Will Wright Dream Machine Summary

1776 Words4 Pages

Analysis of Will Wright’s “Dream Machines” “Most reported effects of videogames – particularly in the popular press – appear to centre upon the alleged negative consequences… Research has consistently shown that playing computer games (irrespective of genre) produces reductions in reaction times, improved hand-eye co-ordination and raises players’ self-esteem,” (Griffiths p. 47), states Mark Griffiths in his article, “The educational benefits of videogames”. When people think of video games, they often tend to think about the negative side effects that video games can have on a person. Will Wright in his article, “Dream Machines” also defends video games by providing positive effects that video games have on those who play them. Wright presents …show more content…

His choice of words is very intentional for the message he is trying to convey. He talks about how other forms of media do not promote creativity in the way that video games do. “Instead of leaving player creativity at the door, we are inviting it back to help build, design, and populate our digital worlds” (p. 566). A lot of modern video games encourage players to customize their characters or the world that the characters live in. This creates an interactive feel to the media form they are consuming. Wright implies that when people consume other types of media they are inactive. By having an interactive design, players stay engaged in what they are doing. Wright’s choice of words is impactful and skillful. Certain words and phrases that he uses inflict feelings and emotions in the reader that other words or phrases could not. He choses his words with care to correctly portray how he feels about the subject. Conclusion While video games can have a negative impact on those who use them what is often overlooked as Wright points out is their ability to help those who play them in ways that nothing else can. His comparisons and the way he relates video games to people will certainly make people reconsider their thoughts and feelings about video games. Wright wants his audience to consider the fact that video games are not completely bad and to not look down on those who play

Open Document