Video game culture Essays

  • Violent Video Games Integral Part In American Popular Culture

    572 Words  | 3 Pages

    Ever since the late 1980s, video games have been a major source of entertainment in the United States with an estimated 51% of the American population who identify as gamers today, and roughly four out of five households contain some sort of device capable of playing a videogame (Essential Facts About the Computer... 3). Why, then, do video games receive a negative reputation, especially by parents of gamers, when they play such an integral part in American popular culture? With the high amount

  • Gender Representation In Video Games

    951 Words  | 4 Pages

    The plea for better LGBT representation in video games is not for video games to be “queered” but rather for the industry to recognize the place and problems surrounding gender representation in video games (Shaw, 2009). But since there is an evident lack of representation of the LGBT community in video games, there were also very few positive references to homosexuality. In a sense, this shows the oppression of the LGBT characters in video games. The characters tend to be boxed in the idea that

  • Juvenile Violence Sociology

    943 Words  | 4 Pages

    statistically imprecise correlations are created. As a reoccurring subject of extreme teenage crime, such as school shootings, video games have been suspected as perpetrators of violence. For example: following the tragedy of the Columbine High School shootings in 1999, it was revealed that the two gunmen, Eric Harris and Dylan Klebold, often played violent video games. As a result, video games

  • Steven Johnson's Everything Bad Is Good For You

    1830 Words  | 8 Pages

    no doubt that playing today’s games does in fact improve your visual intelligence and your manual dexterity, but the virtues of gaming run far deeper than hand-eye coordination” (24). Johnson explains that the gaming improves our skills and makes us smarter. Johnson also points out, “the gaming population turned out to be consistently more social, more confident, and more comfortable solving problems creatively” (153). Johnson points that the new technology like video gaming are making people smarter

  • Example Of A Meta-Analysis Essay

    533 Words  | 3 Pages

    violent video games may have on young people, I would venture to say that Bandura would support the findings, that violent video games can have negative effects on children’s aggression, among other things. Bandura’s belief that society’s/cultures are responsible for teaching children what appropriate aggression action is, and from this study’s findings, our society has clearly overlooked what is feed to our children through gaming. What I found interesting was that even non-violent games can/may

  • Video Game Stereotypes Essay

    838 Words  | 4 Pages

    that violent video games and movies are the real culprit when it comes to school shootings.”. Our own president believes that playing a mature video games may lead to a type of tragedy that can shake entire countries. These are just a few negative remarks that people have to say about video games. Now, the positive contrasts to these remarks. These stereotypes are should not always be deemed as true. So many gamers are considered anti-social by those around them, but, a lot of video game play revolves

  • Summary Of John Leo When Life Imitates Video

    636 Words  | 3 Pages

    Marla would agree with this article “When life imitates video” by John Leo because it hits home for her because she has children and she is a very peaceful person. In the article it says “Adolescent feeling of resentment, powerlessness, and revenge pour into the killing games”. She a peaceful person and wouldn’t want her children to play those type of video games. I believe in general that it’s not the ideological she live by. Violence seem something that she will be against. Another example was

  • Swot Analysis Of Ubisoft Entertainment

    1520 Words  | 7 Pages

    and development of computer video games, head office is located in Montreuil, France. The company includes studio in over 20 countries, including Russia, Canada, Spain, China, USA, Germany, Bulgaria, Ukraine, Romania and Italy. Ubisoft is one of the largest game publishers in Europe. It has 6010 highly skilled and well-trained employees in programming, modeling, animating etc. Ubisoft Entertainment is positioned at the top of the market, selling high quality video games on different platforms and

  • Shigeru Miyamto's Influence On The Real World

    555 Words  | 3 Pages

    easily one of the most recognizable video game characters in the whole world. Games that feature the friendly Italian plumber have sold over five hundred million copies worldwide. (“How Super Mario”) His memorable voice and distinct avatar are recognizable across many generations. Because of his global fame, Mario is a prime example of cultural globalization and an embodiment of fun. Shigeru Miyamoto created Super Mario. After the failure of Nintendo’s first arcade-game, “Radar Scope”, Miyamoto was hired

  • Slime Rancher Research Paper

    615 Words  | 3 Pages

    simulation games available to gamers is Slime Rancher. Following an early access release back in January, the game officially launched for Windows, macOS, Linux and Xbox on August 1st. Slime Rancher was developed and published by Monomi Park. It’s a single-player video scheme that uses the Unity game engine. Slime Rancher uses colorful graphics to accent a clever plot for gameplay. Slime Rancher Gameplay · Slime Rancher follows the first-person vantage point, navigating through an open world game environment

  • Reality Television: Is Reality TV Real Or Real?

