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Effects video games have on society
How do video games affect society
Effects video games have on society
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EAP 605W
Manu Narain
18 Oct, 2014
Professor – Amy Parker
Scrutinizing Artist
I am a Game Designer and discovering the routes of the game as well as making games is not only my passion but, I consider this Art form as part of my soul and we all know we cannot part from our soul right. For example Wil Wheaton said “I love video games because I have the same experience that I have when I watch a movie that I love or read a book that captures my imagination but, I’m an active participant instead of a passive observer, I will prefer to physically feel it rather than just enjoy it from a distance”. Every part and stages of game development engulf me all the time and pushes
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I always combine different elements of design and combine it to make a new game environment. Game design needs illustration, story boarding, environment design, character design, color and knowledge of composition because when all of these elements combine “boom” a piece of art is born. These things inspire me all the time and make me feel that I still have many things to learn before I label myself as game designer. Computer is the main medium by which I deliver and show my work, without computer it is almost impossible to make games. For example I always like post-apocalyptic games and when I was applying in Academy of Art University I made a game environment for my demo reel and that environment was inspired form game Fallout so, when there was no source from which I can make, this game just popped in my mind and helped me in making my environment and computer technology helped me in shaping it. I feel like video games at this point are intrinsically linked into our culture in a way that’s irrevocable, I think form here on video games root deeper and deeper into everything we are doing, until they are just part of our lives and source of inspiration for some of us that many of us don’t even notice. They affect my work a lot because they are my book they are my bible. I learn from in game mistake and fix them in my design in a way my influence is helping me in developing my work …show more content…
If people are not able to connect with my game if they are not able to feel the story then it will be a big draw back for me because when I write the story for a particular game I always try to put myself in that character and try to imagine what will be his emotion time to time. I have to make people feel that if that particular thing happens how they will react to it. Take this example for fun there is so many zombie movies and games and people know what to do when a zombie comes in front of you “shoot them in the head”. Even knowing the fact that this won’t happen we know what to do so, I want that part that even people know things in the game, creatures and all are not there but still they are able to feel it because they exist in our imaginary world. This feeling I want people to feel and appreciate that I was able to create an imaginary world in which they were able to blend
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,
James Joyce's A Portrait of the Artist as a Young Man, which takes place in late 19th century Ireland, is a modernist Bildungsroman about Stephen Dedalus, a young man who, while facing the obstacles of his family, religion, and nation, tries to discover his life's purpose. Throughout the novel, Joyce takes the readers through Stephen's labyrinthine life, using techniques such as epiphanies, betrayals, and central images.
When I entered my first year of college, I decided to pursue psychology as a major because I was interested in how people’s minds affect how they behave and their personalities. Despite not taking psychology classes in high school, I had a pretty good experience in knowing what was going on around my friends by observing their behavior, the tone in their voice, or actions, and I’ve learned to develop skills in offering good advice to them. It seemed useful to apply my skills to academics. However, I aspired to be more than just a regular psychologist. I wanted to find a deeper, interesting, and creative method that can help people who suffered personal issues, such as relationships and disorders.
The future is a mystery that human beings can’t figure out because of the mindset ideal of the future. A step closer to the future has been the revolution of technology. It has changed society individually and mentally for the reality of the future. However, technology has changed entertainment in the manner of video games. Development to create games has been phenomenal.
The identity of a graffiti artist is hardly ever known, but the style of the art is. They can be identified by the way they express themselves. It can be broad and can be shown in many different forms. The forms can range from a simple tag of identity, an expression of protest and politics, to an alluring scene of art work. Although the graffiti writers work is their expression; they are trying to convey a message about the issues in the world around them.
A study was done by Kuang (2011) in order to analyze the relationship between game narrative, personality and immersion. He used the questionnaire method to analyze the relationship. He gathered 630 respondents by sending personal emails to disseminate the survey. The emails contained the website link, where the respondents could access the questionnaire. The survey had three sections that measured personality, past game experience and recent game experience. The NEO Five Factory Inventory was used to measure the personality of the respondents. In this questionnaire, the participant’s openness, conscientiousness, extraversion, agreeableness, and neurtocism would be measured. The questions for the past game experience would be mostly inquiring about their preffered type of games and other pastimes that are related to games. In the case of the questions for the recent game experience, some were inquiring about the games they have recently played and how immersed they were. The questions about immersion were taken from the Immersive Experience Questionnaire. The five factors that constitute immersion was also considered in the study. The five factors are cognitive involvement, real world dissociation, emotional involvement, difficulty and control. Cognitive involvement is how mentally engaged the player is with the game. Real world dissociation is how disengaged the person is while engaged in the immersive task. Emotional involvement is how affectively attached the person is to the task. Difficulty is how challenging the task seems for the person and control is the how much influence the person thinks he has over the outcome of the task. The data was analyzed using factor analysis and correlation. The study showed that personality tr...
