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Video Games and Improvising the Control Society - Essay Example

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This essay "Video Games and Improvising the Control Society" explains Deleuze’s concept of controlled society and how the video games can be, or, are being used in control and improvising of the control society. Technology is the main reason for the video games generation…
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Video Games and Improvising the Control Society
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? Video games and improvising the control society By: of the Presented [Teacher : [Name] Date Submitted: [Name] Video games and improvising the control society Introduction Technology is the main reason to the video games generation. It has benefited in many ways but similarly with the same tendency it has impacted the young and teenage generation to get spoiled and dragged them away from gaining education. One of the major impacts which these video games potentially harm is the abilities of a child to separate the fantasy world to reality. The children who learn a sort of behaviour from these video games usually affect their own health, their social life and start lacking in physical activity games (Anderson & Bushman, 2001). This essay has explained the Deleuze’s concept of controlled society and how the video games can be, or, are being used in control and improvising of the control society. Evolution of Video Games Video Games have evolved over the past two decades. There was once a time when 16-bit and 32-bit gaming consoles were extremely popular around the world. These games were usually two-dimensional in nature and were relatively clean in terms of violence, nudity, expletives and sexual content (Gottfried, 2005). However, gaming has evolved rapidly with the passage of time and today, three- dimensional games are widely available. These games boast the most detailed and crisp high definition graphics and an addictive game play. Unfortunately, with advances in gaming technology, the level of inappropriate and unsuitable content in games has also increased to an alarming level (Gottfried, 2005). Advancements in Technology and the modern emergence of video games With the rapid growth and development of the society, the modernization of the technology is an important aspect that cannot be neglected. While the advancements continue to pave their path through the society, the concept of a control society, in terms of expressions, is an important phenomenon that has been introduced by Deleuze. The world’s leading producers of electronic games do their best to ensure that they stamp their game CDs with a prominent ESRB rating that gives the potential purchaser of the CD a general idea of the type of content that they might stumble across in the game. The ESRB rating is ideally meant to discourage younger audiences from purchasing games that have an 18+ or similar rating (Vorderer& Bryant, 2012). But is this enough to stop ardent gaming enthusiasts from playing their favourite games? No, it isn’t. Younger addicts of games are regularly exposed to inappropriate content as they are unable to control the strong urge to play the latest games and this usually means that they shun ESRB ratings. The games being developed these days are rich in graphical content and it is common for gamers to control a gung-ho protagonist and go on a killing spree as they match around the city shooting enemies in the head and spilling their blood all over the place (Vorderer& Bryant, 2012). Apart from this, there are also games where blade-swinging heroes swing their swords to cut off limbs and chop off heads. Such content is hardly considered to be appropriate for children under the age of 18. An example taken here is of “Hercules” and “mortal combat”. Unfortunately these games are the most common among younger children who have been addicted to them. Concept of Improvisation In testing and complex circumstances performing authorities improvise with a particular deciding objective to pass on request from the holds of turmoil. Highsmith (2002) recommends this as a "choric" practice. Undoubtedly, in a gathering condition, there may be battling depictions for encounters, occasions and issues, however legitimately, translations help accord, that is, equifinality. This has been noted to happen all around crises where gifted people and conglomerations improvise life-sparing happens out of disarray. Deleuze’s concept of control society Deleuze believed that the societies nowadays are more based on the control concept rather than discipline and freedom of speech (Clough, Han, Schiff, 2007, pp.387-393). The human behaviour is controlled through instant communication and this is perhaps the end of confinement. Meanwhile it’s not fundamentally the case that this social appeal is a spot behind in the move from restraint to control. It is sincerely driving about likewise on both fronts. Truly, unfolded control runs as an unbreakable unit with extended confinement since grew control imply more right techniques for distinguishing the individuals who nonchalance to perform to social appeal's wishes. In a technocracy, control is observation: the perpetual viewing of open, private and work life, and the "sharp" unmistakable affirmation of any aberrance. Be that as it may while new control advancements manage the overhead of additional possible and skilled methods for association and perception, you still require a contraption for controlling the individuals who succumb to the secured parameters. This get together joins the individuals who have fizzled in the instructive framework and as requirements are can't gainfully help the association economy, enemies of the state (pre-emptively portrayed), non-acclimating minorities, and so forth. Here, it is not understandable that there are no blameworthy parties in jail. Basically there is making of several actuations from illustrations in the beautifiers of the prison individuals. The trap is then to change over the constraint of these "troubles" of social ask for into a business chance by