The purpose of video games is for them to be played with and enjoyed. One simply cannot play with a book, or with a painting, or leap on stage and become a part of the performance. That is not the fundamental interactions of those forms of Art. To say that a video game with no goal ceases to become a video game and becomes more “a representation” of a form of Art causes the entire argument to be skewed. This is due to the nature of which art involves the audience in comparison to how video games involve their own audience. Because their reactions contrast so greatly, they cannot possibly be categorized in a similar manner. By stating the interactions are the same, would be effectively calling video games a form of Art, which contradicts Ebert's entire argument. Not to mention that Ebert stated that games never can, and never will be a form of Art or close to one, and now he’s stating some games have the capabilities of ”representing” Art. The purpose of a video game is both that of immersion and experience, where the gamer takes on the role of the main character(s). Other forms of art only allow the ability to be an observer rather than a participant. No matter how close to Art a game can become, in Ebert’s argument, it will never be exact despite fitting all of these “definitions” he has looked into.…
Terry Fox was born in Winnipeg, Manitoba, but raised in Port Coquitlam, British Columbia, a community near Vancouver on Canada's west coast. As an active teenager involved in many sports, in 1977 Terry was only 18 years old when he was diagnosed with bone cancer and forced to have his right leg amputated six inches above the knee.…
This site provided basic information about social problems merged with video gamers tendencies. It does raise some important issues about the effect of videogames in our society and status that may be useful for my Recommendation Report. It is a commercial site rather than an academic site, so it provides some internal opinions of the writer and from the public (it’s an open space) which are helpful but not 100% trustful. It does list some primary sources. In general, I would use this site in my research as an extra add, but I wouldn’t base all my paper on the information provided over here.…
The first essay that really caught my attention was, “Art form for the Digital age,” by Henry Jenkins. In his essay, he explains that video games have become a huge part of our modern media today, and that he believes it is time that we take them seriously, by not only acknowledging the faults that people point out in them, such as violence, but also looking into the art aspect of these games. Jenkins begins his essay by telling us that over 215 million computer and video games had been bought by Americans in the year 1999 alone (199). He then proceeds to explain that right now video games are looked down on heavily, and are viewed as worthless. However, Jenkins then fights back with this by stating, “Computer…
The writer uses the method ethos to provide “hard evidence” (Lunsford, Andrea, et al. 52) to communicate to the audience his credibility and convince readers that video games further stereotypical beliefs and actions. The author uses studies referenced in the article to show “credibility” (Lunsford, Andrea, et al. 43) of studies done. One of the studies used in article “Playing with Prejudice” shows that “children between 8 to 17 years old make up the group that plays the most video games” (Burgess et. al. 552). Attracting this audience at such a young age is very easy to influence and lure them in, and over time this will affect their mine set and behaviors. In order for the author to prove his credibility to the audience, the writer uses research and data to support his argument.…
In his article “Violent Video Games and Other Media Violence,” Dr. Craig A. Anderson, Iowa State University’s Director for the Study of Violence and cited expert on all things related to violence as it coincides with media, attacks violent video games and television for causing an increase in violence amongst young people. Throughout his article Anderson draws legitimacy from psychological studies intended to find scientific truth in debates regarding violent video games and their relationship with the psyche of impressionable youths. Anderson treats the article as more of a presentation of facts than an actual argument, allowing the findings to speak for themselves.…
The author takes on the apparent “fallacies” that he media has been reporting in regards to video games and their long term effect. My position as a reader is resistant, and I think that the author was trying to appeal to a resistant audience as well, unfortunately, I am just not convinced. The author is appealing to a neutral audience by first listing an example of in the past why video games have been shown to be detrimental and then following up on that statement by disproving it by citing academic research and [outdated] studies. The author achieves a logos appeal in this argument by citing statistical evidence supporting his claim. In addition, his credentials are further legitimized as he is a professor at Massachusetts Institute of Technology and the article is published on a reputable site (pbs.org). I personally did not find the argument persuasive but with the authors credentials, the platform that was used the credibility from the sources published, I could see why others might be persuaded. I’m not sold on his approach to the argument seeing that I have personally encountered the effects that not only video games, but violent media in general can have on a young and developing mind. If I was to redo this article I would change a few things. Like the author, I could also cite many studies…
Video game controllers and basketballs. Two completely different things. Well, they're actually not as different as you think. You might not believe it yet, but video games and sports have a lot more in common that you think. After reading this, you might even want to change how you look at video games.…
Should video games be a sport it is not a new subject in high school. And do i thank video games should be a sport yes it should be a sport but in some schools they don't say it should be a sport. Throw out history it will grow into the minds of the kids and they will try and get it to be a sport. Schools should let videogames be a sport. For kids that don’t like to play contact sports, they would get another chance to play.Schools should let videogames be a sport because some of the team winnings would go to the school and some would go towards a scholarship for the team members. Video games should be a sport because some kids with disabilities would have a chance to play. Yes, video games should be considered…
According to James Brooks, “the manipulation of meaning to assure an audience would destroy the reality of the work and debase the concept of communication.” The essay will examine how images are used nowadays in media to influence people’s opinions rather than only for artistic purposes.…
This research paper explores the gender inequality wage gap that continue to exist in the labor force around the world, with a focus in the United States of America. This in-depth analysis of the current prejudice and injustice women are suffering, details the different factors and consequences of this glass ceiling. There are several factors affecting the gender pay gap, among the most important ones are religion and cultural background. This paper examines the data reported in recent years that provides a global scope of the situation at hand. In addition, it also shines light and predicts the future impact if no changes are made.…
John comes home from school everyday, does his homework and plays call of duty. Later he grow up and shoots up a school. An 18 year old man killed 9 people in Munich, Germany, however he was a fan of first person shooters. The video game rating system should be higher for more mature games because video games have effects on child development, kids are more likely to commit federal crimes, and parents don't care what their children play anymore.…
There is no denial that Video Games play a big role in modern society. It is a fun and enjoyable activities which millions of people practice every day. The gaming industry is one of the fastest industry in the last decade and the attraction of video games toward the public is growing more and more powerful. According to Gartner, an economic research term, global video game sales reached $111.1 billion in 2015. In 2013, computer and video game companies posted strong overall sales in the United States, with revenues exceeding $21 billion as entertainment software companies delivered well-paying jobs and revenue to state and local economies across the nation. (Meulen, R. V., & Riverra, J. (2013, October 29). Gartner Says Worldwide Video Game…
Kurt Squire, a writer for “Game Studios”, in his article “Cultural Framing of Computer/Video Games”(2002) explores the role of video game in society that proposes that video games are the next generation of media with a variety of uses. He focuses on the history of games-media and compares the platform to other media such as film and television, in order to counter arguments critical of games, then he explores the beneficial implementation of games for learning purposes by providing evidence supporting games as learning tools. Squire develops this evidence in order to persuade the audience to favor video and computer games as a “next-generation” social tool. Squire seems to intend his audience to be either business or media leaders by presenting…
Video games have come a long way since they were first introduced in 1967. In addition to the impressive improvement in graphics, the increase of the violent content has become quite the hot topic amongst parents and politicians alike. The most popular aspect is whether or not violent video games inhibit aggressive behavior. Early research that suggested there was a link between the two has been deemed problematic. However, in recent studies “research has not found that children who play violent video games are more violent than other kids, nor harmed in any other identifiable fashion.” (Ferguson, 2011) Violent video games do not lead to violence in society because they improve other skills, many other factors heavily contribute to making society violent, and they are a tool for social interaction.…