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Ethical issues with online games
Ethics of video games
Ethics of video games
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1) The difference between adventure stories, and video games Hilliard states is that video games cannot draw in depth story development, or character development. Unlike stories that draw a reader’s attention to a characters emotions or personalities, a video game is concentrated more on illusions of action, adventure, and not so imaginable situations. Another major difference is that video games use short clips, and demonstrations to try and build a story line. A novel uses the entire length of the book to build the development of characters and the plot. The author is trying to draw the reader’s attention to the difference a video game has to books. Although video games can take an adventure books place, overall the video game cannot …show more content…
He relates plot lines, and dimensional situations in the video games to novels such as Alice in Wonderland, Lord of the Rings, and The Ethics of Computer Games to back up his arguments. He compares these directly to the games. For example he states “In Alice in Wonderland, it started as little more than a dreary day; but, as the story progressed and down the rabbit hole we traveled, solving riddles, drinking potions, and avoiding the wrath of a head hunting queen all became part of Alice’s crisis before the day was out.” Hilliard uses this example by showing a book develops throughout the duration while a video game uses a small base to develop action scenes. Players then miss the actual story line or emotions before and after the actual action scenes they are playing. While comparing the findings in The Ethics of Computer Games, the author backs up his argument with the finds from this book. It was found that although video games can curve the players craving of adventure and action, it struggles to teach the player the real world morals for the player. In reality a player could choose the wrong decision in a game, but not face serve consequences because developers do not want to lose a player due to the difficulty of a game. Compare this to reality the morals a player would learn in a book by showing cruel punishments for wrong choices and decisions is not found within most video
In this story, a boy named Jeremy decides to live out his life in a virtual world rather than the real one. I thought that it was a relatable story, but it just didn't strike my interest as well as Bradbury's did. I think that everyone has felt lonely, abandoned and awkward at some time in their lives, but I don't think any of us would give it up for an unrealistic, virtual world. The thought of an awkward boy leaving the real world and fleeing into what seems to him to be a bright, new world makes me think his is a coward and makes me lose all respect for him. I understand that the real world can be difficult sometimes, but you just have to find some good friends and stick it out with them. I think that video games can be a good way to escape the horrors of the world for a minute and focus on a place where the world is perfect and everything happens just the way you want it to but I also believe that video games need to be 'respected' and should only be played for at most a couple of hours a day. However, I do not believe that video games should be looked at a world that you could live in, and they certainly should not be looked at as a new, brighter future for
He claims that, “They taught me how to tell stories, create worlds and even how to save and spend money.” Different games can provide different sets of values that children can pick up. Bergman conveys that because of video games, he found his career path, which is programming, and that is how he ended up where he is today. Bergman’s use of his own family and lightening the constraints was a good example. But, it was only good for his family.
While video games can have a negative impact on those who use them what is often overlooked as Wright points out is their ability to help those who play them in ways that nothing else can. His comparisons and the way he relates video games to people will certainly make people reconsider their thoughts and feelings about video games. Wright wants his audience to consider the fact that video games are not completely bad and to not look down on those who play
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,
What the author means is that children use a different form of action to get across their feelings. While both Sauer’s cause and effect approach to adolescent gaming and Granic’s physiological approach and their conclusions about the effects on children have led me to observe a new approach to understanding the complexity of the minds of the young players. However, what are the causes of violent video gaming and do they truly result in a negative or positive effect upon the youth? In Sauer’s article “Violent Video Games: The Effects of Narrative Context and Reward Structure on In-Game and Postgame Aggression,” James, a graduate of psychology, goes in detail to why children choose violent or less violent games.
Perry, David. “Are Video Games Better Than Life?” TED. Monterey, California. Feb. 2006. Web. 16 Feb 2014. Keynote Speech.
According to a recent study, 155 million Americans regularly play video games. Concerned with the ability of interactive personal-narrative video games to leave these 155 million Americans with selective memories of historical events, Aaron Hess analyzed the narrative rhetoric in the video game Medal Of Honor: Rising Sun. His selection and analysis of the video game led him to formulating the essay question; “What functions do narrative histories as presented in video games perform for players?” Hess’ analysis of the video game through narrative method criticism is appropriate as it properly fulfills the narrative requirements. To be considered a narrative, a rhetorical piece must comprise at least two related events with a unifying subject organized in time order. Immersive and first-person shooter games such as Medal Of Honor: Rising Sun are formatted in a way where the player is guided through different challenges,
These two features are representation and safety, which will be discussed in tandem as they mold together nicely. First, it is important that a game represents something to the player, whether it be a situation or a phenomenon. These representations are not meant to be entirely accurate depictions, but instead “artistically simplified representation[s]” of the phenomenon (Crawford 5). This is the stark difference between a simulation and game, as simulation strives for in-depth accuracy while games shed technically accurate aspects in favor of a focus on the core of the game (5). The component of focus in games becomes appealing, as it provides the player with a slimmed down version of a real situation. Crawford explains that it is important that games retain their focus as representing “…too large a subset of reality defies player comprehension and becomes almost indistinguishable from life itself…” (6). Games and the representations they present are both “objectively unreal” and “subjectively real,” although the game does not physically allow the player to do something it can still be perceived as subjectively real to the player (Crawford 5). These representations, however, are perceived as safe to the player. Games, at their base, offer a safe way to experience reality without repercussions, For example, one can fight wars and battle enemies without ever having to risk
video games often warp their sense of reality. The kids think that if they shoot a person in a game and nothing really happens then nothing will really happen if they shoot a person in real life. When video games first became popular, people may not have seen this as much of a problem because games were not very realistic. With the advancement of technology, however, video games are becoming more and more realistic. If video games become more realistic, children will forget what is real and what is simulated; a child seeing somebody violently murder another human being in a video game will have the same effects as seeing somebody murder another human being in real life. Witnessing these brutal acts of violence either will traumatize or desensitize them to violence. However, this is contradictory to the “Play is labile” theory (Schroeder 4), which will be discussed, in further detail.
3. “Video Games” by Chris Jozefowics. Published by Gareth Stevens Publishing 2010. Pleasantville, NY 10570-70000 USA. Produced by Editorials Directions Inc.
Video games are no longer the uprising form of media that ill informed parents and scientists used to fear; video games are now an established form of entertainment that is just as universally accepted as film or literature. The difference between videogames and mediums like film and literature is that they do not have the higher value that books have in exercising the mind and communicating information, nor do they have the value that films have to intellectually challenge an audience and to make people think. This is the general argument that can be heard voiced by leading intellectuals in various field as well as parents who are rising young children; both claim that videogames
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
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.
Presently, video games aren’t merely toys that negatively influence the youth. They have become an alternative means for people to learn and train for work. Games teach values and essential information, and motivate its players to achieve goals. Soldiers and doctors benefit from video games as well. The collaboration of game developers and educators helps improve the quality of educational games. At present, as technology progresses, one can truly see that video games have become an important factor in learning.
Movies and video games today, play a significant role in shaping the attitudes, thoughts, and beliefs of society. In terms of being more influential on its particular audience, video games are a much more potent medium of entertainment than movies for a variety of reasons. The influence video games have on their participant are very obvious and overwhelming. Study’s concur the overall impact of video games on their audience is substantial when comparing them to movies. Video games have a substantial influence on its audience because video games are increasing violent behavior of the player, contain more violent content and a deeper complex plot, and video games require a much deeper lever of engagement of the player.