There is no doubt that video games have become a major entertainment as important as cinema, literary and theatre for modern people. Nowadays, people tend towards spending more time on playing games than ever before. According to Nielsen’s report, gamers age 13 and older spent 6.3 hours a week on any gaming platform in 2013 around the United States, and the time people spent in 2012 was just 5.6 hours per week (The Nielsen Company, 2014). 12 percent, rising is a clear message to remind people that video games should be taken seriously. Because, as an emerging mode of entertainment, it is being a part of our culture and has a tremendous influence in our daily life. An increasing number of people are beginning to realize that games should and …show more content…
222). First of all, the axial direction of narrative among games, books and films is different. Fundamentally, traditional narratives, like books, dramas and films, tell stories following an important element- time. Professor Juul point out that the events appear in the order of time series in narrative form (2004, “Introduction to Game Time/Time to Play”, para. 3). The time point plays a dominant role in pushing event continue. Just like when people watching a movie, they only gathered information passively. And the moment of narratives is immovable whether who or when watching it, as long as watching it in the orderly way. The sequential logic must be abided by narrative in the film. Even though the plot could be narrating, flashback, and narration interposed narratives, etc., it still follows the time’s order. For example, in the movie, Resident Evil: Apocalypse (Anderson et al., & Witt. A, 2004), Jill and Alice only meet each other in 26 minutes 56 seconds on the movie but not at another time point. Games, on the other hand, appear to be almost no limited on this element despite many games setting a deadline inside, which just for keeping pressure on the player’s shoulder rather than telling stories. In Resident Evil 3: Nemesis, the player could spend two hours or more time on a difficult puzzle or run around for searching ammos and other supplies, and there is no necessarily worry about the nuclear bomb exploding in the virtual city. It is because all the events happening in most games are following space, the location is the key point of storytelling. For instance, if Jill does not arrive police station from the beginning (although this choice is not encouraged at all, but the players still could make this choice),
When one observes the plot of the story, it becomes blatantly obvious that places in the script where story development should be, is replaced instead by shootouts, car chases, and fighting scenes in general. While it is not just understandable, it is crucial to have more action scenes in action movies than other genres, what makes the classic action films great, is that they found a stable order of development of plot and action
A set of practices concerning the narrative structure compose the classical Hollywood Paradigm. These conventions create a plot centering around a character who undergoes a journey in an attempt to achieve some type of goal (). By giving the central character more time on screen, the film helps the audience to not only understand the character’s motivation but also empathize with his/her emotional state. Additionally, some antagonistic force creates conflict with the main character, preventing immediate success(). Finally, after confronting the antagonist, the main character achieves his or her goal along with growing emotionally(). This proven structure creates a linear and relatively easily followed series of events encompassing the leading character and a goal.
Video games have evolved tremendously since they were released in the early 50’s. The 2D ping pong has evolved into 3D virtual realities that immerse us into another world. There are different genres of games, but the one we’re going to focus on is the action genre. These games are known for their violent content and graphic nature. These games promote harming other individuals to beat the game. Violent video games influence people to behave violently, desensitizes people to violence and makes them see the world as a violent place, and it causes people to act aggressively when interacting with others.
In the video game Enter the Matrix, released in 2003, the players take on the role of supporting characters in the film sequel Matrix Reloaded. They play the side stories; those that not appear on screen in the film. The game is inspired by the world that is depicted in the film. Enter the Matrix displays distinct visual parallel between the film and the video game. The overlook of the film and video game is similar and distinguishable because the video game mimics the visual style of the film. It gets players satisfied with their purchase of the game. Playing the game is a different experience for the players because it connects them with the source material. It allows them to be part of the story and to feel to be the character of their franchise. Players are considered spectators too because there are some cinematic cut scenes that are shown in the game which makes them observe and do n...
Narrative in films and T.V. series’ is used to tell a fictional or fictionalized story. In media and texts narratives are used to help convince the audience that the story being told is realistic and take the audience on an engaging journey. Narrative is a fundamental aspect of media and screen text, and with a classic example like ‘Star Wars IV a New Hope’ and a current example like ‘Struggle street’ various narrative techniques can be as to why these techniques can differentiate themselves
...verything around us is made by our actions. Positive or negative they cause an effect that will ultimately lead to a different story base on how we interpret life. Narrative elements are used as a bridge by the directors in their film to create any master plot that is currently known. Any modification at any narrative element used by the director at important moments inside the story can help you portray a different master plot. This used of narrative elements can be best described as an ever changing process that takes place inside an individual’s head. Depending on the individual that may be exposed to those narrative elements can create different meanings. This new interpretation can be different for everyone. We have to be aware that one change in the surface scenery can lead to many ideal outcomes in our minds and that is the main power the audience has.
