Preview

Mary Flanagan Playing House Analysis

Good Essays
Open Document
Open Document
571 Words
Grammar
Grammar
Plagiarism
Plagiarism
Writing
Writing
Score
Score
Mary Flanagan Playing House Analysis
Steven Castellano
PR-425-01
Dr. Corey Dzenko
September 29, 2016 Mary Flanagan’s story “Playing House,” clarifies how artists deployed numerous representations in their games. In other words, her main argument focuses on materials that layout rambling patterns. After reading this story, the three topics I thought were the most helpful in understanding Flanagan’s argument are Looking at Games, Shifts in Perspective, and A New Focus on Play. In this paper I will reveal the three headings as well as explaining how this story helped me learn in terms of studying video games. Looking at Games is the first topic that briefly goes over how artist Pieter Bregel uses his own depictions of human experience in violent games of childhood during the sixteenth century Dutch life. The human experience in these violent games are brutal, because it predominantly presents children demonstrating uncontrolled behavior. “Tug-of-war or plain fighting and pulling hair, signal that children’s activities may be more than folly and, in fact, represent
…show more content…
This kid presents terrible behavior by screaming, yelling, and throwing the controller while playing a violent video game. When a child plays rated m-rated games, they start to act violent. When adults play m-rated games, they do not act as violent as children, because they are more mature than children who are not ten years old. After reading “Playing House,” I learned a lot from the three topics. Looking at Games focuses on aspects of human experiences in children who play violent video games. Shifts in Perspective enlightens the painted visual illusions for people to perceive. A New Focus on Play goes over the ratings of violence when viewing an adult contemporary version of any category game. In the end, this story specifies readers to get the idea visually and

You May Also Find These Documents Helpful

  • Good Essays

    The gaming industry has progressed the most in the past century, starting with silent ping-pong games and evolving into intense story plot and battle games liken to Final Fantasy. Games are becoming more and more realistic, characters can talk, blink, jump, wave and move individual body parts, mimicking human behavior. Parental advisory ratings are an incredibly large part of the industry. In this new age of video games, players can blow up enemies and viscerally rip them apart. They have become so realistic that it is surmised that some children have difficulties differentiating video from reality and act out mirroring the game characters behavior. It is obvious that the gaming world isn’t promoting youth violence; rather show the artistic view point of what the creator’s vision is. Also, online play allows you to have opponents who are not only not in the same room with you; they can be across the globe. It is essentially like a chat room where players can view other player’s stats and choose who to play, creating a more intense and challenging game.…

    • 991 Words
    • 4 Pages
    Good Essays
  • Powerful Essays

    Throughout history, Art has been a form of expression that has altered situations, revolutionized methods of thought, and shaken worlds, both building them up and crumbling them downward. These days however, Art has become a form which is underrated and under appreciated due to the technological and business worlds taking over. Despite these advancements though, Art has continued to build and expand into different forms, pushing the limits of what was originally defined as “Artistic”. One of these forms which has quickly risen along with the increase in technology includes video games, which are utilized primarily for entertainment to various audiences, both young and old. When created in a unique manner though, these games can prove to be…

    • 1555 Words
    • 7 Pages
    Powerful Essays
  • Powerful Essays

    Final for Wr 122

    • 1967 Words
    • 8 Pages

    Rampage, shootings, killing, murder, blood, and gore are all things that people think of when they hear the words, “Video Game.” Video games have quickly taken on the role of being harmful too kids. Could this be true? Crime rates have been on the rise for the last five decades, so we must ask do video games have anything to do with this? Are video games destroying our children? Every time a school shooting happens people look for something to blame. Furthermore, in the more recent decades people have been blaming the violence of video games, for in these games you have weapons that you often use to kill people or other things with. These games have been said to be extremely graphic and aggressive and have many parents worried. However, after reading many essay’s including, “Art Form for the Digital Age,” by Henry Jenkins, and “Do Video Games Kill?” by Karen Sternheimer, I changed the way that I viewed video games. Before reading these essay’s, I felt as if video games had no other purpose but just to be aggressive, but now I see that video games are not all bad, for they are also a form of art, and art is not to blame for children being violent. Therefore, video games do have other purposes and are not completely bad for kids.…

    • 1967 Words
    • 8 Pages
    Powerful Essays
  • Better Essays

    While many parents scoff at letting their children watch violent movies, they often consent to buying violent video games for their teenagers without checking the industry ratings. Researchers contend that a link exists between violent video games and real-life violence in teenagers and young adults. Violent images don't necessarily create violent children, but gamers learn that violence is an accepted means to solve problems, and they perfect shooting skills as though they were handling real weapons. Even though games can teach children valuable coordination skills, parents and caregivers need to make sure that their children only view age-appropriate content and are made aware of the difference between on-screen actions and socially acceptable behavior in the real world.…

    • 1360 Words
    • 6 Pages
    Better Essays
  • Good Essays

    “When Life Imitates Video” Response: Violent video games are a huge part of the life of many children, perhaps even…

    • 868 Words
    • 4 Pages
    Good Essays
  • Good Essays

    Throughout the article, the author successfully utilizes three images that allow the reader to visualize what is written, and ultimately they correspond with both the pro and con sides of the debate. The first image, located on the cover of the article, represents the ‘typical’ gamer that plays violent video games and, as a result, has an increased potential to become aggressive. “Violent games and movies activate areas of the…

    • 617 Words
    • 3 Pages
    Good Essays
  • Satisfactory Essays

    Data:60% of middle school boys and 40% of middle school girls who played at least one mature-rated (M-rated) game hit or beat up someone ,compared with 39% of boys and 14% of girls who did not play M-rated games. Also, 90% of pediatricians and 67% of parents agreed or strongly agreed that violent video games can increase aggressive behavior among children.…

