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Video games as an artform essay
Impact of video games on society
Impact of video games on society
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Recommended: Video games as an artform essay
In the article, “Video Games Can Never Be Art” by: Roger Ebert, Ebert declaims about a woman, Kellee Santiago, who believes that video games are art and have always been art, Ebert completely opposes her point of view, by saying video games are never going to be art. Santiago gave a TED talk on how video games are art, then Ebert points out that she contradicts herself by saying, “No one in or out of the field has ever been able to cite a game worthy of comparison with the great poets, filmmakers, novelists and poets” (Ebert). This tells the audience that not one video game has been created to match the actual pieces of art. Ebert talks about how video games lack the fundamentals to be art, like the lack of being thought provoking. The
The author primarily appeals to the audience using logos. He brings statistics and data from research studies throughout the essay. He either provides background information on why the studies are misleading or just presents a fact. For instance, “According to a 2001 U.S. Surgeon General 's report, the strongest risk factors for school shootings centered on mental stability and the quality of home life, not media exposure” (Jenkins, “Reality Bytes: Eight Myths About Video Games Debunked”). He provides data like this through the essay. He is strongly trying to appeal to the audience’s sense of logic and
...lieve that video games in popular culture are a misnomer. Videogames are not “in” popular culture, they are “a part of” popular culture, just like TV, radio, and motion pictures.
It is often believed that children are better off spending more time reading books and less time zoning out in front of their video games. People claim that video games sanction and promote aggression and violent responses to conflict; and that most games are an immense waste of time. Steven Johnson, the author of “Why Games Are Good for You,” appreciates the virtues of reading books, but argues that playing video games may not be a complete waste of time. His purpose for writing this essay is to explain the impact of cybertechnology on human perception and communication, in which he defends the value of computer games. In his essay, Johnson fluctuates between the pros and cons of reading versus gaming to appeal to skeptics who believe video
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,
Since the humble origins of the video gaming industry, individuals used it as a challenge of their abilities. In modern day, this industry is just a popular as any other media which exists in the mainstream world. Video games reflect society’s changing views of the normalities of which individuals and/or groups must abide to. This is exemplified in the evolving representation of the queer individuals within the virtual world. As the video game industry came into focus, so did the LGBT rights movement. This illustrates that society’s views on the LGBT community were reflected in the video games made, however, it was rare that such characters existed as protagonists until the twenty first century. Due to the extreme lack of asexual and non-binary
In “Is Art a Waste of Time?” Rhys Southan examines Effective Altruists’ (EA’s), an organization that advocates people to pursue a career that provides money for generous donations (Southan). Southan also explains how EA’s believe that it is an ethical choice in giving up one’s hobbies to increase their income for those living in extremities (Southan). Despite the EA’s view of ethical standards, there are many variations of what people consider to be right and wrong behavior. Jobs such as being a teacher, a doctor or an artist, all have related ethical principles in which could define how moral a person is in their occupation. An ethical career is one that allows a person to have integrity, compassion and passion when helping others.
Jane mcgonical instantly dismisses the thought of video games being "mind-numbing waste of time" by telling readers video games fulfill human needs. Mcgonical avoids several
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
This journal article is entirely credible and written by two women who know what they’re talking about. This article discusses how video games form stereotypes about both genders and that they impact both gamers and non-gamers. Men are portrayed as aggressive and women are unsurprisingly portrayed as sex objects. A main issue with this is that video games are mostly played by the younger generation meaning these are the ideas being imbedded into the youth of the world. The...
Video games are games that allows interaction with one user playing against the system or two or more players against each other on a video screen such as a TV or computer monitor. Video games are good ways to understand and master skills in the game. When comparing Madden and 2k, the two games are very similar in a way such as, they are both a physical sport. They are both controlled by a person behind an analog stick. The games have some of the similar controls. The games are very effective in our youth lives. This effect could be a good and a bad thing, because the game could keep the youth in the house and out of trouble, or it could cause damage in the long run because of the youth being in front of a Television for a long time.
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.
Virtual and digital technologies are rampant in American culture and thoroughly utilized in entertainment mediums like television, movies, magazines, and video games. Our capitalist economy creates a fertile environment for these mediums to prosper by feeding off the public's hunger for entertainment. Because these industries are in such high demand and accrue billion dollar revenues, new technologies are often conceived in and funded by these trades: "For, in essence, all socially relevant new image media, from classical antiquity to the revolution of digital images, have advanced to serve the interests of maintaining power and control or maximizing profits" (Grau 339). That being the case, new technologies "hardly ever…advanced solely for artistic purposes" (Grau 339). Because "power" and "profits" are the central means of motivation in our culture; art, in the classical sense, is often an afterthought. In an age where entertainment and art intertwine, however, distinctions between the two based upon their creation are impossible. With advances in technology and, in turn, art, our ideas and traditions of comparison should also develop to justly analyze new media: "Although art history and the history of the media have always stood in an interdependent relationship and art has commented on, taken up, or even promoted each new media development, the view of art history as media history…is still underdeveloped" (Grau 4). In order to embrace virtual art as a valid outlet of artistic expression, its relationship to media and unique position in the history of art must first be acknowledged.
We reluctantly obeyed her wishes, but would soon return to our gaming habits once our mother would ease on her restrictions as she was wont to after a period of time. It was this adversity to something I liked that turned my attention to the prejudice that video games faced. In the words of Marshall McLuhan, one of the earliest and most influential individuals in the field of media theory, “The student of media soon comes to expect the new media of any period whatever to be classed as pseudo by those who acquired the patterns of earlier media, whatever they may happen to be.”One important thing to keep in mind about video games is that they are the newest medium and that with that title video games are going to face a plethora of opposition, that is the nature of response to new media, it happened to film, it happened to theatrical plays, it even happened to books. Steven Johnson, author of Everything Bad is Good for You: How Today’s Popular Culture Is Actually Making Us Smarter, argued against the consensus amongst the general population saying, “The most debased forms of mass
Video games are electronic sports which involves user interface and user interactivity. They generate a visual response which helps to provide excitement and entertainment. Video games are played on computers, televisions, or any kind of device with a display screen. People play video games for fun and also because some games are more productive and useful. With growth in technology video games have become very popular in children. Those games can be informative and a brain-builder for children but at the same time it may be so violent that they not only become the reason for the children to be destructive but also vigorously increase anti-social behavior.