Game genres have certain intentions for players. The type of game can bring in the audience’s attention…
Tom Bissell’s, a teacher at Portland State University, main idea was to indicate to his audience why video games matter to him by using various argumentative appeals. One must ask themselves, can this author be worthy of respect? Can he give his readers enough facts to get his argument across? Will he try to give us a soft story to buy his way into in his argument? Throughout most of Bissell’s book, he uses the logical appeal by describing, in great detail, Fallout 3. Sadly he lacks the Emotional appeal to complete this argument and he loses my credibility throughout the article.…
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…
Often, while talking about the mediums of conveyance for a story, researchers will disregard the interactive counterpart, for the most part alluded to as computer games. Be that as it may, as innovation has turned out to be best in class, and the medium has ended up bigger and more lucrative computer game studios have tried to recount important stories with the video games they make. It is vital to perceive the estimation of computer games as a narrating medium, equivalent to that of writing, film and music. Numerous stories are comparable in light of the way of life they depend on, and the story they tell. This is the situation in both Beowulf and The Elder Scrolls V: Skyrim, generally called Skyrim for short. Both stories draw intensely from…
The video game industry is a billion dollar market that has revolutionized American culture. Since 1947 with the invention of the first electronic game called the Cathode-Ray Tube Amusement Device (Cohen, 2012), video games has become an American phenomenon and coupled with decades of technological innovations and a changing society, today, there are more than 100 million games making the video game industry approximately $67 billion a year (Gaudiosi, 2012). Once considered harmless fun, video games increased exponentially in popularity and became very much part of America pop culture.…
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.…
Tom Bissell in “Extra Lives: Why Video Games Matter” emphasize the importance of video games in our life. Tom supports his affection with the video games by telling his story with a popular video game “Fallout-3”. He also compares different modes of entertainment, like movies and novels, with video games. According to Tom, Storytelling is the most important thing for the movies, novels and video games, but video games storytelling is counterfeit. Tome states, even though the video games are frustrating sometimes but he will keep returning to this form of entertainment.…
Video games seem to be an essential part around my friends’ circle. Unfortunately, I have never been one of them, but since my brother is a huge fan of video games, I can say I grew up around a video games’ world. As I remember, my brother played video games in every minute and second. I believe you must wonder why I could insist not to play. The truth is I was too afraid to be addicted to those games. I knew I was like my brother. I have seen all the consequences being addicted to video games bring. So I never played the same games several times and this is how I controlled myself. Hence it is much easier for me to observe how people interact with video games and it can also satisfy my curiosity about why people are so addictive. Therefore, I asked two of my girlfriends and my brother to help me to conduct this research. I ask them to play Halo 4, which is a new game they have never played.…
When it comes to credibility of this book, James Paul Gee is very qualified to be speaking about the topics he addresses. Not only has he studied linguistics and philosophy in college, but he has also taught for many years in classrooms. This background is evident in What Video Games Have to Teach Us About Learning and Literacy and his first book, which relates more to language. He makes many literary references throughout this novel, which were influenced by his college studies and his previous book. Gee has played many different kinds of video games as well, so he has first hand experience with the ideas he discusses in his book. With all of the examples of different video games he said he enjoyed playing, he could have an ulterior motive of advertising these particular games. However, this doesn’t seem to be the case since these games are very diverse in genres, brands, and creators.…
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.…
Well done games can accomplish what a well written novel can, if not more. Video…
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…
“How does Collins use the genre of dystopian fiction to make a comment on contemporary society?”…
When people talk about video games, they often talk about the same things: gameplay, graphics, length, difficulty and online capabilities, how well will it sell, and who will buy it. But how often do we talk about the game’s story? How often do we discuss the effectiveness and purpose of its narrative?…
Sean Preci 1/17/13 9:25 AM Comment [1]: the words Running Head need to appear in the header…