Well, since I was a little boy, I have always loved video games. There was something about it that made me feel great. While I didn’t know what it was back then, I believe I have an answer now. It’s about the journey, the adventure of playing a video game. When you pick up a controller or log on to a PC game, you are entering a world of vast possibilities and endless adventures. I’ve had so much fun jumping into the world of a video game.The experience of doing so is unlike anything else. I also play video games for the connection that I get when playing with others. Whether it’s with friends or complete strangers, it can be a lot of fun to interact with others in a virtual world, competing or cooperating with them. It’s also about that first time experience playing a video game. It’s unlike anything else I have ever done in my life. Let’s take Destiny again for example. Destiny’s raids, the quests that I mentioned earlier, not only require a tremendous amount of teamwork and patience but also require a fair amount of skill, as these activities are some of the most difficult activities a player can attempt. Allow me to clarify even more. In Destiny’s raids, there is a boss battle at the end, a final showdown that will prove that our team can conquer anything. They also boast a ton of great loot to obtain at the end. So when our team has been attempting a boss encounter for hours to no avail, it
Through games we are learning how to master motivation and engagement. Games have the amazing ability to keep people engaged for a long time, build relationships and trust between people, and develop their creative potentials.
I know in my own life I cannot connect to the plot of a story without the aid of a character. It is how the characters deal with the plot twists and turn that help emerse me in the story and mentally visualize what the story is about. Likewise, I visualize the setting through the eyes of the character. It is the character and his or her response to their environment that is the backbone of the story.
In Lev Manovich’s What is Digital Cinema, he states that “traditional film technology is universally being replaced by digital technology.” (Manovich, 178) This is indeed true. Digital technology is changing video games as well. Both films and video games depend on each other. Film studios and video game developers remediate each other’s product to maximize profits. Filmmakers, cinematographers, directors, actors and composers often work on video games. The two industries use the same technology. Both medias tell interrelated stories in both narrative worlds, which Jenkins calls it, transmedia storytelling. Transmedia storytelling is an approach that reconfigures the entire media experience. Video games that are based on films allow the players to interact with the characters that are seen in the film by manipulating the console’s controller.
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.
The artist/illustrator I chose to contact was Mark McKee. He’s an illustrator/designer for World Industries, a skateboard and snowboard company. Some of his work has been very controversial and lawsuits have been filed on several occasions. Specifically for a board with a Winnie the Pooh look-alike and also for a design similar to a L. Ron Hubbard book. But I particularly liked his original work, specifically flame-boy and the smiley devil guy.
I’ve been a short Italian plumber who goes through endless trials in the search and rescue of his love, I have been a Lady of Luminosity who with her light-based magic defends her city of Demacia against the hostile Noxian forces and their allies. I have even been Batman, where I struggled through psychedelic educing trials. It all means something; it is very real when the player becomes attached to a character as one does in a traditional written format. Roger Ebert would argue that these kinds of experiences aren’t real or don’t mean anything. In a published post done by him and the Chicago Sun-Times blog, he argues that “Video games can never be art”. Robert Ebert claims video games don’t fulfill his definition of art. Because video games have objectives and can be “won” it doesn’t align with the traditional forms of art, such as novels, or a play; “things you cannot win; only experience them.” Ebert also said “art grows better the more it improves or alters nature through a passage through what we might call the artist’s soul, or
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.
The arts have influenced my life in amazing ways. Throughout my life, art has been the place I run to and my escape from the world. As I’ve grown older, art has become so much more than that. Every piece of art I create is a journey into my soul. It’s a priceless way to deal with my emotions and my struggles. I create art not only because I enjoy it and because I want to, but because I have to. Somewhere deep inside there is a driving force, urging me to put my heart down on paper. I become emotionally attached to each of my pieces because they are like dashes on the wall marking my growth. Each one is the solution to a problem I have dealt with and overcome.