Video Game Journals
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Pong is actually not a bad game, considering what it is. It requires hand and eye coordination, like any other game, and it is a no-frills, simple, straight-forward game requiring no thought other than anticipating the trajectory of a bounce. Galaga is somewhat similar in that it is the same basic 2D concept, sliding an object left to right (instead of up-down) to destroy enemy combatantsa lot like Tetris in a way. Ms. Pacman adds a dimension of strategy to this concept and uses the space well to give the interactive experience more nuance. Super Mario Bros really builds on it by creating a world that goes beyond the frame: it scrolls on and on as the character moves left to right; and there is a narrative built into the gaming journey. The character can jump and duck and it combines strategy with hand-eye coordination skills. Sonic the Hedgehog really builds on Super Mario by taking it to the next level with better visuals and a faster-paced experience overall. I would say just the ability of games to be immersive and life-like in their rendering is what has changed over the years. But the basic idea is the same: there is a narrative built-in and it requires some exploration of a world that goes beyond the frame upon the screen (Domsch, 2013).
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For this exercise, I played Minecraft for 30 minutes. I chose it because it...
…and sports spectatorship plays almost no part. I rarely watch sports, and if I do, I only have it on as background noise, really: I might watch it for a few moments before I become somewhat bored by the repetitive nature of the contest. I really find matches only interesting if they are close and the clock is winding down; then it becomes exciting because both teams are playing hard and every move counts, every mistake can be fatal. As for video game spectatorship, this is more of just a guilty pleasure; if the gamers are having fun playing, it can be entertaining because laughter is contagious. But overall, I consider this type of entertainment as trivial and kind of wasteful. Hill (2019)…
References
Blanco-Herrera, J. A., Gentile, D. A., & Rokkum, J. N. (2019). Video games can increase
creativity, but with caveats. Creativity Research Journal, 31(2), 119-131.
Domsch, S. (2013). Storyplaying: Agency and narrative in video games (p. 196). De Gruyter.
Video games should be used to assist with education. While video games are often not considered valid as educational resources, there is no question that they have a unique ability to engage children and teenagers. This means that they can be used to improve education, and there are a number of ways in which this can be done. Video games have merit as educational tools. They are interactive, which engages young
Video games wall days. I, admit, killing, abuse women, utter destruction amazing. But ? After, people buy . But games played children. As introduction, Call Duty 2: Black Ops Parcheesi, games involve things varying degrees unpleasantness opponent's game pieces; Parcheesi pieces seldom deliver realistic- innards game board, thing. The effect of violence in video games There is presently much controversy regarding video games and the effect that they have on people, given
The second way is that individuals, specifically children can become desensitized to violence. This is because, daily exposure to violence may make one lose their emotional impact on them. Apparently, when one becomes emotionally numb, it becomes easier for them to engage in violence (Harding). The General Aggression Model This is a model that attempts to explain both the development of aggression an individual differences in susceptibility to the influence of
Robert thought that this was actually very cool. He liked the idea of picking all of his favorite characters from all of his favorite games and making up his own new game. That would be so cool. And then he could make all of the characters do exactly what he wanted them to do. Like the Viking Warrior standing in his room. He could take out his laser sabre and
Methodology The methodology that will be employed in this study will be a desk survey of existing studies. The data complied by the studies will be analyzed, as will be the processes and methodology used in those studies. The data compilation and yield will be discussed in comparison between studies, and an attempt will be made to take the information and use it in an overall presentation that shows that the
Winning a game activates a cerebral reward center, in a way that 'teaches' players to be violent in a Pavlovian way, so the players associate acting violently with gaining a reward. This thesis has been supported by recent MRI scanning research examining the brains of children who have just played violent video games: "A new study employing state-of-the-art brain-scanning technology…say that brain scans of kids who played a violent
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