There are people known as hard-core gamers, ones who play, live, and breathe the video games. They may seclude themselves from the outside world. These individuals may only play one specific genre of games or multiple games. Hard-core gamers have been around as long as gaming itself and often times are blamed for such tragedies as the Columbine shooting…
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The focus of this paper will be to investigate if, in fact, there is any scientific validity in the allegations raised by mainstream America that the violent content in many of these games combined with extensive game play is fostering an addiction to gaming which may increase violence or other negative behavior within society.
Prior to investigating whether addiction in gaming occurs and how it may negatively impact the hard core gamer's personality and behavior, a brief history of the video game industry and development is presented in order to better understand the gaming culture and development. Video games have a relatively recent, yet intense, history. It started, believe it or not, in the early 1960s. A game called Spacewar was created in 1961 (Kohler, 2005). After this, the newly coined term "video games" started its path toward the entity we know today. Simple video games then found their way to the then newly created computers. Pixels, or small boxes of color, were used to create basic two-dimensional pictures on the screen. The creation of player versus player games came soon after, followed by coin operated arcade machines. In time, people were able to take the games home with them. Companies such as Atari and Coleco Vision brought arcade quality gaming to the home by plugging into the TV. Handheld controllers that hooked up to the systems themselves allowed early generation gamers to play the games they loved without the bulk of the entire arcade.
As time passed gaming became even more intense. The quality of the graphics, game-play, and the power of the systems themselves grew tremendously. This allowed hundreds of colors instead of tens, thousands of pixels instead of a handful. Even as it reached its peak with systems such as the Super Nintendo, the flat pixel was soon outdated. Created in the late 1980s, a polygon allows for 3D graphics, something revolutionary for its time and still in use to this day.
Massively Multiplayer Online games (MMOs) are the current gaming technology having far reaching popularity with the gamers of today. Therefore, they are an important topic when researching video game addictions as a large portion of video game purported addiction can be attributed to MMOs such as World of Warcraft (WoW) and Final Fantasy XI. In these types of Massively Multiplayer Online Role Playing Games the game play is tedious. It takes hours to become stronger and train your skills. One must be willing able to expend vast amounts of time to progress even a little in this online world. Also, a competitive atmosphere is created as you can check other people's items and, subsequently, compare them to your own. People can spend hours upon hours trying to defeat a monster to obtain a special game token or power within the game. Often enough the item does not appear or someone else might get it. This leads to frustration; however the player may feel that they must try until they have achieved the desired goal losing sight of the amount of time they devout to game.
The next logical area to investigate is to determine why people play video games. Many people find a game's ability to bring them into another world very appealing. They can sit and play a game for hours just getting absorbed with the character they are playing as. The world that is being presented to them is much
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Entering the 21st century, the gaming industry has developed a very close relation with the tourism industry and become a pillar of Macao's economy” (Government Information Bureau, n.d., p.1). “Macao is known as the Monte Carlo of the Orient. Casino business has a long history in Macao.
The paper will highlight integration of Massively Multiuser Online Game (MMOG) with other models. Moreover, we will also discuss issues, threats, and risks associated with online gaming platforms. Keywords MMOG, online gaming platforms, online gaming Introduction Online gaming is considered a healthy source of entertainment.
As video games are becoming increasingly more explicit and brutal plus more prevalent, continued studies are needed concerning the effects on the young impressionable minds to the risks these games pose.This paper examines the many effects violent video games have on children including the specific differences between boys and girls.
Indian Gaming Act 1988.The Indian Gaming Act 1988 may be considered as a follow up to the Indian Self Determination Act 1975. The latter legislation marked a shift from the previous federal policy of centralized control of Indian administration through alternating periods of cultural termination and liberal bureaucracy to one giving Indian tribes at least some measure of self determination.
With the huge amount of money involved in gambling comes the temptation of stealing it, by both employees as well as gamers. To prevent that, certain security measures are taken, security cameras covering the entire casino being the basic one. Security guards mingle with the crowd and keep an eye out for any suspicious activity.
The world has well entered the twenty-first century, and along with it, the realm of whole new possibilities as well. The present paper focuses on the video games industry of China, a country that is slowly changing from an authoritarian ideal to a more democratic one.
However, rather than perceiving it as a concern, marketers should consider it as an opportunity to develop more innovative and interactive promotional messages.
Sports games manufacturers have been one of the first to consider new promotional techniques such as the insertion of billboards as it emulates the 'real world' environment at sports events.
As technology for gaming systems was enhanced and graphics made more realistic, more aggressive and violent games appeared on the market. Though some non-violent games are available today for all systems, the majority are violent, aggressive and often contain sexuality.
The author states that marketing global violence in the global games industry has been noticed to be very threatening. Since, various researches reveal that violence in video games has reflected a deep impact on kids and youngsters therefore this paper aims to research into the topic. The major target for violent video games are kids and teenagers.
The outline of this paper is as follows: gaming addiction is described, then the importance of the topic, how the medium reaches the target population, what is the target population, what gender is the medium aimed at, the advantages and disadvantages of the medium, and finally the conclusion.
5 Pages(1250 words)Essay
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