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He does this for several days, showing how addicted he is to video games. Nonetheless, in this excerpt, he addresses the relevance of video games, based on his personal experiences. In this excerpt, Blissel specifically talks about the video game Fallout 3 produced by Bethesda in 2008. To show how addictive video games can get, Blissel begins explaining the circumstances around his playing of Fallout 3. In his case, Blissel remembers nostalgically, how he missed to follow the happenings involving one of the most important events in the history of United States. While people were glued on their screens, watching CNN and other authoritative television channels for the election and swearing in of the first black president in the history of United States, Blissel was busy playing Fallout 3. Even though he had planned to play this for only a few hours before he would watch CNN, the game got interesting, and he spent more hours than expected, thus, missing the important historical event (Blissel 349-350). Even though Blissel clearly reveals that video games can be addictive, he goes ahead to defend this art form with a lot of passion. It is true, we are in a generation of gaming, and most people, including children, young people, and even adults will confess their love for video games. Although Blissel tends to criticize video games in this excerpt, he again believes that these can get even better. He thinks of video games as frustrating, in the way one has to kill characters and watch them die: “I killed his mother, and then everyone else. . .allowing your decisions to establish for your character identity as a skull-crushing monster. . .these pretensions to morality suddenly bored me” (Blissel 358). At the same time, he gives credit to video games, for being dazzling. This is in the way he thinks video games have a storyline. This is what makes him prefer to play video games than watch a film or read a novel. Although a novel has a storyline too, one might not be able to concentrate on it for a few more hours like they can do with video games. Blissel thinks films do not have a storyline in the same way as video games. What makes video games appealing to Blissel is the fact that the player of the game is the one in control; therefore, it can never get boring. Apart from this, Blissel thinks playing video games creates another world for a person. They can escape the real world life, and get into another world, which they create themselves while playing video games. Blissel justifies this with his depressing moments when he would get a break by playing video games. Nonetheless, this excerpt describes in detail, Blissel’s descent into the world of Fallout 3, a video game, which has themes that are a reflection of his own compulsions that are self-destructive (Blissel 353-5). In this excerpt, Blissel generally discusses the relevance and importance of video games in people’s social lives. He as well defends video games from those biased against them. However, Blissel’s stand with regard to the importance of video games in the cultural aspect is quite ambivalent. Here, he compares video games to the traditional art forms such as novels and films. Comparison shows both the negative and positive sides of video games. Nonetheless, what comes out is that video games, to a larger extent, show a greater degree of incompatibility with the traditional art forms. Blissel purpose is quite clear in this excerpt. He aims at showing the importance of video games in society. This however, ends up in a two-sided argument, as one cannot establish whether video games are good or
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The earliest games were developed at the Massachusetts institute of technology by an undergraduate student, and since then, the computer or video games have transformed to one of the major entertainment industries in the world that incorporate animated graphics art and narrative structures.
It changed its guidelines that described the characteristics that come under the art category. (Couts, 2012). What Are Video Games? Jack Kroll, in his article published in Newsweek, wrote about video gaming that it was a form of entertainment and fun and was also rewarding; however, it did not give rise to an emotional complexity that formed the basics of art.
According to these researches, more children and youth are spending more time playing video games and watching violent television programs compared to the past (Hartnagel, P. 351). Therefore, violent video games and television programs exposure have been associated with child aggression, not only according to researches but also in the opinion of many parents and guardians.
Nonetheless, despite the fact that the government in the United States of America approves of video games, and categorizes it together with other creative works, this controversial question has persisted even presently (Jewell WEB). In addition, despite the fact that video games sometimes comprise artistic forms of music and graphic design, there still remains doubt and controversy about their qualification as art.
The video gaming trend is resulting in increased antisocial behaviors and violence among children. For example, in 1999 two students at Columbine High School, Colorado shot and killed 134 pupils and finally killed themselves (International Debate Education Association IDEA, 2012).
In early years, children were most of the times engaged in physical games. Back then, children would gather to participate in physical games at designated places. This would be a more social way of playing as the children were social and engaged in lengthy talks about various issues that were affecting their lives.
tle Need for Speed, in its formative years, it was exclusive to fifth generation consoles but with time it has come to future all the seven generation consoles. The Game allows players to race different types of cars on different tracks of fictional cities and towns, after the
Video games are electronic games that entail human interaction with a user interface, which generates visual feedback on video devices; personal computers and video game consoles used to be the most common video game electronic
Video game culture has evolved in time to emerge as one of the most superior forms of the popular culture. This is particularly seen to be in close connectivity with the internet culture. It is established that in the recent times that the impact of
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