With the constant advancements in technology, there are several achievements that have been realized. The advancements are categorized as per the industry that they fall in. There are several advancements that have been realized and achieved in the entertainment industry. Among the achievements include the development of the video games and the role-playing games (Prix Junior, 2006). The games developed were played electronically via the manipulation of images produced by a computer program on a display. While others were developed in such a way that players take on the roles of imaginary characters who engage in adventures but basically in a computerized setting (Oracle, 2011). The role playing games are believed to be developed in the mid 1970’s. This was begun on the mainframe computers as offshoots of early university. There were different aspects or activities that are believed to have inspired the role-playing games. The aspects or activities that are believed to have inspired the development of the role playing games include; pen and paper, tabletops and writings by authors among others (Prix Junior, 2006). The games were developed by different people from different backgrounds and origin. This led to the development of games that were culturally sensitive. This therefore led to the development of both the Japanese role playing games and the western role playing games. The online games mainly have different themes and this is what makes the game acceptable to different communities (Prix Junior, 2006). In the industry of online video game and role playing games, the Japanese games are considered the most successful compared to the western games. The Japanese industry is viewed as console centric in the western world.... ... middle of paper ... ...side of the technological changes are believed to be considering the effects of the change on the future. In most cases a technological change may be viewed negatively if it doesn’t consider the culture of the society or if assumed not to be culturally sensitive. Therefore, each culture always negotiates with technology considering what it gives or takes. Therefore it is true to conclude that a technological change is both a burden and a blessing but it is the decree that differs (Neil postman). References Neil Postman. Technology: The Surrender of Culture to Technology. Prix Junior, (2006).The Most Significant Contribution of Technology Has Been to Make People’s Lives’ more. Retrieved From: http://www.forum.wordreference.com/showthread.php?t=134536 Oracle, (2011).Role Playing Video Game. Retrieved From: http://www.wikipedia.org/wiki/Role-playing_video_game
In the last one hundred years, changes in technology have made great impacts in the entertainment industry. While the changes have usually improved the quality of entertainment for the audience, they have created upheavals
See from moving a stick and pressing buttons to story lines, great features, great graphics, and record-breaking sales. I believe you see how it went from simple to complex, these aren’t all the games just the ones I thought were the best of both era’s.
An examination of videogames in popular culture is a complicated one. There is a large debate as to what is the very first video game. The supposed earliest known video game was created by Thomas T. Goldsmith Jr. and Estle Ray Mann on a cathode ray tube in 1947. The game was a missile simulator similar to radar displays from World War II, and overlaid sheets of paper were used for targets since graphics were unknown at this time. On May 5, 1951, the NIMROD computer was presented in Britain. It used a panel of lights for its display and was used to play a game called “NIM”. Later, in 1952, Alexander S. Douglas made the first compu...
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 history of video games began in early 1950s, and it continued in development until today. video games gained popularity as movies and T.V shows, and like movies which producers focus on the story plot, each character role, and the way they are being represented, videogames have the same concerns, especially character 's role and, representation, because most of players will not care about the game’s story, they just want to have fun playing the game, but the player will play as a character, or meet other characters from various gender, and that what make game designers care about the gender and, characters representation. and by the way of presenting gender, it will control the number of players of both genders, because it could connect to their life. games industry made researches about what both genders want in their game,
The result is a new breed of fresh and exciting game genres that people in the early 1980s could only dream about. Video games is a huge industry and it is estimated that 70% of U.S homes will own a Video game system by the year 2005 (Cassandra, 2002). The idea of making a video game first appeared in 1949 when a young engineer named Ralph Baer was given an assignment to build the absolute, best of all televisions. He wanted to go beyond his original assignment and incorporate some kind of game into the set but it would take another 20 years for his idea to become a reality.
The Web. 18 Feb 2014 Google.com Marquet-Rousse, Jennifer. “Online gaming: An integral part of South Korean culture”. inaglobal.fr. 6 June 2013.
Video games have been an activity for people to come together and do something they enjoy. It similar to when people come together to watch football, they bond over the game and their favorite teams, the same goes for when people are playing video games. Video games have now become a social event and people are starting to play in groups and pairs. Henry Jenkins stated that “sixty of frequent gamers plays with friends, thirty five percent play with sibling, and twenty five percent play with spouse 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. People are not limited to the place they live, they can meet and connect to people all around the world. One of my friend 's older brother is really into video games and usually plays with people all over the world. By making those connections with people through video games he made a new friend , and went to visit him in London last year. This demonstrates that people use video games to gain friendship and be more social. Video games can help us to to build relationship with people that we might not have developed if not for common interest of games. Video games does a very effective job of bring people together that have the same interest,and giving them a sense of
For the most part, however, it has been demonstrated that the concern of video games turning players into violent individuals that aggress against others in the real world is not a supported theory by these studies.
Historically video games have been considered a novelty or technical subject, but in recent year given the increase in technology video games have been able to show that they are more. While not a traditional art form, video games do have an artistic basis. Video games are increasingly becoming more story and visually based. With these increased artistic elements it is increasingly becoming harder to deny that video games are art, but maybe they are not the art defined by a traditional definition. Critics state that that video games do not have the artistic values that art has but perhaps there needs to be a new definition of what art is to include video games.
"Games: Improving the Economy." Entertainment Software Association. Entertainment Software Association. Web. 25 Oct 2013. .
Video games have come a long way. They have evolved from the simple game of Pong into a complex, multi-platform, multi-genre, multi-billion dollar industry.
Asian countries have never been unfamiliar with gaming software. From the very beginning when Japanese companies developed various game councils, Asian countries, such as Hong Kong and Taiwan, became large markets for computer and video games. In addition to the spread of gaming system technology in Asia, countries like Taiwan, China, and South Korea that have abundant labor resources have developed sufficient, but inexpensive computer components and software in recent decades. Online games have existed in Asia since more than a decade ago, but did not come to the mainstream of software development until early 1997. Online games became mainstream with the introduction of the Internet café. Although some reports show that the appearance of Internet café and online games seems to promote the development of computer software design in Taiwan and increase the revenue for several computer component companies, it brings new social problems. There exists a management crisis of the cafés, and censorship or copyright problems with software. While the Taiwanese government is trying to eliminate the problems by putting more restraints on this modern business, it also has the dilemma not to violate people’s freedoms and rights. In this paper, I will first discuss Internet cafés in Taiwan and the famous (or infamous) online game known as “Heaven.” Then, I will present some ethical issues brought about by this new high-tech business and the opinions voiced regarding the pros and cons of the governmental regulations. Finally, I will also discuss my points of view concerning to this matter.
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 evolution of technology has changed society in both positive and negative ways. People all over the world use and benefit from modern technology. Technology has simplified the access to many tools people need in education, medicine, communication, transportation, etc. However, using it too often has its drawbacks as well. In most cases, the time of finishing projects is cut by more than half with the help of technology. Many people do not realize that technology has its negative affects society as well, and its rapid advances has changed life for worse in a number of different ways.