profiting from their shabby work or by privatizing the industry of con Improvisation through video games Improvisation is basically the innovative approach that enables the players to test their capabilities based on a certain fictions character, and thereby, improve and test their self-confidence and capabilities. While video games have taken an important position in our lives, the concept of improvisation using this technology is a hot topic. Whilst the video games are an important part of this controlled society, the basic goal of every game is to win. Although there exist a great gap between the real logic, the Meta logic and the in universe logic, yet these games are continuously being used to improve the improvisation amongst the youngsters. The game developers are now trying to make games that have a close connection with the real world, which would, in turn, help to form a connection between the player and the logical universe (Jenkins, 2004, s3). The control and improvisation of the video games in terms of expressing the controlled society has affected the individuals in a variety of ways. Some of the improvisational approaches are beneficial, while others are deteriorating. The negative aspects of the video games are quite clear and their effects are harmful. Positive effects of the video games in the control society a) Improvising through improving the Brain Development Over time the Video Games industry have struggled to bring to market games and educational content, to break these stereotypes (Flew, 2005). Each of the consoles available today is available in its catalogue of games varied alternatives. Games like Brain Age, Jumpstart, and Oregon Trail all help children and adults in learning math, reading, history, development of better reflexes and more. Other games that can be considered might be educational simulation or strategy because in these fictional environments are simulated such as SimCity, Civilization, and Nintendo’s. They teach people how their decisions affect their lives positively or negatively. Such games develop a thought of making quick but thoughtful beams of analytical thinking. b) Improvising through improvement in physical coordination Video games significantly help to development of skill and hand eye coordination. Some research from the University of Rochester in New York has been described here. The study found that regular practice of Video Games by humans tends to improve the perception of the surrounding medium and higher performance of the work, such as driving in residential areas, as the reflections from the potential variables are significantly clear to people who play video games against people who use them regularly. If you think about the games require that they pay close attention to successfully develop, especially action games. Currently, many armies use Video Games to train their soldiers to get them used to the intense action combat and improve reflexes according to the circumstances of battle in which you can get to find. The video game called “Commandos” is an important example here. Contribute to the training of a soldier is an example of the positive effect from the use of Video Games. It is certainly a controversial topic but true at the bottom. Video games like Pac-Man or Donkey Kong make the brain have to work your hands and reacting very quickly. In no way can immediately react slowly or lose a life in the game. Derived from this life or losing a game session, immediately react with only one more sentence, which perhaps was a common phrase in the halls during the 80 arcades (Byrne, 2007). The point is that this creates feelings of determination and confidence, which applied to the real world are positive forces of good effects on the lives both of who implements and who relates this person. During the last 5 years based games exercises have become very popular games such as Dance Revolution or to fitness via the Eye Toy camera for PlayStation 2. These players literally have to sweat due to exercise at times depending on the level required by the end game to be overcome (Berland, 2000). This type of play has drawn people from passive position of the comfort of their armchairs and put them to move. All based on fun of the Video Game. With the Nintendo Wii things changed in the development of Video Games, for they had to add extra movement in almost all their games. Essentially Wii Sports or Wii Fit, in which the movement is indispensable, played an important role to overcome them. Before the little-known Wii console XaviX uses the same concept that the movement was the essence of his being, unfortunately the cost of this system and a very limited catalogue of games were not as popular as its developers had intended. Video games are always high on the ranking of year-end gifts, whether for young or old. Many parents provide a video game to slip under the tree. We already knew that the games are synonymous with many hours of fun and relaxation but their positive effect is much less known. Recent independent studies that have been listed below will reassure parents. They twist the neck because the persistent prejudice that games are a bad influence on the behaviour of the player.  c) Improvising self-confidence and building self-respect in children Overcome a degree of difficulty in a game or complete a complex puzzle after repeated several times, increases self-confidence and a great satisfaction. Social contact: the stereotype of the single player has already long passed (Willis, 2010). The number of 'gaming Communities' is increasing and most games have a multiplayer option in which players use regularly. Moreover, games are often a prime topic of conversation at school or work, thereby strengthening social networks. More and more 'party games' are marketed. They have been specially designed to play with friends such as the singing game 'SingStar' or music playing 'Buzz'.  