¶ … Interactivity in Video Games and Movies
Information technology has changed the way we live in today's world. Everything from our television to our cell phones are connected through network medium. Computers define the way we do many of the things in our lives, such as, how we maintain our bills and expenses to even conducting business activities online. Therefore, it comes as no surprise to know that the gaming industry is worth over nine billion dollars worldwide. This paper is a dissertation, which aims to compare the interactivity of games to movies and how their consumers view them.
Chapter I The Rise of Video Games
Chapter II Games as a Major Form of Entertainment in Today's World
Chapter III Studying Games
Chapter IV Games, Media and Interactivity
Chapter V Exploring interactivity in video games and movies
Chapter VI Home Entertainment Networks
Chapter VII Violence in Games
Chapter VIII Are Games Just for Boys
Chapter IX Indiana Jones and Tomb Raider
Chapter X The Use of Streaming Media in the Gaming and Video Industry 30
Chapter XI Online World of Games called Linden Lab:
An Example of Streaming Technology
Chapter XII Problems Associated with Streaming Technology
Chapter XIII What makes Streaming Technology so Successful
Conclusion
References
Introduction
Information technology has revolutionized the way we live today. Information technology has entered our homes, offices and educational institutions. One of the most vital areas of development in the Internet is E-commerce. The concept is simple, we can send an email to the nearest grocery shop for our daily grocery needs. The information would be sent to the grocery shop through the Internet and be delivered on our door- step. E-commerce goes beyond this. Corporate firms can float their tenders and projects through Internet. The vendors, management consultants and other business associates can discuss projects and other business issues online. All these facilities are possible because of E-commerce.
Over the last ten years, there has been a technological revolution in the computer, which has also increased the interactivity between the computer and the user. Computers today, are not only user-friendly but the creation of new software's such as adobe has made the home PC into a world of knowledge and information with new artistic styles and more consumer related. Adobe's Photoshop and Macromedia together are now bridging the older versions of art forms to create new forms of art and entertainment. An area of growing interest in the computer industry is the gaming industry. With the creation of Pong in the 1980's, the industry has grown into a multimillion-dollar industry and in the year 2002 made more money than Hollywood. Some of the new games can cost more than a Hollywood film to make and can take several years to develop.
Artificial Intelligence is making breakthroughs in the gaming industry and simultaneously finding wider applications in areas that revolve around virtual reality.
The development of this software is mainly through the usage of 3D tools such as Maya, PhotoShop, Bryce, and Poser. The streaming technology developed by Linden Lab itself is dynamically used in producing the interactivity and enabling the user to actually be able to be enjoy an environment created in real time.
Chapter I
The Rise of Video Games
In 1999, more than 20 billion game sets and software were sold, surprisingly more than the Hollywood box office for the first time in history. This just tells us that more and more people are playing games than they were before. This also means that more people are playing games instead of watching movies or even reading books. Making games the most popular form of entertainment on planet Earth. This also makes us see the transformation of digital entertainment into a proper art form.
In 1978, the game Space Invaders, was a runaway success at arcades, general...
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
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
Dopamine is a pleasure inducing chemical that is secreted whenever an individual engages his/her mind in the playing f video games. The New brain research that was conducted years back (Bartholow, Bushman & Sestir, 2006) was the first to show that the playing of violent video games results in bad health of the players. The emphatic responses of the brain to the simulation of certain real-life violence such as shooting
Interactive Tutorial Effective? Tutorials are integral to learning new technologies or procedures, from learning how to use a new software application to learning how to speak a new language. Therefore, it is important to know what factors determine the effectiveness of a particular tutorial. Empirical evidence and experimental research can be used to assess tutorial effectiveness, as learning can be objectively measured. Tutorial designers can improve their products by using
Video Games -- Artistic Medium Our media-rich environment, in which digital technologies are proliferating faster than our cultural, legal, or educational institutions can keep up with them ... addresses our culture's contradictory imperatives for immediacy and hypermediacy" (Bolton, et al., 1999). Should video games, which are interactive and bring a sense of immediacy to the participant, be considered an art form? Is it pushing the envelope too far to assert that video
digital games is quite relaxing, as no adequate research has been carried out yet, so nearly anything goes. Writing, in general, about gaming and games is also very much similar. Sadly, and with startling cumulative consequences, games are under-theorized. Although there is the work of authors such as Ehrmann, Huizinga, and Caillois, game theory, philosophical ideas such as the work of Wittgenstein, and libraries teeming with research on board
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