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Technological and Cultural Impact of Video Games on True Art - Essay Example

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The paper "Technological and Cultural Impact of Video Games on True Art" states that video games have been an impetus for growth as far as the economic status of the developers. Millions of dollars have been amassed in the industry as the demand for high technology games rise…
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Technological and Cultural Impact of Video Games on True Art
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Digital World Research Question: The Social, Economic, technological and Cultural Impact of Video Games on true Art Background In the world today, story telling forms a major consideration of a true art. In the realms of story telling it is a high concern to bring out the emotional balance to the audience and equally provoke a thematic meaning that would shape the cultural and ideological values in the society. Notably, the aesthetic value of the art to satisfactorily and passionately entertain should be maintained balancing it with the attainment of a stable economic and social standing as fathomed by a true art (Jenkins 3). With the great technology changes hitting the recreational industry, many pundits are concerned with profound experimentation and the innovative discovery of applications that will enhance interactivity and robust characterization. Entertainment is one of the core recreational activities in the world today. Previously, many people could be seen filling movie theatres to the brim in their endeavor to unwind and gain infotainment through cinemas. Cinemas illustrated real people images devoid of simulation and interactive participation of the audience. This is turning out to be a past practice as the world is embracing a new digital age brought about by the emergence of various computer applications such as the video games (Nichols, et al 133). This venture is finding its way in the lives of many young generation peers who are finding solace in it away from the hard economic, social and cultural society practices which many consider to be boring and outdated. Notably, the youth are the most affected by the video games industry with most of them spending to the last penny to attain the modern and latest video games. This is in their push to achieve an orchestrated physiological and emotional satisfaction as though were the true characters in the dramatic competition illustrated by the video game (Jenkins 4). This research presents a framework for understanding story telling and interactivity as depicted in true art. More over, it aims at unfolding the economic, cultural and social impact of the video games on true art which is fathomed to attain an equitable balance in the fore mentioned dimensions. Thesis Globally, story telling and interactivity forms the core concern of a true art. Every audience will be attracted to an art that illustrates a well organized and vividly analyzed and sequential story. It is every ones concern to follow a narrative that will develop to a given plot with ultimate objectives to be attained. Every masterpiece must achieve a great sense of humor and at the same time provoke our inquisitiveness, pleasure and critically trigger off the desire to explore further (Jenkins 2). An interactive tale which prompts the curious participation of the audience gives a more gratification as they simulate the characters to attain a conceived objective. Video games are designed to ignite the imagination of the perceived audience captivating them on heroic quests to new extraordinary and fantasy worlds (Jenkins 3). True art balances the economic, social and cultural status of the society as it attains its infotainment objective. It creates various opportunities that will enhance the economic gain of the audience and the characters presenters, with an equal maintenance of the societal social and cultural values. The purpose of this study is to investigate the social, economic and cultural factors of video games that influence true art. The report will provide its findings on the impact of the video games being developed in the world today to the true art. Literature Review Corneliussen, & Walker (114) says that there is a continuing interest in the study of the forces that influence the impact of video games on the true art particularly that which can be harnessed to provide a clear conformity to the objectives of a true art. The ideas that came in the early 1970s explicitly depicted video games as a killer of the true art illustratively considering them to lack the thematic story telling. Culturally, video games were considered to harbor violent features which many critics thought to promote unruly and aggressive behavior to the enthusiasts. Video games have been thought to be the root cause of the increased school shootings and suicidal instances in the society. It is argued that various games have been developed that the audience is winning depending on the number of victims killed or places blown up. This debate has led to the designing of video games that do not purely concentrate on shooting and racing but more of dialogue in finding solutions. Jenkins (3) postulates that, though video games were termed vicious and sadistic, they are not; they are only ordinary, standard and conventional. Notably, these characteristics are thoughtfully provoking marshalling a great innovation, creativity and experimentation in the games industry. Rather than looking at game videos as violent, they should be rightfully considered to promote better and modern ways of understanding the violence in the world today and engage in debates on how to establish a cohesive sense of balance existing between these modern forms of expression and the society cultural values. Socially, true art aims at attaining a responsible and accountable society. Notably, criticism on video games enhances the accountability of the industry. Game designers are continuously, engaging in the upholding of their ethical responsibilities as they