Storytelling has been mankind’s most broad and universal occupation since its conception and has come a long way, developing new techniques and expanding in multiple domains. It can be considered an ancient form of art because it is crucial for human expression. Every culture has made a contribution to the narration of stories in various fields, such as, entertainment, literature, education, the media and so forth, with the purpose of conveying an important message, or purely to entertain. One entertainment medium which has been disregarded over the course of the years is the video games industry. Over the last few years, this industry has developed into one of the most complex branches in entertainment and has gained a great number of followers who support these products. Video games have evolved on such a large scope from all perspectives that they will have the possibility to match or even surpass the more traditional means of telling stories in the future, such as books or movies. One close look at video games from recent years and it is clear that they have come a long way since the ‘1970s and ‘1980s when the main focus was on shooting pixelated invaders or creating straight lines by shaping together geometric figures, with no dialogue or developed characters. Although stories were not essential during that period because developers were technologically limited and could not present a well-defined story, game creators did manage to bring to life –to a certain extent- fictional universes with detailed backgrounds and lore. Nevertheless, there were outstanding exceptions, which managed to absorb the player into the game, thanks to its well-crafted story and characters, combined with the simple mechanic of “point and click”. ... ... middle of paper ... ... more intimate and profound experience, as the plot’s progression depends on the player’s skills. Observing recent video games, it is obvious that they are becoming closer to creating their specific method of telling stories by making the audience implicated in the narrative like never before in the industry, or like in other traditional forms of narrative. By adding innovative game mechanics, the developers are close to making the players feel even more involved in the story, participating directly in it or even shaping it according to their own desires and dreams. The experience of the audience is also influenced by the degree of immersion, although not all video games call for this element. Immersion is important in video games that focus on story, characters and the world they inhabit, because it allows the player to be engulfed in that fictional universe.
The history of video games began in early 1950s, and it continued in development until today. video games gained popularity as movies and T.V shows, and like movies which producers focus on the story plot, each character role, and the way they are being represented, videogames have the same concerns, especially character 's role and, representation, because most of players will not care about the game’s story, they just want to have fun playing the game, but the player will play as a character, or meet other characters from various gender, and that what make game designers care about the gender and, characters representation. and by the way of presenting gender, it will control the number of players of both genders, because it could connect to their life. games industry made researches about what both genders want in their game,
ames have been played before we began to record time. Almost 50 years ago, games changed into a new form. Magnavox Odyssey can be debated to be the first game console. Throughout 50 years ago and now, video games have become essential to every living room and a pastime to every young child. Companies have risen from this new industry, to produce games to young investors and dominate the game world. With new technology, graphics, and software: gaming franchises run mostly by public support. Each decade that passes, games are changed by America’s public these games change based on how the public perceives them.
However, varying core aspects of video games have ignited the prevailing collective interests, including the intent of lawmakers. Conversely, the core purposes of video games is perceived to instigate differing implications ranging from; formulating competent scholarly video plays to act as tutoring, as well as inspiring models in intellectual environs. As noted by Ferguson & Rueda (2010), this might also make aggressive gaming progressively more insecure when contrasted to the scary television scenes. Alternatively, the invention of modern ultraviolent film games over the 1990s, as well...
... a 15 minute break before they were reoriented with the same instructions. They were asked to play the game that they did not play in the last session for 45 minutes and had to answer the same questionnaires but thinking about the second game.They were then interviewed about their experience. A paired t-test was used to analyze the data gathered and results showed that there was no significant relationship between openness and immersion. After reconsidering their experiment, they found out that the two games they used may have been indistinguishable in terms of narrative, which may have caused the contradicting results. The two studies showed immersion can be affected by the personality of the player and it can affect the whole game experience. It was suggested by the researcher that more studies are done to analyze the relationship between personality and immersion.
In conclusion it is evident that the power of storytelling is a form of social control because many people look to the stories that are rooted in their culture and they use it to formulate their dominant fantasies and they also use stories to help them identify both others and themselves. Therefore the one who tells stories holds great power and the stories that he or she chooses to tell help reinforce certain dominant fantasies.
Perry explains that the authors who are science fiction, horror and fantasy writers explain the impact of these fields in the current development of video games. They are many times that game producers are influenced by mythology while making their games. Mythology is becoming a big factor in making good video games. The trends suggest that the future success of video games will be determined more by the type of stories and details present in the video games than by the graphics or other factors that were believed to be more important than the myths present in these stories. So if these games use interesting and mythological stories that affect it the game has a chance of selling
Savu, Laura. “The Crooked Business of Storytelling”. Ariel. Summer 2005 36. 3-4 Gale Cengage Learning. Thomson Gale. Webster Schroeder Library, Webster, NY. 31 January 2014.
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 come a long way. They have evolved from the simple game of Pong into a complex, multi-platform, multi-genre, multi-billion dollar industry.
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.
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.
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
The experience of game play can be described as an activity in which the player is virtually embodied in the game world. Anyone who has experienced the world of gaming knows how the engaging experience can manifest itself with “sweaty palms and chills down the spine” (http://www.eludamos.org/index.php/eludamos/article/viewArticle/80/147) when coming face-to-face with alien creatures; or with the adrenaline rush we get when racing a high speed automobile head-to-head with a friend. Gaming is an excellent source of entertainment. It provides an opportunity for social growth, provides a meaningful form of exploring expression, and provides heightened sensitivity.
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...
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.