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Role of the Media in Video Game Coverage - Research Paper Example

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This research paper "Role of the Media in Video Game Coverage" is about how the media to popularizing video games because almost everyone is talking about the new games in the market. Prominence received by games such as Doom and Grand Theft Auto can be attributed to media coverage…
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Role of the Media in Video Game Coverage
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Role of the Media in Video Game Coverage The question of whether video games are good or bad has faced much controversy around the media since the games were invented about 35 years ago. Whereas some people claim that video games are a good source of entertainment, others maintain that these games have negative implications for the wellbeing of individuals (Steinberg 1). The coverage of video games has shaped the public debate both positively and negatively. Taking a look at recent statistics, it is clear that close to 65% of Americans play video games (ESRB 1). This percentage includes both children and adults. Based on changing trends among children it is also evident that video games have replaced traditional physical games that were common some years back. Initially, there was a common stereotype that as compared to women, men had dominated in the consumption of video games. Today, the number of women who play these games is almost equal to that of men. As time goes by, video games continue to evolve and advance hence attracting the interest of the media. Since many people have been attracted to this form of entertainment, the term ‘gamer’ is commonly being used by the media to refer to people who play video games. Media has played a significant role in shaping public perception on video games. Media has contributed to popularizing video games to a large extent because almost everyone is talking about the new games in the market. Prominence received by games such as Doom and Grand Theft Auto can be attributed to media coverage. As a result, many people have been attracted to this form of entertainment hence leading to a tremendous growth of the video game industry. Developing and selling new games that meet various demands of consumers has become a thriving business. In recent times, manufacturers are facing stiff competition from different players in the industry. This has forced them to make improvements to existing games and develop new ones. Examples of transformations that have occurred include the introduction of 3D games alongside the improvement of digital quality of sound and images. In regard to this matter, media coverage has shaped the public debate by raising the question of how much revenue governments generate from the sale of video games. Evidence from media sources indicates that in 2014, revenue from video games in the United States alone had amounted to approximately 886 million dollars. This figure has since risen (Statista 1). Imagine how much the government would lose if video games were to be banned. Through the media, the question of whether or not video games should be banned has succeeded in attracting public attention. From time to time, different media networks host analysts who give their views on this matter. Such talks usually attract public debates hence making the topic a crucial matter. People who have a clear understanding of the topic and those who do not understand both get the chance to make assumptions that influence public opinion either positively or negatively. However, it cannot be denied that the claims are usually based on both false and factual information. There are many video games related controversial issues that the media has been focusing on. In 2011, for instance, media focused on a Californian law that if not rejected by the Supreme Court would have banned children from purchasing violent video games (Liptak 1). Such attention has shaped the public debate by giving people the courage to express their views regarding this matter. If media had not given this topic, the attention it has received some perceptions on video games would be unheard of. Views concerning banning of video games would also be a silent phenomenon. However, much video games may be a good source of entertainment the question on whether they should be banned is important because some games have negative implications on children. Media has also helped in creating awareness about the existence of advantages and disadvantages of video games as a form of interactive entertainment. This coverage has attracted researchers and scholars who have gone a long way in conducting studies about the games. Scholars have developed ideas about how important video games are while researchers have gone a step further to ascertain the validity of such ideas. It is common, for example, to hear of researchers claiming that students’ motivation and mathematical abilities can be enhanced through certain games (Ivory and Kaestle 224). When the media cover such information, different recipients act on it. For example, manufacturers are encouraged to develop games that support such findings. Media coverage on such issues has shaped the public debate by raising arguments between critics and supporters of the product. The outcome of these arguments has been that video games have both good and bad sides. It may therefore not be proper to conclude that video games are a bad influence because everything has advantages and disadvantages. Although there may be no substantial evidence regarding some claims that reflect the advantages and disadvantages of video games, it is important to take precautionary measures when something negative is motioned because there might be some truth in it. In recent times, violent video games have been hitting media headlines for the wrong reasons with claims that they have a negative effect on behavior. The media industry has specifically been criticized for targeting children with violent forms of entertainment. Some people claim that through advertisements, media has played a role in marketing violent games. It is a common believe that children who play violent video games have a tendency of imitating and empathizing with characters in the games (Liebert, Happ and Melzer 774). Critics condemn the act of aggressive thinking in some types of games and the act of rewarding players for solving conflict through aggressive behavior. It is only until