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Video games impact on culture
Sociological perspective of video games
Video games impact on culture
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Video games, a seemingly childish topic, are the subject of a very heated, widespread debate. Though discussions about video games are usually found about Internet forums, there are some writers and researchers who are fully aware of the impact a shift in modern culture could have. The innovation of technology has created new forms of entertainment, from books, to radio, to television, and now video games. Video games are becoming the new, dominant form of entertainment. The impact of video games is similar to all of previous forms of cultural medium. Books allowed information to be publicly circulated and dispersed. Radio allowed this audience to reach national and even international levels instantly. Movies had this same function, …show more content…
As mentioned above, Undertale is another example of seemingly archaic visuals not detracting from the experience of the medium. Since it has been established that technologically inferior visuals do not necessarily detract from the cultural expression of games, Undertale can be considered a prime example of how games can express what movies cannot. Undertale is wholly in control of the player, and their actions determine the final outcome of the game into three primary, and radically different, endings, along with over a dozen secondary ones. The creator, previously mentioned as Toby Fox, masterfully, according to many players and reviewers, created compelling characters and astounding development. There is definitely strong bias for this game, and it was nearly impossible to describe it subjectively, but that is what makes it great. It is difficult to express how amazing this game is at expressing both the feelings of the creator, the characters, and the …show more content…
It is just one of an ever-increasing amount of “indie” games that have been created in such a multitude that some are deeming it a sub-industry. The movie industry equivalent would be independent filmmakers, who, though present in the industry for years, have never pierced any list of highest-grossing films. On the other hand, Minecraft, initially produced by “indie” game company, Mojang, and as previously mentioned, is the third-highest grossing game of all time. Dozens of creators have become successful because of their independent projects, and have turned into full-fledged and productive gaming studios, but it is true that some independent filmmakers have become successful. However, this magnitude of success is not shared across the entire independent film industry, and that is mostly to blame; according to Jeff Vogel, owner of the first digital distributor to market both independent games and films; on the business structure of filmmaking and the lack of, and funding for, advertising and marketing. He states that gamers are online all the time, and are fanatical about any new, and promising title. Independent filmmakers are ironically dependent on the public they cannot reach because of financial constraints. This gives games another advantage as a cultural medium in that not only are gaming titles more accessible to support and
The Great Depression of the 1930’s caused widespread poverty, but the popular culture of the time did not reflect this. People wanted to escape from this harsh time so movies, dancing and sports became very popular. Radios broadcasted boxing matches and boxers became stars. The heavyweight champion James J. Braddock aka “Cinderella Man,” gained popularity. James Braddock gained fame by winning many fights and proving everyone wrong when they said he was too old and couldn’t win.
An examination of videogames in popular culture is a complicated one. There is a large debate as to what is the very first video game. The supposed earliest known video game was created by Thomas T. Goldsmith Jr. and Estle Ray Mann on a cathode ray tube in 1947. The game was a missile simulator similar to radar displays from World War II, and overlaid sheets of paper were used for targets since graphics were unknown at this time. On May 5, 1951, the NIMROD computer was presented in Britain. It used a panel of lights for its display and was used to play a game called “NIM”. Later, in 1952, Alexander S. Douglas made the first compu...
Ever experienced a video game with stunning in-game graphics that some games give only in their major event cut scenes? Ever played a game with an excellent mixture of strategy and fast-paced motion? Well if that game is Final Fantasy 13, a single player game developed by Square Enix, you have played a game that Gaming Age calls “one of the most gorgeous games to grace a video game console”. Playing this game was one of the greatest moments of my life. This game has actually influenced me to go full force in wanting to make video games for a living. Final Fantasy 13, in my opinion, has accentuated the great gaming potential of the Xbox 360® and Playstation® 3 consoles.
Instead of the franchises popularity having a positive impact, overtime, it infected the gaming market along with it’s consumers and developers such as Microsoft Game Studios and EA. It has become an aggrandized cancer on the face of video games everywhere, destroying franchises a...
... the character style and the game style overall. The artistic feature is very innovative.
Undertale is an old style RPG game created by Toby Fox. This game is based on what path you choose to follow from the beginning to the end of your journey. A majority of the game contains hilarious jokes, and other parts contain a large amount of enjoyable character coming from everyone involved in the game. Each little part of the game contains some hint to the storyline. Even the things that a player can normally do such as save or reset the game, impacts the storyline that the player gets to experience. For example, if the player were to kill everything in its path on a genocide run, and decide to reset the game and try a passive route, they still wouldn't get the true passive ending. This is because although the characters that were killed
Video games have come a long way. They have evolved from the simple game of Pong into a complex, multi-platform, multi-genre, multi-billion dollar industry.
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
Valued at $23B in 2015, the video game industry stands as a giant among giants in the American and international media markets (Morris, 2016). Through its complex history and economic structures, the industry creates a vast number of products each year in the form of new IPs and franchise expansions. A dominant player in the industry, perhaps one of the most dominant, is Activision Blizzard, which produces world-famous series such as Call of Duty and World of Warcraft (“About,” n.d.). Activision Blizzard developed its current corporate structure and earned its power through years of growth and production.
Video games have been around about 50 years and they contribute a big part of the U.S. economy. People interact with video games every day throughout different ways, such as cell phone devices, computers, consoles or whatever which has a screen on it. In fact, it has always affected people’s lives. However, not so many people understand the benefits of video games. With video games, people can not only relieve themselves from stress and suffering, but it also improves people’s social experiences while they are exchanging and absorbing knowledge with other people; more than that, people can learn many other things from video games which can help them to achieve great things in lives.
Video games first appeared in the early 1970's. It all started with a simple white ball bouncing back and fourth on the screen. In 1986, Nintendo introduced its first line of home video game consoles. With the Nintendo Entertainment System (NES) on the market, the home video gaming industry surged and immediately became popular among children. Since then, not only have video games increased in popularity, but there have been vast improvements in graphics, game play, and forms of gaming. Today, video games have become the preferred choice of entertainment among children and teenagers. Research done in 1998 has shown that kids who own video games spend an average of 90 minutes a day playing them. Clearly the video gaming industry is a profitable one. With the increasing competition between gaming companies, the advancement of technology and content of games began to change. One of the most significant and concerning changes in gaming is graphics. With the improvements in graphics the content of the game became more and more detailed and realistic. Visually violent actions can now be displayed on the screen. Images of blood, flying body parts, and gore have been integrated into every aspect of today's video games. Violence has always been a common factor in many games, but with the improvements in graphics and capabilities of gaming consoles, a growing number of people are becoming concerned about the effects on our children and society.
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.
This being said, it can be proven that advancements come with positive and negative effects. The video games of twenty-five years ago have evolved into something different and in some cases something dark. Research has shown in many cases that video games have negative effects such as: increased aggressive behavior, desensitization, and poor physical heath on adolescents. Many researches also think part of the problem arises because adolescents do not receive enough parental supervision with these games. After discussing these negative effects it will be obvious that more vigilance and regulations are warranted.
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.