search for better ways to express the fantasies depicted in the video games (Corneliussen, & Walker 117). More over, this criticism is aimed at the larger society where through the video games; the two sides of the society are illustrated. True art expresses the current or past instances that happened and otherwise the better ways the said instances should have occurred. For example, the video games on the World War 1, expresses the brutality of the soldiers and militia groups which fought each other in their endeavor to self proclaim victory. The game gives a critical thought on the other methods that would have been applied to bring a lasting solution without a blood shed. True art promotes interactivity, curiosity provocation and the profound entertainment which all enhances the social wellbeing of the game enthusiasts. Video games enhance all these factors as the spectators play a key role in simulating the characters to attain a win phenomenon. Remarkably, as the audience actively participate in the games, their social values are fostered such as leadership, brotherhood and standing by each other in the face of an enemy. In addition, they attain deep pleasure and satisfaction as they entertain themselves while playing the game videos (Nichols, et al 133). The world of technology is increasingly evolving and so is the game industry which is continuously growing to keep in pace with the industry demands brought about by the technology changes. Technologically, true art aims at attaining a multi-direction plot that will appeal to diverse groupings of people. Twenty five years ago, true art could only be promoted through the less interactive cinema industry where the audience was merely spectators (Kline, et al 214). Currently, more demands are being raised on the entertainment scene as more young people want to directly manipulate the results in a given thematic story line as told in the high quality and vivid graphical presentations. Various computer applications such as the play station 2 and the modern generation consoles by the Nintendo and Microsoft have increasingly signaled the rising availability of more up to date resources to the video game designers. Notably, this has satisfactorily enhanced the interactivity of true art in the sense that, the fanatics are allowed to apply the metaphoric role-play as the true characters in the game video. Remarkably, as the movie or cinema industry remains a socially isolating entertainment, the game video industry has enhanced the interactive nature through different parties engaging in competitive games where different people take opposite sides in a given game (Kline, et al 214). Significantly, there has been a ranging debate on the economic impact of the game videos on the promotion of true art which is based in the realms of equitable and equal economic development (Kline, et al 216). True art does not promote the fall in the social status of an individual and the whole industry. Many young people are engaging in increased savings with the sole aim of attain a video game either a Play station or a Nintendo; this is a drastic shift of interests brought about by a technological revolution. Statistically, game industry has immensely grown from a small industry to an attractive state raking in an upwards of over six billion dollars per year (Nichols, et al 133). From the figures, it is quite clear that game videos are speedily rising in demand as the main tool for a social and cultural entertainment which will continuously bring forth a fortune for the revelers, the developers and the industry as a whole. Conclusion Notably, video games have intense cultural texts which are profoundly encrusted with different meanings. They emerge from a complicated network of social, economic, cultural and technological aspects which models their tales and interactivity objectively to attain the ideally fathomed entertainment and arouse a curious further exploration. Considerably, video games appear to provide a revelation on the people’s cultural values, their anticipation and worries and the suppositions they have about the world. Notably, from a social point of view, games provoke the responsible practice and accountability of the designers, the industry and the authorities in general. Technology has immensely impacted on the true art through the promotion of the role-playing metaphor as the audience is allowed to simulate the game characters. Notably, the world of true art has increasing embraced the increasing technological changes which have profoundly rooted in the entertainment industry. Game developers have to keep in pace with these changes as they design more appealing games. More over, the video games have been an impetus for growth as far as the economic status of the developers and the industry is concerned. Millions of dollars have been amassed in the industry as the demand for modern and high technology games rise. With the help of a well-versed public and the viewpoint of thoughtful critics, game developers will be positively incited to be highly creative and continuously engage the forward-thinking brains in the game industry. This will enhance the designing of game videos with a superior cultural impact that will undeniably appeal and reach potentially large fans. More over, diverse video games embracing high ethically accountable content which is more engaging emotionally and physiologically will be developed. This will be a substantive fulfillment of the true art objective to remain attractive and informative. Works Cited Corneliussen, H. Walker, J (2008) Digital Culture, Play, and Identity: A World of Warcraft Reader Cambridge MIT Press Jenkins, H. (2000) Art Form for the Digital Age Technology Review 2011 Kline, S. Witherford-Dyer, N. Peuter, G. (2003) Digital Play: The Interaction of Technology, Culture, and Marketing New York McGill-Queens University Press. Nichols, R., Ruggill, J., Moeller, R. M., McCallister, K. S (2010) Preface: A Community of Players. Eludamos: A Journal of Computer Game Culture, 4 (2) Web. 14 May. 2012 Read More
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