arguments and finishes with “It's bunk - Ebert doesn't know about games, which is fine, and there this should have ended” (292). He goes on to describe the amount of reaction from Ebert’s comments many from games media outlets
When I decided to watch “The Antwone Fisher Story” I wasn’t really sure what I was about to watch. I had never heard about the movie before, but I am up for watching any movie that comes my way. It had a great story about Antwone Fisher’s struggles through life and how it has affected him in present time. How can I use what I have seen in this movie in my future classroom?
There are many people in today's society that would love to have their views published for
He asks the audience to try a thought experiment where video games were invented and popularized before books. Children have been playing games for centuries and then books came along. He believes the argument would claim that reading books chronically understimulates the senses, that they are tragically isolating, downright discriminatory, and that they follow a fixed linear path. He acclaims, “Only a small portion of the brain devoted to processing written language is activated during reading, while games engage the full range of the sensory and motor cortices” (Johnson 483). Johnson doesn’t agree with the argument, but believes its contentions are somewhat true. It was risky for him to include this argument in his essay because of the negative effects supporters of reading may encounter. However his intentions were to get his audience to consider a different way of
Tavinor’s article argues that video games should be categorized as art. He outlines competition as one of the reasons that people to object to including games as an art form. However, competing does not take away from the aesthetic value of the game, and like Tavenor stated, if someone were to submit a poem into a contest no one would think twice about considering that art. When does competition start? If someone makes a painting with an intent to make something prettier than their brother has, would that be considered art? I think that competition is not a factor. There are marvelous aesthetics in Spec Ops that I doubt anyone can not call art if they have seen the game. Art has a long history of breaking through molds and forcing people to see concepts differently. Spec Ops broke the mold of what I assumed war video games could be and made me see the complexity of war differently. It made me asks questions I never thought to produce before, which I think is one of the most valuable aspects of art. As The New Art of Video Games states, these works engage with their audiences differently by using a narrative and letting their decisions change the outcomes. It may be a unique form of art because of its roots in technology, but that is no reason to reject it. One question did stick with me as a result of playing this game. At the end, a soldier asked how we survived
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,
The film Good Will Hunting starts by giving us a glimpse into a rather bleak moment in the life of Will Hunting, a college-aged janitor at the prestigious university called MIT. He lives the typical college life in many respects, from regularly meeting his friends at the bar to getting into a relationship built upon lies – with the glaring exception that he is not a college student whatsoever. In fact, he is portrayed as an undiscovered genius…at least until getting into trouble with the law leads to a bail out that eventually turns around his life for the better.
He continues on and ask a critical question that was “How have video games impacted your life?” The people responded as it has had an impact on their artwork and one guy went as far as saying they create video games because he can’t stop himself and even though it’s not very profitable it’s okay because he loves what he do. Ron also gets people opinion on what’s the big deal with video games. The first went off the fact that when you have kids and you get home from work or something like that, you just want to relax and bond with your kids and how that means a lot to him. Another says that games just give you the chance to be somebody and express yourself. Next, he asks what are the negative impacts of gaming today. There was a teenage girl that was at the expo who gave her opinion on this concern with gaming as the comments that people make to others through games and on the internet, that are bad to say to others and make them want to do self-harm to themselves. Another great question that was asked was, “What are the pros and cons of video gaming?” Brad Bushman a
Director Christopher Nolan′s film Memento (2000), is loosely based from the concept of a short story named Memento Mori written by his brother Jonathan. This story is about a man named Leonard Shelby who is suffering from anterograde amnesia, which is a loss of ability to create new memories after the event that caused the amnesia, leading to a partial or complete inability to recall the recent past, while long term memories from before the event remain intact. Leonard was hit over the head during an attack which resulted in his wife being raped and murdered. With the help of contact named Teddy and a bartender named Natalie, Leonard set out for revenge. Since the attack Leonard has set out to exact revenge on the man who has caused him suffering. He helps himself by writing notes, taking photographs, and tattooing himself with important notes and facts. An analysis of the film Memento reveals the use of film techniques such as editing, non-linear storytelling, symbolism, director's style, musical score, color, and cinematography that creates an intellectual stimulant that has the viewer deciphering a puzzle in a reversed chronological order.