    866 Words  | 4 Pages

    Were you aware that “reality TV episodes have increased to 57% of all television shows that can be found on your screens”? Television is undoubtedly a medium of telecommunication used by countless number of people. Most of the world’s population uses a great deal of electronic devices and upgrade when new models appear. However, according to a TNS consultancy report, people are continuing to stay loyal to their television every single day. This would obviously mean that a majority of those people

  • Informative Speech About Superheroe

    2707 Words  | 11 Pages

    Guardians of the Galaxy is a really fun movie. It’s one of the best movies of 2014, actually. But just because people liked it, (so did I) that doesn’t necessarily make it a “good movie”. However, insert Thesis. As I’ve already stated, this is a “Marvel Movie”. And that in itself is either really good or really bad. In this case, it’s not the latter. It actually depends on the kind of person you are, though. If you don’t like superheroes (The most popular film genre), ideas taken from Star Wars

  • Analysis of the Movie 'Expelled' from a Sociological Perspective

    1504 Words  | 7 Pages

    For this Sociology On Screen assignment, I selected and analyzed the comedy movie, “Expelled”, directed by Alex Goyette and distributed by 20th Century Fox in the year of 2014. It all begins when Felix O 'Neil (Cameron Dallas), a troublesome teenager, gets expelled after recklessly pranking in Eastwood High School. He is a well-known prankster who rewired the fundraising money of the cheerleading team to a koala bear sanctuary, exposed incident photos of his teacher publicly, and hacked the vending

  • Hedonic Ambivalence: The Paradox Of Horror Film

    1392 Words  | 6 Pages

    The movie industry is a main factor of each society in the new world; no country around the globe lacks movie theatres, TV channels specialized in broadcasting movies, or, naturally, the Internet where you can access any movie in the history of cinema. Various studies have been done on the emotional and behavioral effects movies from all genres can cause to their audiences who differ in age, interests, social stance and other significant variations. However a specific genre has predominantly gained

  • The Negative Effects Of Technology On Children

    1098 Words  | 5 Pages

    Introduction In today’s digital age, everyone is surrounded by technology and young children are no exception. According to this study by Dr Nirmala Karuppiah, 95% of the children started playing with electronic devices before they turned three (Teng 2013). Digital devices are increasingly integrated into their daily lives. As children continue to become more immersed in media, many adults have begun to wonder about the positive and negative effects of such exposure to the high amount of electronic

  • Searle's Argument Analysis

    1917 Words  | 8 Pages

    The idea of creating an artificial intelligence is becoming ever more popular in our society. Featured in movies such as 2001: A Space Odyssey, Blade Runner, and Ex Machina, many present artificial intelligence as mysterious entities that are dangerous to society as a whole. As the technology that humanity has at its disposal continues to improve, many fear that the threat artificial intelligence presents in these movies will become a reality. Even Elon Musk, the CEO of Tesla Motors and SpaceX said

  • Prank Movie Analysis

    966 Words  | 4 Pages

    It takes us into the present, with the movie starting with three millennials out in the streets pranking unsuspecting people while filming all the action on a handheld gopro. The scene first starts with Jean, her hands with splatters of blood asking help from another victim. This isn’t the type of victim that involves murder, it’s actually a prank victim. The victim eventually believes her, while Jean acts like she is in pain and shows her back to the victim. It seemed like it had a knife

  • How Do Children Misuse Technology

    736 Words  | 3 Pages

    parents being eaten by lions that the children imagined because the children didn't want the nursery taken away. This story demonstrates the strong misuse of tech not only by children but by adults because we rely on our phones and computer or video games to entertain us and keep us content and it shows how we are obsessed with tech and dont always need to have it to be happy. The

  • Why Should Harry Potter Be Banned

    763 Words  | 4 Pages

    I have heard that you were considering banning the Harry Potter series from your school’s library, so I have a few reasons why you should not ban Harry Potter. First of all, did you know that In a poll, “15% said that Harry Potter was a bad influence because it portrayed witchcraft. 45% said that it was entertaining, but no important life lessons, and 39% thought it was a good influence and had positive lessons to teach.” Harry Potter is a fun, magic-filled, fantasy that takes kids on an amazing

  • Informative Essay: The Definition Of Virtual Reality

    1023 Words  | 5 Pages

    It incorpores a video screen for both eye and a magnetic motion tracking system, which was connected to a closed-circuit camera. The Headsight was not developed for virtual reality applications as virtual reality (the term) doesn’t exist then, it was for immersive remote