“Console Wars” is a ten-minuet, student made, factual, radio show about gaming. The original idea was to create a show that both entertaining for gaming fans but would still be accessible for people who do not consider themselves gaming fanatics and also factual, so that people would finish listening to the show feeling like they had learning something. The radio show we wanted to make was to be something that would go into a decent amount of detail about gaming without being too confusing to people who do not have an extensive knowledge of the gaming world. The reason we picked the topic of gaming was because, out of our group of five, three group members felt they had a decent knowledge about gaming and we felt it would be an interesting topic that we could get a lot out of. Furthermore one member of our group is a member of the gaming society that we felt we give us access to lots of gamers. One issue we had to address right away was the problem of gaming being a wide topic and just doing our show about gaming was too vague. We felt we needed to look at more specific aspects of gaming. Five subjects were chosen and research was done on all of them to see which would make the most stimulating radio show. The topics we considered were; violence is gaming, mobile gaming vs. console gaming, console wars, local multiplayer vs. online multiplayer and the role of women in video games. All of these topics we researched and we came to the conclusion that console-wars would be the best topic because it had a number of different areas in it which we could disuse. Though we did get to explore some of our other topics through Vox Pops. We felt it was thought provoking and exciting and would make for a really fascinating radio show. That... ... middle of paper ... ...l in telling the story of the band in a interesting and relatable way. I think we got some really beautiful cover shots and used a good amount of them. Despite the fact we only got one interview, the interview that we did get worked really well with a good amount of questions. The documentary was a good length and did not spend too long on one aspect and allow the viewer to get bored. Next time I would try and get more interviews and make sure the story was told in more depth. Bibliography Stewart, Peter, Essential Radio Skills: How to present a radio show, A&C Black, 2010. Fleming, Carole, The Radio Handbook, Taylor and Francis, 2009 A Hard Day's Night, 1964, Richard Lester. BBC, David Bowie, Five Years. Saunders, David, Documentary, Taylor & Francis, 2010 Nichols, Bill, Introduction to Documentary, Bloomington, IN : Indiana University Press, 2010, 2nd ed
Ø Greater Baltimore Committee (1997, February) GBC report on gaming: executive summary. Retrieved April 14, 2004, from http://www.gbc.org/reports/gaming/html
He continues on and ask a critical question that was “How have video games impacted your life?” The people responded as it has had an impact on their artwork and one guy went as far as saying they create video games because he can’t stop himself and even though it’s not very profitable it’s okay because he loves what he do. Ron also gets people opinion on what’s the big deal with video games. The first went off the fact that when you have kids and you get home from work or something like that, you just want to relax and bond with your kids and how that means a lot to him. Another says that games just give you the chance to be somebody and express yourself. Next, he asks what are the negative impacts of gaming today. There was a teenage girl that was at the expo who gave her opinion on this concern with gaming as the comments that people make to others through games and on the internet, that are bad to say to others and make them want to do self-harm to themselves. Another great question that was asked was, “What are the pros and cons of video gaming?” Brad Bushman a
Do you or any of your friends play video games on a console? If you ask gamers the question, “gaming console you like the most?” they will probably say Xbox One or PlayStation 4. Xbox and PlayStation are known as the most popular gaming consoles of all the time. These two consoles have been competing for a very long time for the throne of the best game console since 2001 until now. In this article, we are going to find out which console has the best advertisement, We are going to determine this not by the console’s hardware, not by its cool features, and not by what exclusive games they have. It is because to grade the games and features are good or bad is kind of difficult because everyone can has different games
The narration was incredible, and the commentary from professionals and academics was very fitting for the way they presented the information. The enthusiasm for the music was incredibly apparent from all who were involved in the production of the film, from the panelists to the editors. There was a great deal of details that never would have made it into in a more sugar-coated account, some of great controversy and scandal. This very serious, yet still lighthearted approach to presenting the facts managed to make history seemingly come to
Although video games have become more and more popular as time changes, it still has to face the criticism, ‘media panic’. Meida panic happens when a new media appears; people will have a highly emotional discussion about it (Drotner, 1999).
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.
The lights, sounds, the visuals many things come into our minds when we think of video games. It has been seen as a detrimental part of society and as a form of art. In current times some of the biggest events are from video games. Today’s youth in society cannot almost not be spoken of without video games being mentioned at one point. As a form of media that touches our society from young and old, it has a lot of controversy surrounding certain aspects of it.
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
The film made me think about many things. I like that it examined multiple perspectives from the workers, doctors, and patients. The emergency room was known for its long waiting time, but without access to insurance, many of the patients were forced to come as a last resort. If the documentary was only filmed from the perspective of the patients, it would seem as if the emergency system was corrupted because of how long some of them had to wait. Luckily, the videographers were able to capture the root of the issues
Have you ever wanted to know the amazing history of video games, how they started, big brand producers of consoles and the smaller consoles/arcade systems over the long years? Also, have you ever wondered about how the consoles worked? Did you know that they never even sold discs at the beginning just a programmed game console! If no than my informational text would be categorized for you.
Hello gamers! I'm Andrew McNeil, and today, there are a few facts you should know. With a new generation of video game consoles, I’m sure you are all eager to buy the best system. The problem is, (point towards crowd) you can’t decide which one to actually buy. That’s why reviews were invented: to let people know what the best game system is.
Video games have become a hot topic recently. There have been a lot of controversy over whether to play or not to play. The controversy is due to them being arguably more captivating than all other forms of entertainment. Video games narrate an epic tale like no other form of entertainment can. You can become immersed in video games, because of this they are both a highly entertaining escape from the real world and a complete waste of time.
In this Paper I will be talking to you about the Next Generation Consoles and about all of their specifics. Next Generation Consoles are the newest and the best consoles and computers out there at this point in time. The consoles that will be my main focus in this paper are the, Xbox One and the PS4. The reason I picked these consoles instead of other consoles or computers is because I wanted to explain to you that these console were just not any other console, but a work of art instead.
3. “Video Games” by Chris Jozefowics. Published by Gareth Stevens Publishing 2010. Pleasantville, NY 10570-70000 USA. Produced by Editorials Directions Inc.
We should develop games that people want to spend time on that are also educational, increasing the attention span of people, visual acuity, and multitasking abilities of all generations. The author very effectively portrays her message of by connecting with her audience charismatically, visually, personally, and logically. In the age of technology we must come to terms with the changing hobbies and daily activities around us. Rather than passing them off as bad campaigning for them to be cut back, censored, we should be focusing on the good that is already done by video games and how we could continue to improve