Think about your favorite movie. When watching that movie, was there anything about the style of the movie that makes it your favorite? Have you ever thought about why that movie is just so darn good? The answer is because of the the Auteur. An Auteur is the artists behind the movie. They have and individual style and control over all elements of production, which make their movies exclusively unique. If you could put a finger on who the director of a movie is without even seeing the whole film, then the person that made the movie is most likely an auteur director. They have a unique stamp on each of their movies. This essay will be covering Martin Scorsese, you will soon find out that he is one of the best auteur directors in the film industry. This paper will include, but is not limited to two of his movies, Good Fellas, and The Wolf of Wall Street. We will also cover the details on what makes Martin Scorsese's movies unique, such as the common themes, recurring motifs, and filming practices found in their work. Then on
Good Will Hunting is the graceful tale of a young gentleman’s struggle to find out where he belongs in the world, by first finding out who he himself is. In this film, Matt Damon takes on the role of a disturbed genius that has a keen understanding of the deepness of human character. The film is a voyage through the mind of Will Hunting as he is required to undergo psychotherapy as an alternative to serving jail time. With the assistance of a psychologist, played by Robin Williams, Will learns about himself and recognizes his individual worth in the world by comprehending what is most important to him in his own life. This motion picture serves as a source of superb example for film technique. Gus Van Sant’s directing ability joined with the writing skills of Matt Damon and Ben Affleck, who also plays Will’s best buddy, Chuckie, is a vibrant mixture of technical features used to induce sentiment and compassion amongst the viewers of this heart-warming film. Characteristics of the color, angles, shots, camera movement, editing, and distortions are all each particularly noteworthy to the general composition of Van Sant’s Good Will Hunting.
“Major software companies who create video games should write congress and protest this law on the basis of a nonexistent correlation between violence and video games.” As a student editor of a university school newspaper Robbins has credibility because she did research, stated facts and created a solution instead of a problem. As she states in the article she tells her readers what she believes in, she also stated, “I do not believe that this rating should restrict people of any age from purchasing a game.” She also states that “we should give children the benefit of the doubt.” Not only does giving true facts give her credibility but, her being an student editor of a newspaper does. Later on this the article she includes that the ratings of the video games do help. “A rating system was put into place, which I support. This helps to identify the level of violence that a game might have.” This rating system should give parents and guardians a chance to view the game themselves, figure out if they do not like it or
‘Our interest in the parallels between the adaptation inter-texts is further enhanced by consideration of their marked differences in textual form,’
Hicks, Marybeth. “Then Again…: Reject Violent Video Games.” The Washington Times (Nov. 11 2009): 22. Web. 20 February 2011.
We should develop games that people want to spend time on that are also educational, increasing the attention span of people, visual acuity, and multitasking abilities of all generations. The author very effectively portrays her message of by connecting with her audience charismatically, visually, personally, and logically. In the age of technology we must come to terms with the changing hobbies and daily activities around us. Rather than passing them off as bad campaigning for them to be cut back, censored, we should be focusing on the good that is already done by video games and how we could continue to improve
I’ve been a short Italian plumber who goes through endless trials in the search and rescue of his love, I have been a Lady of Luminosity who with her light-based magic defends her city of Demacia against the hostile Noxian forces and their allies. I have even been Batman, where I struggled through psychedelic educing trials. It all means something; it is very real when the player becomes attached to a character as one does in a traditional written format. Roger Ebert would argue that these kinds of experiences aren’t real or don’t mean anything. In a published post done by him and the Chicago Sun-Times blog, he argues that “Video games can never be art”. Robert Ebert claims video games don’t fulfill his definition of art. Because video games have objectives and can be “won” it doesn’t align with the traditional forms of art, such as novels, or a play; “things you cannot win; only experience them.” Ebert also said “art grows better the more it improves or alters nature through a passage through what we might call the artist’s soul, or