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video games in children in society
social media influences on youth
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...
Sports, Violence and Alcohol - Three things considered to be in line with masculinity, Along with alot of things considered to be primal instinct. In america the prevalence and Sports, Violence and Beer exceeds most others leading to the general conclusion that America’s men are overall muscle bound meatheads who enjoy nothing but their primal urges. Clearly this is false but still an assumption made by those who only know these three things. As technology advances a new element of entertainment emerges, containing violence, sports and entertainment, Its videogames. Video Games muster together Guns, Violence, Sex, Alcohol, Sports and more Violence. From this description its easy to see why this would be a male oriented activity. At the time girls were still expected to be relatively lady-like. Yet as the years pass by, girls begin to play the video games which guys have been playing for years this causes a disparity between male and female gamers in the upcoming years.
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,
The world of gaming is expanding with endless possibilities of ways to play. Gaming has advanced greatly over the years by expanding over many different platforms. Smartphones, tablets, and next generation consoles are just a few of the many possibilities to play. This expansion has broadened the demographic of players and changed the way we play today. Although the demographic has widened and the games have become more advanced, there seems to be a reoccurring theme in gaming. White males make up the majority of video game protagonists, while minorities and women are stereotyped and degraded. The Entertainment Software Association (ESA) recently released its 2013 sales, demographic and usage report for the computer and video game industry. “Numbers show that 58% of Americans play video games. Fifty-five percent of gamers are male while 45% of gamers are female.” These numbers should suggest a change in the look of gaming to support its wide range of gamers. Yet and still nothing is being done. I feel this is due to a lack of women and minorities in the video game development field. If more knowledge of the field were to be presented to the African American youth, I feel there would be more interest and an increase in the number of minority game developers.
Back in the day, gamers would use dials and keyboards to move simple two-dimensional shapes across a tiny pixelated screen. Since then, forty years later, friends and family are able to play together in ultra realistic virtual realities. Games are no longer only played by geeky teenage boys spending the day at an arcade. Video games are now for men, women, boys, and girls of all ages. According to a survey taken by 23 participants at McHenry County College on April 22 2014, 96% of them have played video games before, 61% play video games weekly, and 9 of the 16 women surveyed currently play video games. These results show that not only are video games extremely prevalent in modern day life, contrary to popular belief, a good portion of women play them as well. Many different types of personalities play video games as well. Video games are no longer an activity only desired by introverts. Not since the internet has allowe...
And after many researches, it been found that men are more addicted to video games, because most of games reflects their actions and behavior, and the type of games they play are usually contains violence and, action. And the male characters are always represented as a muscled and tough men. Unlike females they are less addicted to video games, because when they found most of games contains violence, and their naturality is usually calm and soft, they stayed away, so they turned to adventure, and puzzle games. But what made arguments is the representation of females, they were often shown as a sex object, and that because game designers tend to please male players, more than females because their percentage is higher. Games industries are willing to change the representation of each character from different gender in next the generation of games. but will it be more successful than the way genders are being represented now
According to the data presented by the Entertainment Software Association, roughly 58% of Americans play video games. Worth over 20 billion dollars, the video game industry is one of the fastest growing businesses for entertainment outlets in America. With growing influence on the public, more attention is being brought to the exact content of these games and whether they have any lasting effects on individuals outside their virtual walls. More specifically, gender representation of males and female in video games and their relationship to real societal gender roles has been a topic that has instigated considerable research by social scientists. Though, female gamers make-up over 45% of the gamer population, they are often underrepresented and sexually or stereotypically depicted as characters in games. (The Entertainment Software Association) These stereotypes create extremes for “what is feminine” and “what is masculine”, that as a result, present more rigid gender roles for players and their characters. (Behm-Morawitz & Mastro, 2009) Contemporary gender representations of men and women in video games have damaging effects on men’s treatment and opinion of women, women’s self-efficacy, and female gamers’ position in the gaming public.
...wever does that mean companies should continue promoting the stereotype? Of course not, by continuing to add the trope to games we will only make the gamer audience that more close minded, in order to reach a more diverse and branched out audience, companies should be publishing more games with a strong female lead. A lead which doesn’t rely on sex appeal, but instead has a defined personality that surpasses the “I am a girl, that is what makes me interesting,” trope. The belief that women should always be the damsel is wrong, but the thought is reinforced when women are continuously portrayed as frail, fragile, and vulnerable creatures in a media such as Video Games. So while I’m not saying that video games created the sexism trope and should be blamed accordingly, I believe that these fictional worlds should move on from such biased thoughts as the real world has.
In 2012, software and hardware sales in the video games industry raked up more than over $65 billion dollars in revenue in comparison to just $10 billion dollars seven years prior. These statistics indicate that the gaming industry is not only one of the largest and fastest growing businesses in the world, but showcase that it is also outperforming other similarly popular mediums of entertainment such as film, books, and music in terms of revenue and annual growth. In the short fifty years that video games have been around, they’ve quickly become an integral part of the lives of many and are only continuing to increasing in popularity. I’m sure that everyone can attest to knowing at least one or two people who engage in regular video game playing activity. However, despite being a common leisurely activity and hobby for many in today’s society, there is still a shocking level of stigma surrounding the medium. There are various stereotypes in place which attribute to the stigma - from the gaming community mainly consisting of young adolescent boys to gamers being socially inept individuals; these ideas and the way video games are unfairly scrutinized and misrepresented in the media (by those who
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...
Gamers are gamers regardless of where they live. There are many gamers around the world, and one of the largest gaming populations is located in Japan. (Niizumi) Japan has been, and continues to be one of the largest developers and creators of both of video gaming consoles and video games around the world. (Niizumi) Japanese video games are beneficial to society and are an excellent source of employment to many in Japan.
"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.
The video game market has shifted from being a predominantly male market to include the female population with games like The Sims, in which players build virtual worlds. Such games often result in online communities, where players build avatars and interact with others across the globe. My sister used to spend hours at the computer buildi...
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.