Arguing The Future Of Video Gaming

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Arguing the Future of Video Gaming

Introduction

Video games often provide the first opportunity for children to interact with computer technology. However, the study of the impact on children's behavior of video games is fraught with controversy. For example, many researchers and members of the lay public point to the detrimental effects of video games on children's social interaction with others, specifically, the games' tendency to evoke violent behavior. Recently, investigators have pointed to the possible positive ramifications of video play on perceptual skills. This paper argues the future of video gaming in a concise and comprehensive way.

What Factors Presently Influence The Topic?

Anderson and Bushman (pp. 353-359) mention that the most important factor that influences the topic is the commercialization of video games on massive level. Until fairly recently, video games were commercially developed and played on specialized systems, with extensive animation and sound (e.g., Pac-Man). By comparison, computer games were played on general purpose computers and featured less animation (e.g., Tetris). The technologies are now more convergent in nature, and most video games are commercially available for both game console and general computer use. Given the relative cost of game consoles as compared with computer systems, video game consoles and games are more likely to be found among less affluent households and played by a more ethnically diverse population of children.

How Has It Evolved or Developed?

The first commercial home video game system, Magnavox Odyssey, was introduced in 1972 and included a paddle hockey game that would later become Pong. Since that time, different game genres have emerged, including action, sports, adventure, and puzzle or “edutainment” games. The largest genre is that of action games, which includes violent titles such as the top-selling game for 2002, Grand Theft Auto Vice City and the classic Mortal Kombat. These games are typically played by boys, as are sport games, such as Madden NFL 2003, a popular football game, and Tony Hawk's Pro Skater 4, a skateboarding game reflecting recent interest in extreme sports. Another game genre is that of adventure games, which are organized around the solving of specific problems to reach a goal, as in the scavenger hunt exemplified in Tomb Raider. This type of game appears to have cross-gender appeal. Puzzle or edutainment games also emphasize the solving of problems rather than a specific goal, often with no accompanying violence, as found in The Puzzle Collection. This game genre also shows cross-gender appeal. Because of the educational potential of some genres, such as puzzle and adventure games, the playing of video games has evolved from a largely recreational activity to one under consideration for academic practice (Anderson and Bushman, pp. 353-359).

What Political, Social, Cultural Factors Will Influence The Future Of The Gaming?

I think that increasing interest of children in video games will tremendously influence the future of the video gaming.

Recent survey findings indicate that more than 90% of children between the ages of 2 and 17 play video games, and that the average time spent playing is about 20 minutes per ...
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