StudentShare
Contact Us
Sign In / Sign Up for FREE
Search
Go to advanced search...
Free

Persistent Online Games - Essay Example

Cite this document
Summary
The essay “Persistent Online Games” focuses on the harms caused to the subscribers of persistent online gaming. In addition, the moral responsibility of the designers of online gaming has been discussed in relation to the harms that subscribers faced…
Download full paper File format: .doc, available for editing
GRAB THE BEST PAPER95.8% of users find it useful
Persistent Online Games
Read Text Preview

Extract of sample "Persistent Online Games"

Online gaming can involve both technological and social risks, which may cause harm to the subscribers by expending cost as well as time. Various online gaming hazards are related to computer users, but the users are not aware of the harms caused to the computer. Online gaming raises technological risks such as ‘malicious software’, ‘viruses and worms’, ‘insecure game coding’ and ‘insecure games servers’ among others. In addition, online gaming raises social issues that include ‘identity theft’, ‘virtual mugging’ ‘cyber prostitution’, ‘social engineering’ and ‘virtual sweatshop’ among others (Hayes, 2008).

The Designers of Persistent Online Games Bear Some Moral Responsibility for This Problem Based On Ethical TheoriesThe designers should give some support to the people by the help of general security practices and by gaming-specific security practices. The moral responsibility of designers is to ensure security in terms of privacy and traffic safety. Additionally, the designers are required to ascertain that online gaming violence is not involved in the games. However, the social risks as witnessed by users depend on individual grounds, as playing online games is based on their perceptions and actions (Hayes, 2008; Sicart, 2005).

ConclusionFrom the above discussion, it can be comprehended that online gaming is popular amid youths. Online gaming is also identified to cause certain harm to subscribers in relation to technological and social risks. It has been recognized that subscribers have certain moral responsibilities in terms of maintaining privacy and minimizing violence. On social grounds, the users are accountable for their individual responsibility considering health and social well-being.ReferencesHayes, E. J. (2008).

Playing it safe: Avoiding online gaming risks. Retrieved from https://www.us-cert.gov/sites/default/files/publications/gaming.pdf Sicart, M. (2005). The game, player, ethics: A virtue ethics approach to computer games. International Review of Information Ethics, 4, 13-18.

Read More
Cite this document
  • APA
  • MLA
  • CHICAGO
(Persistent Online Games Essay Example | Topics and Well Written Essays - 419 words, n.d.)
Persistent Online Games Essay Example | Topics and Well Written Essays - 419 words. Retrieved from https://studentshare.org/sociology/1675814-persistent-online-games
(Persistent Online Games Essay Example | Topics and Well Written Essays - 419 Words)
Persistent Online Games Essay Example | Topics and Well Written Essays - 419 Words. https://studentshare.org/sociology/1675814-persistent-online-games.
“Persistent Online Games Essay Example | Topics and Well Written Essays - 419 Words”, n.d. https://studentshare.org/sociology/1675814-persistent-online-games.
  • Cited: 0 times

CHECK THESE SAMPLES OF Persistent Online Games

Marketing objectives and strategies of massive, incorporated

On the other hand, Massive Lightning is a technology which allows developers to "add online multiplayer functionality and build on that functionality to add scalability, security, and persistent data storage for multiplayer online games.... The newest addition to the product line of Massive Incorporated is the ad server which directly incorporates advertisements in online-PC based video games.... References Massive Network Launches Groundbreaking Interactive In-Video-Game Advertising Unit; Toyota Is Debut Advertiser With Innovative Campaign for New 2007 Yaris Sedan; New ad element drives increased consumer engagement with brands, leveraging video games' inherent interactive nature, 2006, PR Newswire US, July 24, 2006 Wash, Redmond , 2006, Microsoft Acquires Massive, Associated Press Online: May 4, 2006...
2 Pages (500 words) Essay

Digital graphics for interactive media

They are the online means of advertising.... They enhance the reason for their deployment and promote the purpose of the medium itself.... A very creative and attractive looking website would mean nothing if it would not be able to serve… It is the embedding of digital media into it that promotes its purpose effectively. It is the introduction of these interactive navigation bars and rollover buttons that give any websites a professional edge....
4 Pages (1000 words) Assignment

SimCity 2013 Video game critique

SimCity is an urban planning video game with aspects of city building that Maxis Company developed for Microsoft of Windows in early March of 2013.... The first significant series of the video game was SimCity four released about ten years ago… However, the next release for the OS X version under the SimCity series would be in the first and second quarter of the same year....
7 Pages (1750 words) Essay

Marketing Plan for Change Inc Company

is an exclusive C2C online platform which will potentially allow thousands of mers across the nation to create their respective online profiles, search for games they are interested in and place a bid for purchasing games from other users.... This transactional relationship could be based upon 1) paying the full price of the video game or 2) exchanging video games without the payment of additional costs.... Moreover, the product idea is also based upon reviving the concept of C2C online purchasing by designing a platform which exclusively serves the Canadian market that is recognized as being the third largest nation in terms of the development of video games (Entertainment Software Association of Canada, 2013)....
4 Pages (1000 words) Assignment

The positive effects of video games on society

In the paper “The positive effects of video games on society” the author discusses negative effects of video games.... The association of violence to violent video games has amplified the view that video games have negative effects on the society.... hellip; The author states that one of the most outstanding benefits of video games is its promotion of cognitive skills.... Contrary to believes that video games are intellectually sedating and lazy, video games can effectively enhance cognitive skills....
7 Pages (1750 words) Essay

Video Games in America

In the paper “Video games in America” the author looks closely at video gaming and the applications that associated with it.... Forty-five percent of the people who engage in gaming are females who are over the age of eighteen and the parents are responsible for the purchase of their children's games.... hellip; The author states that the main source of opposition for playing video games originates from neophobia that has created a situation where the population of older people is against the entertainment of the young....
5 Pages (1250 words) Research Paper

Massive Multiplayer Online Game

This kind of games normally has a persistent world, despite the fact that they differ.... This makes the games common with middle and high income earning families.... This paper "Massive Multiplayer online Game" focuses on an internet game that allows a number of players to play simultaneously.... nbsp;   One of the subgenres is the massively multiplayer online role-playing game (MMORPG)The customers are anyone who has a gadget that can access the internet and has the capacity to run the specific given form of massively multiplayer online game with much emphasis laid on the youths (those below 35 years of age)....
6 Pages (1500 words) Assignment

The Benefits and Detriments of Video Games, Internet and TV as Leisure Activities

… The paper "The Benefits and Detriments of Video games, Internet and TV as Leisure Activities" is an outstanding example of an essay on category.... The use of video games, internet, and television as leisure activities is widely used across all ages from as low as two years onwards because of the technological advancement of the current century.... The paper "The Benefits and Detriments of Video games, Internet and TV as Leisure Activities" is an outstanding example of an essay on category....
6 Pages (1500 words) Essay
sponsored ads
We use cookies to create the best experience for you. Keep on browsing if you are OK with that, or find out how to manage cookies.
Contact Us