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Video games are the latest expression of the 'control society' (Deleuze 1992) Discuss this claim in relation to ideas of con - Essay Example

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Video games and improvising the control society By: [Name of the writer] Subject: [Name] Presented to: [Teacher Name] Institution: [Name] City/State: [Name] Date Submitted: [Name] Video games and improvising the control society Introduction Technology is the main reason to the video games generation…
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Video games are the latest expression of the control society (Deleuze 1992) Discuss this claim in relation to ideas of con
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Download file to see previous pages 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’ ...Download file to see next pagesRead More
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