When a parent is asked about video games, the first thing that comes to their mind is that they are bad for everyone, and this has always been the case for several video games. In today 's world, video games are becoming more popular and accessible to everyone. Most of the games that are being played by players involve violence and with its increase in popularity, they are often portrayed as a plague to society by many for years. However, despite these drawbacks, they are still suitable for providing learning, health, and social benefits that can improve a person’s daily life, making them worthwhile.
Whether they be first-person shooters like Call of Duty, sports games like Madden or Fifa, racing games like Forza or Mariokart, or even games and apps on your phones, there are quite a bit of gamers in here. According to the Entertainment Software Association, about 59% of American play some sort of video game, so gaming isn’t all that uncommon (Entertainment Software Association, 2014). As such, there must be some sort of effect on the audience of this growing form of entertainment.
3. “Video Games” by Chris Jozefowics. Published by Gareth Stevens Publishing 2010. Pleasantville, NY 10570-70000 USA. Produced by Editorials Directions Inc.
Video Games have been accused of making youth violent and aggressive, making people isolate themselves from society, and for lowering the attention span and the ability to concentrate in youth. These claims have yet to be supported by several well organized studies and have never been more than a correlation to any of these claims, and in fact have been disproven on several occasions. Adam Eichenbaum (2014), author contributing to the American Journal of Play, concluded a discussion on the research on video games say that “Today’s video games are much more than entertainment. They are also weapons in the fight against declining mental capacities in old age. They promote job-related skills. And they are a model of how to teach children complex and difficult tasks and abilities. As with any technology, video games are neither intrinsically good nor intrinsically bad.” (pg. 67) Video games are not the waste of time that they are accused of being, nor are they damping the development of today’s youth. If anything is to be said about video games is that in them lays a great potential for good; that video games serve as tools for people who want to make a change in society, whether the changes are positive or negative lie in the hands of those that choose to use video games as tools. These are not unrealistic or histrionic claims; video games, after all, are more than just
Since the Early 70’s video games have been giving a bad name. Parents state that video games rot the minds of children and are influencing them do be violent. These accusations are far from the truth. In my research I found that there are many positive effects of gaming. Some of these effects are increased skills, creativity, general knowledge, and also help those in need. Parents can also take proper precautions and look into a game before buying it to see if it meets the criteria discussed in this paper.
In society’s current era of technological advancement, video games have gone a long way since they were first created. Video games in the twenty-first century are no longer just toys or junk in the lifestyles of the youth. They have become innovative inventions that not only entertain its users, but also help aid the people in both the academic field and in jobs. The influences that video games bring about in the culture of the youth today are, in fact, not the negative influences that most people think. Video games are actually this generation’s new medium for educating the youth. The information they learn are also mostly positive and useful things that they may apply in their future lives (Prensky 4). In a generation that revolves around technology and connectivity, developers and educators have already been able to produce fun and interesting games that can teach and train people. Video game developers and educators should continue to collaborate in order to create more positive, educational, and appealing games.
In a society driven by technology, video games are becoming more popular each and everyday. People of all ages enjoy video games in their free time; these games allow the player to become an athlete, a soldier, or a professional fighter at the tip of their fingers. The biggest problem with these video games is that they are becoming too violent. In today’s society, children often brag about the new video game they bought, and the number of people they have managed to kill while playing these games. Video games have become realistic, causing them to intrigue a larger amount of children. Many of these violent video games encourage killing and fighting of enemies, or strangers in the game. Each year a new game system, and hundreds of video games are released, and millions of kids go out and buy them and spend hours playing. Video games have a large effect on school performance and time spent with family. Children would prefer to play their games than sit down and talk with their parents (Saleem, 2012).
Games have long been besmirched by the idea that playing them makes a person socially undesirable, nerdy, fat, and lazy. The number of negative adjectives conjured up by gamings detractors to describe gamers is staggering. Even in the wake of the Columbine Massacre the media went to great lengths to correlate the gunmen’s horrible actions with the game Doom.(cite needed) When games are not being linked to violent actions they have generally been regarded as an “escapist waste of time” by those who don’t really enjoy playing them.(McGonigal) Indeed a prevalent and sweeping assessment amongst closed minded individuals is that games offer nothing to the individuals playing them. This negative assessment that paints games and the individuals that play them in a negative light could not be further from the truth.
Over the years gaming has become a widely popular aspect of our culture. Kids and teenagers have replaced riding there bike or playing with dolls for video games that connect people together all over the globe .We have all been there at one point and time, there are games for just about anybody. Video games are for all age’s yes us adults love to play them to. Playing video games are fun but not a lot of people realize the impact video games can have on the body physically and mentally. Excessive playing of video games can cause decreased social skills, deterioration in health and increased aggressive behavior.