Annotated Bibliography
Research Question
How have video games progressed in terms of narrative, player engagement, and societal impact, and what implications does this progression have for the future of gaming and its influence on society?
Annotated Bibliography
Hon, Adrian. You've Been Played: How Corporations, Governments and Schools Use Games to
Control Us All. Swift Press, 2022.
Hon's work goes deep into the concept of gamification and how it has been used by various parties to influence behavior and how people think. Hon looks at gamification across multiple sectorshow government has gamified society, how businesses have gamified the workplace, how schools have gamified education, how Google has gamified using the Internet, and so on. The point is that gamification is not just something restricted to actual video games; it is a phenomenon that has permeated all aspects of society, with fundamental consequences, too. In relation to my research question, Hon provides an important and critical perspective on the social impact of gamification, especially when it is being used as a tool for control, for private profits, or for manipulation. The book gives many insights into how games can be designed to elicit specific responses from players, which can be both beneficial and detrimental to society, to the extent that these insights are...
…off.Charity, Justin. "The Golden Age of Multiplayer: How Online Gaming Conquered Video
Games." The Ringer, 2023.
Charity's article looks at the rise of online multiplayer gaming and its dominance in the current gaming culture of today. The article shows how the shift from single-player to multiplayer experiences has changed player engagement, impacted community building, and morphed the overall culture of gaming into a more communal experience rather than one that was formally isolated and independent. In the context of this research question, this source offers a perspective on the progress of player engagement into a more social experience like actual sporting, and how the social aspect of gaming has…
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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