recently that media has been able to take a step in bringing to light the negative effects of video games. The issue has widely been covered in magazines and newspaper articles. Social media has also been on the forefront when it comes to advising parents to monitor their children as they play video games. The public debate regarding this topic now revolves around whether or not parents should allow their children to play violent video games. Those who criticize the promotion of violent video games by the media should not be condemned. This is because children are unable to draw a line between fantasy and reality. Various stereotypes about video games have also been perpetuated through the media. Different societies have developed stereotypes through content that has been published by print media and social media. One of the stereotypes common to cultures is that certain video games are meant for men. For example, it is common to read in different video game reviews about people criticizing men who play certain kinds of games that are purported to be for women. When browsing through online media, it is also common to see ratings for an example of top five best video games for men or women. People have been associating certain video games with men because the media has been portraying this picture. Media also uses male characters to advertise most of the games hence developing the stereotype that video games are a male thing. Such actions have contributed to public debates with most people asking the question of whether or not women are supposed to play video games. Such opinions matter because they could contribute to factors such as gender biases. Focus on video games by the media has further inspired researchers to find out how valuable these games can be in terms of enhancing children’s reading and learning abilities. Articles in newspapers such as the New York Times and the Daily Motion have explored this area widely. A look at various documentaries and news reports on youtube also emphasize on the same (YouTube 1). A common example of how reading abilities are sharpened is based on adventure games. They say that it is the duty of the gamer to read instructions carefully so that complex problems in adventure games can be solve. As time goes by, reading attentively gradually becomes a habit that is extended to the classroom environment. The art of exploration that is experienced in the games also has an effect on children’s learning abilities. Exploring complex avenues when playing games encourages a gamer to think critically. Media coverage has shaped the public debate especially among education providers. It has become a question of whether or not children should be encouraged to play video games as a way of sharpening their skills. Video games are emerging to have more advantages than disadvantages to learners. Observation skills are also said to be sharpened. Experts of video games say that for one to be a good gamer, observation skills are a requirement. Media has also raised an alarm regarding how video games influence the process of socialization and interaction. Take an example of a child who spends an entire day playing video games. What time will this child socialize and interact with peers? Although video games are interactive, players do not enjoy the benefits that come with one-on-one conversations. As a result, socialization skills are a compromise. From time to time, the media has been talking about how video games have made people antisocial. There is much truth in these claims (Tear and Nielsen 2). It is the reason as to why some parents are being warned to monitor the number of hours that their children spend play video games. It is now a matter of public concern with most people arguing that before video games were invented, people knew their neighbors because there was ample time for interaction. Social analysts claim that this trend has changed because children spend most hours indoors playing video games. As a result, they have no time to get to know their next door neighbors. There is also the debate about how video games have replaced traditional physical games. Before the coming of the video game, children could be seen playing in the fields during their free time. Today, it is quite evident that traditional games have become a rare phenomenon. Media has widely covered the issue of how video games have a negative impact on individuals’ health. The first health concern that has been focused on is that computer video games affect eyesight especially when gamers spend long hours staring at computers. The other health concern is related to a long hour of sitting. Various media reports indicate that sitting down for long hours without any physical exercise is harmful to the body. Without exercising, the likelihood of become obese becomes very high. There could be a probability that the increasing number of people with obesity in the United States is because gamers have no time to engage in physical exercise. Public debates concerning the implications of video games on health are mostly spearheaded by medical practitioners who are concerned about the common occurrence of certain diseases among children in the video game era. The issue of whether or not video games contribute to crime has also been a common talk in the media. People have been expressing mixed reactions to this issue on various media platforms. Some people argue that gamers may be influenced to act according to how they play the games while other argues that it is only but a source of entertainment (Robinson 415). Although the media has been focusing on this issue, no tangible evidence is given that links video games to crime. It is, therefore, difficult to ascertain the validity of these claims. In some societies, for instance, media has been focusing on how the rate of crime has reduced yet the rate of video game consumption continues to increase steadily. Such disparities make it difficult to pass judgment. One thing that is, however, clear is that for a long time media has been suggesting that video games have an effect on the rate of crime. Some critics have criticized the media saying that news makes use video games as a scapegoat or rather an excuse to link young people to social problems. It is through the media that the addiction associated with video games has been reflected on. Many people including some celebrities have been heard through the media saying that they are addicted to video games. As new inventions take place, video games become complex and