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Video games in children in society
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Video games in children in society
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Whether they are competitive or just recreational, gamers are a unique subculture. They consist of all ages, the young and the old, as well as both genders. It’s a worldwide community and is consistently growing every time a parent buys their child a console, PC, or tablet for the Holidays.
Many people are surprised to hear or actually see female gamers. It’s more common every year, in my opinion. People have a picture of prepubescent boys covered in pimples being the only active gamers, and they more than likely are the most frequent players, but gender and age doesn’t define gamers nor does it speak to the skill of the gamer. Since the birth of Nintendo, my family moved from Atari’s limited graphics to the amazing colors and animations of Super Mario Brothers. Everyone played; my older sisters and two brothers, our cousins, and friends. However, most out grew playing games and being stationary while my brothers and I continued on to other platforms. The same can be said about many families and children that grew up with consoles in the home. All it took was the introduction to con...
... never concretely relates to video games it is only normally assumed. many believe that video games only impact male players through these violent outburst yet a lot of research suggest that the misconceptions regarding video games such as decrease in academics, increased aggression, and a decrease in respect for women is often situation based and rare at that. it has been shown however the video games increase an individual's spatial performance. As is said in the article Gender Disparity in Video Game Usage: A Third-Person Perception-Based Explanation,
Grand Theft Auto IV promotes hetronormative hierarchical distinctions between feminity and masculinity through its framing of female and male bodies, its presentation of females as objects of the male gaze and its encouragement of players to adopt and act out a hypermasculine role. It is of vital importance that we do not exclude race, gender or sexuality from discussions of videogames, because as Leonard (2006, pp. 84) asserts, doing so ‘contributes to problematic, if not faulty, understandings of video games and their significant role in contemporary social, political, economic, and cultural organization.’ Instead as players we must engage in discussion regarding videogames and, as Jenkins writes, we must ‘find a way to move beyond our existing categories and to once again invent new kinds of virtual play spaces’ (1999, pp.
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,
Video game playing has become an increasingly popular interest for many people. Every video game is unique in its own way and how it is shaped to the audience at hand. With all the video game playing, this gives rise to possible concerns as to how the media portrays such aspects in a game. One debate about video games that is an increasingly popular subject to talk about is how gender is portrayed in video games for both men and women. In many video games, women are shown as having a passive role, while men hold a more dominant role. In the video game Tomb Raider, Lara Croft is a character this is being talked about because she is the main character and is a female. Previous video games have created the media representation that females are
Video games have now become a social event and people are starting to play in groups and pairs. Henry Jenkins stated that “sixty percent of frequent gamers play with friends, thirty five percent play with siblings, and twenty five percent play with spouses and parents “(Jenkins, 451). Video games have become a middle ground for people to come together and enjoy each others company. In our society today, video games have brought people together through the internet. Gaming community has developed on chat sites, YouTube, and even Facebook.
Various studies have been conducted examining the role of gender representation in game design, game play and game experience, in which these studies commonly conclude that females are often excluded. Females make up forty-seven percent of gamers in the industry and although their presence is becoming more encouraged into the industries society, most games still continue to gender stereotype woman through the use of over-sexualising them reinforcing the gender imbalance in society. There are multitude of ways in which sexism in video games have seemed to mirror real-life sexism and the unrealistic, degrading portrayal of the female sex. This emergence of sexism is an ongoing issue in the gaming industry causing serious controversy over a period of years, with games or game series such Grand Theft Auto demonstrating how detrimental the problem is. Grand Theft Auto 5, abbreviated GTA 5, released in 2013 (in text) present woman in the games that have been previously released with virtually no role to the story nor are they needed in the game, they are merely ‘eye candy’ for the male players. With the females in the game either flirtatious, provocatively dressed or lovers of gang members. Much debate has raged about the degrading portrayal of woman in GTA 5 which implement sexism traits such as objectification, sexualisation, being under presented and suffering sexual violence.
Frum, Larry. "Nearly Half of All Video-gamers Are Women." CNN. Cable News Network, 01 Jan. 1970. Web. 13 Apr. 2014. .
Everyone is different in their own unique ways. We are characterized by what we wear, what we look like, how we walk, and how we move. We are also characterized by our likes, dislikes, hobbies, and more. In addition to all of this, each one of us is characterized by what culture we are a part of. We represent that culture and its subcultures in unique and interesting ways. Today, I will share with you what subculture I belong to. I belong to a subculture of gaming, and I will talk about how, when, and why I participate in this culture.
The video gaming industry is a huge successful business and very popular around the world. Parks stated that “In 2006 worldwide spending on video games was more than 31 billion. In the United States more than 7.4 billion was spent on video games almost triple the sales of 1996.” Many different gaming consoles have been created as technology has advanced. Today's games can be very realistic and appeal to a variety of people. Video games allure to almost anyone and are available to play for most people around the world. People who regularly engage in video games are called gamers. Children as young as two years old can play some sorts of games such as Leapfrog gaming systems. These kinds of systems encourage hand eye coordination, memory and other activities aimed to increase brain activity. School age children to adults have many different games they can play such as educational games, strategy g...
"In order to create an inclusive experience for women, it is imperative that game companies design and market games with female target audiences in mind." (Gonzalez, A., Gomez, E., Orozco, R., & Jacobs, S., 2014).
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.
Video game industry have been representing female character as sexually objectified or shown as a victim who is in desperate need of help through male protagonist, this portrayal has negative effect on the mind of our generation and the gender roles they identify with.
...ow when gender stereotypes of masculine and feminine ideals will change, but the growing trend of negative elements towards females is fading. A more positive view of woman is growing with the current generation of consoles. More advertisement has been focusing on woman gaining control of the couch. Video games are presenting a new “gender arena” of gender representation, where gamers may both consciously and unconsciously represent a particular or a mixing of genders (Connell 74). Gender is not the only theory to be witness in games, as other theories of race and class can be viewed. Games come in different genres to choose from, and the highly interactive nature of video games presents a challenge towards all forms of entertainment. The embodying idea of gender towards femininity should be practiced, while the attitudes and actions of masculinity should be played.
Gaming has long been considered a male-dominated activity. There have been numerous scientific studies conducted to analyze the impact video games have on an individual and vice versa, however one of the most common discussions concerning the gaming community is sexism. With today’s growing audience and the popularity of smart phone gaming, it is a mystery as to why gaming has managed to keep its male-minded stereotypes. Most games reflect the sexist gender roles imposed upon gamers by society, however today’s response is a heated protest, some more dramatic than others. Most gamers are demanding more female protagonists, and developers are listening, but it’s a slow climb to equality in the world of pixels and fantasy. Let us discuss the surrounding influences of the video game community, some setbacks and remarkable breakthroughs in diversifying, and the ways gamers shape the games they play.
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.