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The history of video games essay
Do video games promote violence debate
Do video games promote violence debate
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The Video Game Narrative The first argument that arose out of the video game world was the debate of video game violence. Still unresolved, this debate has actually allowed for the video game industry to come fully into the main stream. As the din over violence quieted the fans of the game society began to focus on issues more akin to their own style. So then began the debate of game play vs. the video game narrative. The question arose; can a game also be a story? While the semantics would suggest that, no, a game cannot be a story, we do realize that a game can contain a story. However, considering the amount of games that contain a story we can surmise that this question doesn’t further our study, and realizing that the amount of games (mostly of the 1980’s) that had no story and only gameplay we can see that the story is not a required facet for a game to be successful. So the question is in need of updating. Is the story contained in today’s games the traditional linear story being contained in a non-linear gameplay arena, or do video game stories possess some special qualities that allow a game to be different from a book or movie. To understand the video game we need to look at one of the video game world’s ultimate predecessors: Dungeons and Dragons. Back in the time when teenage guys dressed up as the character that they had spent month after month making stronger, there existed no video games to fool with. No, this was how the nerds of the day hung out. And much like today, where we have “Halo bashes” of anywhere from 4 to 16 (16 being the average), the competition between warlock and dungeon master was only the beginning Oakley 2 of the excitement. The story that played out in D&D was different every time, depending on how the game was played. And like it’s successor, the RPG’s of today (most notably the Final Fantasy series) play the same way as the games of old. So ... ... middle of paper ... ... Oakley 4 a necessity? And what other qualities have taken the main stage of video games today? The video game world is an ever-changing realm, originally it was a staple way to pass the time, then it became what we looked forward to after a hard day’s work. So as the gaming world becomes more complex, new game types emerge to fill our free time. But very rarely does a game like Pac-Man or Pong come out; a game that has no real story in it, it’s just a way to score points. However it is my belief that even when there is no literal story to a multiplayer game we still have a background to the reason we compete. If one were to take the story of the Master Chief and the Covenant out of the game Halo (2001), we would still have a superb multiplayer game. On the outside it would seem that the only reason to play is to kill the other Spartans, there is no deeper story behind it. However, for the players at least, it becomes a contest, and as you play more and more you remember the other games; you want revenge, you want to be better, or you want to do something funny.
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,
well as a purpose for entertainment, however the original game it is evolved from had a much deeper
“One of us is to furnish a repast for the hounds. The other will sleep in this very excellent bed. On guard Rainsford.”
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,
According to a recent study, 155 million Americans regularly play video games. Concerned with the ability of interactive personal-narrative video games to leave these 155 million Americans with selective memories of historical events, Aaron Hess analyzed the narrative rhetoric in the video game Medal Of Honor: Rising Sun. His selection and analysis of the video game led him to formulating the essay question; “What functions do narrative histories as presented in video games perform for players?” Hess’ analysis of the video game through narrative method criticism is appropriate as it properly fulfills the narrative requirements. To be considered a narrative, a rhetorical piece must comprise at least two related events with a unifying subject organized in time order. Immersive and first-person shooter games such as Medal Of Honor: Rising Sun are formatted in a way where the player is guided through different challenges,
...of those historical oral stories to the computer generated ones of today. Drawing from a mythological foundation, Zelda has won the hearts of many and quickly risen to the top of gaming charts. Whether it is gamers being enthralled by the backstory and creation of Hyrule, the danger of uncertain destruction, or the never-ending fight against light and dark, Zelda has a little myth to offer everyone. The idea of reality pitted against the unconscious and the conception of time reaches further than the confines of the game. People play videogames to leave reality for a little bit and explore a world that is not quite their own. Suddenly, they lose track of time and find they have been lost in another world much longer than expected. Zelda serves that function. It is the unconscious, timeless, and mythological story that acts as a passage from long ago into the future.
Children today are exposed to more graphic violence in video games compared to any past generations. This is because the media finds that making a profit, surpasses the lives of the adolescents that play these games. However, over time two set of views formed from the violence in video games. James D. Sauer, is a graduate of the School of Phycology. In his article, “Violent Video Games: The Effects of Narrative Context and Reward Structure On In-Game and Postgame Aggression,” Sauer, describes that adolescents gain forms of aggression and violence after playing certain games. Not every video game causes post game aggression, but documented in his article, “Players who enacted in-game violence through a heroic character exhibited less postgame
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
the stories create immersion in the game for the players and the players and those who play the game can start sharing some of their funny experiences in the game with people in their own life as well as
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.
Runge, Paul. “Video Games Represent the Most Powerful (and Potentially Dangerous) Era in Storytelling”. Huff Post Tech. 10/21/2013 31 January 2014
3. “Video Games” by Chris Jozefowics. Published by Gareth Stevens Publishing 2010. Pleasantville, NY 10570-70000 USA. Produced by Editorials Directions Inc.
In the video game Enter the Matrix, released in 2003, the players take on the role of supporting characters in the film sequel Matrix Reloaded. They play the side stories; those that not appear on screen in the film. The game is inspired by the world that is depicted in the film. Enter the Matrix displays distinct visual parallel between the film and the video game. The overlook of the film and video game is similar and distinguishable because the video game mimics the visual style of the film. It gets players satisfied with their purchase of the game. Playing the game is a different experience for the players because it connects them with the source material. It allows them to be part of the story and to feel to be the character of their franchise. Players are considered spectators too because there are some cinematic cut scenes that are shown in the game which makes them observe and do n...
Schneider, Edward, Annie Lang, Mija Shin, and Samuel D. Bradley. "Death with a Story: How Story Impacts Emotional, Motivational, and Physiological Responses to First-Person Shooter Video Games." Human Communication Research 30.3 (2009). Print.
Since the industry of video games has been around, people have been skeptical about video games and their effects to our society. People are so used criticizing video games, claiming that they only corrupt our families, ruin our social lives, and make us and our children more violent. People that are against video games also claim that spending your time reading books is a better and more beneficial alternative. But to blindly claim these things while there are so many benefits for playing video games is really absurd. In the essay “Games” written by Steven Johnson he talks about multiple advantages that there are to playing video games over reading books. Shigeru Miyamoto, a renowned video game designer, once said in response to critics “Video games are bad for you? That’s what they said about rock-n-roll.” Video games are an important developmental tool for young people because they enhance hand-eye coordination, teach problem-solving skills and strategy, relieve stress, and build team work, things which you would usually not find in reading books. Video games can be proved just as useful as reading books by statistics and studies, as well personal experiences from people who read, or play video games, or both. One doesn’t simply restrict themselves to one or the other and receive the qualities of both.