Negative effects of the video games in the control society While the control of speech and the customs do not allow the individuals to talk about certain matters like sex and practice violence, the video games have been playing an important role in the satisfaction. Video game players learn that immoral actions and behaviours are socially acceptable. Actions such as stealing disrespect or destruction of property and physical assault (criminal behaviours) are all forms of learned behaviour. Video games such as Grand Theft Auto, Modern Warfare and World of War Craft are but a few prime examples of exploiting unethical behaviour (Anderson & Bushman, 2001). An article written by Rebecca Leung, following an aired news broadcast on 60 Minutes presented the case of an 18 year old named Devin Moore who allegedly murdered two police officers and a dispatcher at the Fayette Police station in Fayette, Alabama (Gentile, 2004). It was speculated that his actions were the direct result of his playing Grand Theft Auto. The article cited that Devin Moore told police after being apprehended "Life is like a video game. Everybody's got to die sometime." (Anderson & Warburton, 2013) Sexual content and nudity in games is another serious issue that needs urgent attention. As alarming as it may seem, it is becoming increasingly common for game developers to include sexual content in their games (Great Britain, 2008). For example, there are games where the prospect of clearing a stage with a certain score allows the player to have sexual intercourse with a woman. Example taken here is of “Custer’s revenge”. Apart from this, there are also games in which nude women are shown inviting the player to have sex. One would even recall a certain game in which the Roman goddess of love was shown having sexual intercourse with two chamber maidens. Strong language is one more type of unwelcome content that is commonly found in a majority of games today. Children are extremely gullible so that they are unable to distinguish between what is right and wrong (Carnagey, 2002). Hence, the need to monitor games and censor their content is a priority for games developers around the world as they are responsible for ensuring that their younger audiences are not exposed to inappropriate audiences. Unfortunately, developers of electronic game seem to be least concerned about the content they put in their games and only care about their popularity ratings (Carnagey, 2002). Appropriate measures should be taken in order to ensure that the content in games is monitored and censored in order to make them suitable for a wider audience. Conclusion While the technological advancement continuously hits the society, the concept of controlled society in terms of expressions and ideas cannot be ignored. Deleuze’s concept is not wrong, but the fact is that we can still improve the current advancements. Despite the problems with the video games, the improvising of the video games can be extremely beneficial. References Anderson, C. A., Gentile, D. A., & Buckley, K. E. (2007).Violent video game effects on children and adolescents: theory, research, and public policy. Oxford: Oxford University Press Anderson, C.A., Bushman, B.J., (2001), Effects of violent games on aggressive behaviour, aggressive cognition, aggressive affect, physiological arousal, and prosaically behaviour: A meta-analytic review of the scientific literature, Psychological Science 12, pp. 353-359 Anderson, C.A., Warburton, W.A., (2013), The Impact of Violent Video Games, Annandale, NSW, Australia, The Federation Press, data retrieved from http://www.psychology.iastate.edu/faculty/caa/abstracts/2010-2014/12AW.pdf Berland, J. (2000). Cultural Tchnologies and the 'Evolution' of Technological Cultures. In A. Herman, & T. Swiss, the World Wide Web and Contemporary Cultural Theory (pp. 235-257). New York: Routledge. Byrne, P. (2007). Computer games and film graphics. Oxford: Heinemann Library. Campaign for a Commercial Free Childhood. (2006). Study: Violent video game effects linger in brain. Retrieved fromvhttp://www.commercialexploitation.org/articles/videogame-effects-linger-in-brain.htm Carnagey, N. L. (2002). Is it Competitiveness or Violent Content? The Effects of Violent Sports Video Games on Aggression, Proquest Online Library. Clough, P., Han, S., & Schiff, R. (2007). Book Review: A New Philosophy of Society: Assemblage Theory and Social Complexity by Manuel DeLanda London and New York: Continuum, 2006. Theory, Culture & Society, 24(7-8), 387-393. Flew, T., & Humphreys, S. (2005). Games: Technology, Industry, Culture. In T. Flew, New Media: An Introduction, pp. 101-114, South Melbourne: Oxford University Press. Gee, J. P. (2003). What video games have to teach us about learning and literacy, New York: Palgrave Macmillan. Gentile, D. A., Lynch, P. J., Linder, J. R., & Walsh, D. A. (2004).The effects of violent video game habits on adolescent hostility, aggressive behaviours, and school performance. Journal of Adolescence, 5-22. Gottfried, T. (2005).Censorship. New York, Marshall Cavendish Benchmark. Great Britain. (2008). Harmful content on the internet and in video games, Tenth report of session 2007-08. London: TSO. Jenkins, H. (2004). Game design as narrative architecture. Computer, 44, s3. Vorderer, P. & Bryant, J. (2012).Playing Video Games: Motives, Responses, and Consequences.Routledge Publishers. Wallin, J.J. (2010). A Deleuzian Approach to Curriculum: Essays on a Pedagogical Life, pp.87-89, Data retrieved from http://books.google.co.uk/books?id=XW_FAAAAQBAJ&pg=PA87&lpg=PA87&dq=Video+games+are+the+latest+expression+of+the+%E2%80%98control+society%E2%80%99+deleuze&source=bl&ots=m38xplUYGI&sig=tD6qqCgwpCGkvstok9kG11ju8dw&hl=en&sa=X&ei=3wSvUsrfH4KCzAPVyYDwBg&ved=0CEEQ6AEwAw#v=onepage&q=Video%20games%20are%20the%20latest%20expression%20of%20the%20%E2%80%98control%20society%E2%80%99%20deleuze&f=false dated on 16th December, 2013 Willis, L. (2010). Video games. Detroit: Greenhaven Press,. data retrieved from https://www.google.com.pk/url?sa=t&rct=j&q=&esrc=s&source=web&cd=5&cad=rja&ved=0CEYQFjAE&url=http%3A%2F%2Fwww.ghchs.com%2Fourpages%2Fauto%2F2010%2F9%2F10%2F57559574%2FMedia%2520Impact%2520on%2520Violent%2520Behavior.docx&ei=xBOvUrCZKMyh7AbjtIHYDw&usg=AFQjCNEyh9dDGwbPjL4RRxLkDo1K4VE4_g&sig2=zepzU_pxCz-4S6Bm1xYfWA&bvm=bv.57967247,d.Yms dated on 16th December, 2013 Read More
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