    • 281 Words
    • 2 Pages
    Satisfactory Essays
  • Powerful Essays

    In my most recent essay I wrote of the violence attributed to video games in light of various shootings and other tragedies that occurred in the past year or so. In this essay I argued that despite their violent content, video games are not completely to blame for acts of violence committed by children. Throughout this essay I tried to convince the reader by, first, establishing my own credibility with video games, then sharing my own experiences with violent games, and providing both empirical data and valuable insight from trusted sources.…

    • 1740 Words
    • 7 Pages
    Powerful Essays
  • Good Essays

    Video game consoles have made their way into the households and hearts of millions of people all around the world. New games of all different genres are continually being produced and bought by consumers from every inch of the globe, only becoming more popular as time goes on. Throughout the past couple of years technology as a whole has been on a drastic up rise. With continuous breakthroughs in the technological field the video game industry has been able to flourish into its current state. Companies now days are able to produce more and more realistic like gaming experiences. These life-like graphics and visual effects put the gamer right in the action, bringing joy to many while enraging numerous others. The way in which one views and understands the game’s contents is the way in which one perceives the video game. More often than not parents, who do not play video games, tend to focus on the negative aspects of the game, namely violence. The parents who are buying the video games for their children see only the cruelty and disgusting features making up only part of the whole. Most avid gamers would agree with the above statement, arguing the blood and gore is just a small part of the many aspects of some video games that complement the other components such as graphic quality and plot. The way in which one perceives an individual video game more often than not depends on whether or not the person is a gamer. The way in which some people perceive video games angers me because it seems as though they are over looking the big picture and viewing the game with a pessimistic point of view. By doing this, those people are doing themselves and the creators of games an injustice.…

    • 1476 Words
    • 6 Pages
    Good Essays
  • Good Essays

    Video Games Cause Violence

    • 1009 Words
    • 5 Pages

    When the game Mortal Kombat was first released in 1992 and the sudden implement of major blood and violence was seen in the gaming industry many people began to complain because anyone could pick up this game without knowing what they were going to see. This led to the implement and creation of a rating system for video games just like the movies which categorized games with letters and was mandatory for all games to have a rating. The simple ratings are ‘E” for everyone, “T’ for teen and “M” for mature. When purchasing a game that is not suitable for the age a parent has to be present with the child in order for it to be purchased. Many parents still blame video games for exposing their children to violence when their the ones buying it for them and not even checking the game to see of it s safe for their children. The media has focused on these very few games that involve violence and has made them the face of video games without even taking notice of the countless innocent games that are still available.…

    • 1009 Words
    • 5 Pages
    Good Essays
  • Good Essays

    Video games around the world have become immensely popular, a multi-billion dollar industry. An industry which revolves around the wants and desires of children and teens. An industry with a creation of unique entertainment like no other. An industry that continues to grow rapidly. Hours and hours are spent each day by youths playing these games, but are they really good for them? Are they educational? Games which educate a child’s mind exist but they wouldn’t be as popular as your top seller shooting game. Nowhere even close. Here I am today to tell, to inform, and to enlighten parents on the dangers of letting your child play these violent games.…

    • 557 Words
    • 3 Pages
    Good Essays
  • Powerful Essays

    Video Game Violence

    • 1521 Words
    • 7 Pages

    Violence in video games has been around for many years and many kids have played them. Some people believe that these video games change the kids’ minds and make them killers while others feel that it does nothing to them. Although no outcome has been decided yet, studies have shown that the violence in videogames can change the way that kids think, some bad like killing and others good like problem solving. As technology gets more advanced and the graphics get better, the video games become more violent. However, there has also been a rise in sports and puzzle games allowing kids to problem solve and maybe get motivated to play a sport. Violent video games can be an issue to the society because of the kids that play them, but violent videogames could help us train kids to be more focused.…

    • 1521 Words
    • 7 Pages
    Powerful Essays
  • Powerful Essays

    Paper

    • 1958 Words
    • 8 Pages

    All video games are given a set rating based on content by the ESRB. These games are rated from eC(Early Childhood) to Ao(Adults Only. Although the focus of studies on violent video games is normal focused on young gamers, 18 years of age and younger, they only make up a small portion of the gaming population. Only 32% of gamers are18 years old or younger. The 32% of the gamers that are focused on during these studies are not allowed to purchase games with M or Ao ratings without parental consent. The 89% of parents that are present during the purchasing of video games not only allow their children to buy, but play the same games that they find disturbing for the extreme amount of blood, violence, and death featured in these games.…

    • 1958 Words
    • 8 Pages
    Powerful Essays
  • Good Essays

    Final

    • 826 Words
    • 4 Pages

    The scientific debate over media violence effect “is basically over”. Researches are now shifting their attention to video games, which have exploded in popularity and are exploding with increasing brutality (Myers). Educational research shows that “video games are excellent teaching tools” (Myers). In 2007 the video-game industry celebrated its 35th birthday. Since the first video game in 1972, we have moved from Ping-Pong to splatter games. By the turn of the twenty-first century, Americans were purchasing some two hundred million games a year, and the average girl was playing six hours a week and the average boy twelve hours (Anderson). In the popular Grand…

    • 826 Words
    • 4 Pages
    Good Essays
  • Best Essays

    Violence In Video Games

    • 2444 Words
    • 10 Pages

    Parks, N. (2009). Violence, video games, and the serious game movement. Journal of Cultural Research in Art Education, 27, 82-93. Retrieved from http://search.proquest.com/docview/1037025469?accountid=35812…

    • 2444 Words
    • 10 Pages
    Best Essays