compelling. Players also develop the urge of solving the complex puzzles presented by the games. The problem of addiction mostly affects teenagers. If not monitored, the video game addiction could affect a child’s academic performance because instead of studying, the child will dedicate most of their time towards playing games. There are various media sources that claim that although video game addiction has become a social concern, the American Medical Association has not declared it to be a diagnosable disorder. This issue has created a public debate with some people claiming that the uncontrollable compulsion to play video games is a psychological disorder. Other people maintain that it is a habit that develops like gambling. Authorities should be concerned about this issue because any addiction is dangerous and could have negative implications. Media has also played a role in publicizing the music played in video games. People get attracted to these tunes when they listen to them via media platforms. As a result, those who play the games become more attached to the games while those who do not play are motivated to be new players. Within no time, the new players officially become gamers. Music plays a crucial role in the emotional and aesthetic experience of the player. People also tend to associate musical themes with ideas and characters within the game. Those who are inquisitive develop the urge of knowing more about the composers of the tunes through the media. Coverage of these tunes by the media steers public emotions especially among lovers of music. Many a times people are seen arguing and debating about the quality of music. They give their views for instance about how well a composer wrote a particular song. People have also taken to the media to criticize video games that have provocative imagery (Ivory and Kaestle 227). Media has gone as far as labeling some video game characters the ‘hottest’. This kind of thing has negatively impacted children’s imagination. Some individuals argue that the sexualisation of female characters in video games goes against cultural values and social norms. This coverage by the media has shaped the public debate by developing an argument between video game supporters and religious institutions that are focused on maintaining social order. Ironically the sexual theme in video games is what has attracted some players. Based on this, feminists have been seen arguing in public that in such video games females are portrayed as sexual objects. A video game such as ‘EverQuest’ was banned in Brazil because of adult rated references. Many other games have been banned in various countries for similar reasons. Another factor concerning video games that has received media coverage and which has attracted public debate is the issue of why boys are more attracted to video games than girls. Most people claim that it is because the content in video games is masculine. For example, the video game market if filled with games that have male-dominated sports such as football, racing and warfare. These games are associated with masculine stereotypes such as competition, power and strength. The fact that video games are a great source of entertainment cannot be denied. Video games only become harmful when they are misused. All in all, this discussion has brought to light the fact that video games have both positive and negative implications. People have different perceptions regarding video games. The only way these games can be said to cause harm is through evidence. Unfortunately, some assumptions made through the media have no tangible evidence. However, the role that the media has played in creating awareness about video games has gone a long way in educating the general public about things they did not know. The media has also acted as a tool through which people have had the opportunity of express their views and as a result contributing positively to the video game industry. Public debates that have been raised via media platforms have also contributed positively towards raising awareness. States should encourage the media to continue focusing on these issues so that areas that have not been explored can be explored further. Personally, I have been playing video games since I was young. To this age, video games have not negatively impacted my life. Seeing both children and adults enjoying various video games makes me appreciate this invention. I believe the media had done well in unearthing both the positive and negative side of video games. Change in people’s behaviors cannot be blamed on these games because various factors contribute to the development of character and personality. According to my view, gamers have better chances of solving complex social problems and approaching issues from a more advanced point of view than non-gamer. This is because of the vast experience they gain as they solve complex puzzles in the process of playing video games. Works Cited ESRB (Entertainment Software Rating Board). “How Much Do You Know About Video Games?” Esrb.org. Web. 20 April 2015. < http://www.esrb.org/about/video-game-industry-statistics.jsp>. Ivory, Adrienne Holz and Christine E Kaestle. "Aggressive Thoughts and Feelings, and Other Responses." Journal (2013): 224-241. Print Ivory, Adrienne Holz and Christine E Kaestle. "The Effects of Profanity in Violent Video Games on Players’ Hostile Expectations, Aggressive Thoughts and Feelings, and Other Responses." Journal of Broadcasting & Electronic Media 57.2 (2013): 224-241. Print Liebert, Mary Ann, et al. "Superman vs. BAD Man? The Effects of Empathy and Game Character in Violent Video Games." Rapid Communication 16 (2013): 774-778. Print Liptak, Adam. “Justices Reject Ban on Violent Video Games for Children.” Nytimes.com. Web. 20 April 2015. . Robinson, Nicholas. "Video Games and Violence: Legislating on the ‘Politics of Confusion’." The Political Quarterly 88.2 (2012): 414-422. Print Statista. "Retail revenue of the U.S. video game industry from February 2013 to February 2015 (in billion U.S. dollars)." Statista.com. Web. 20 April 2015. < http://www.statista.com/statistics/201093/revenue-of-the-us-video-game-industry/>. Steinberg, Scott. “Why does the media still think video games are bad for kids?” Cnn.com. Web. 20 April 2015. . Tear, Morgan J and Mark Nielsen. "Failure to Demonstrate That Playing Violent Video Games Diminishes Prosocial Behavior." Plos One 8.7 (2013): 1-7. Print YouTube. (2015). Youtube.com. Web. 20 April 2015. Read More
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