VIDEOGAMES: THE NEW CULTURE?
The modern world is a complex world, despite its many luxuries and ease that have been created by the introduction of the Internet. We are more and more becoming a Global village, with endless possibilities of communication, literary, at our fingertips; new possibilities regarding how we learn and communicate with each other are opening up every day. Not only this, even things like shopping, leisure activities, hobbies, learning, all is being impacted by the wonders of the new world. Video Games and Gaming in general has also been termed as a very modern idea, and has impacted severely in the way we spend time and interact with other people.
Videogames have come a long way from their inception, from the sheer size and the complexity of the first hardware and software to the pocket sized devices that have become so popular today. Being one of the most fastest growing and the most profitable of the children's cultural industry (Media Analysis Laboratory), the Video gaming today is estimated to be worth $105 billion worldwide, a figure that has been estimated against the share values of Nintendo, Sony, Microsoft, Mobile Gaming, retail sales, online gaming and other similar sectors (Goldman, 2010).
From a Cultural point-of-view, Video games have had an impact on almost all of those elements that comprise what a Culture is. It has had an impact on the way Education is gained, transferred or imparted; it has impacted the way people interact with each other, the way people tend to spend time in their leisure hours and even the way the concept of Art is practiced in a society.
The research would focus on this impact by first outlining for and developing an understanding for itself regarding what is Culture. This understanding would then be transferred to how people and society in large has been impacted by the use of Video Games and whether this impact is heading in a positive or a negative direction.
What is Culture?
Any society is built and recognized by a set of beliefs and values which are the main instruments that governs the functioning of that society. These set of beliefs can be termed as Culture and it is this culture and its value which is the defining element of any society. However, there is not one agreed upon definition of culture, but more or less, culture is defined as "the integrated pattern of human knowledge, belief and behavior that depends upon the capacity for learning and transmitting knowledge to succeeding generations" (Merriam Websert, n.d.).
However culture in itself is a very complex entity with many components that help in giving it its true form, and thus giving it the pattern that is talked about in the definition. These components mean anything from how we greet one another, to how we socialize with them, how we interact with them in times of happiness and sadness; how traditions and customs are celebrated, how knowledge is imparted to the next generation, etc.
Characteristics of Culture
Some of the most basic characteristic of any culture include that is an entity that is leaned from the first generation by the preceding generation. This learning can be in the form of formal or informal learning or technical learning (Leon G. Schiffman, 1997).
However, Culture is not always known to everyone! Since the behavior is inherent, a lot of time, many of its elements and patterns can be missed out upon, and therefore will not necessarily be interpreted as something that is in a fact part of a Culture. Likewise, in case of other Cultures and how they behave as per their values, will not always be understood by the other group (O'Neil., 2007).
The most important Characteristic of culture that is much important to this research is the way Culture evolves from one state to another, and how strongly the concept of Globalization is behind it.
Cultural Evolution and Globalization:
Culture is constantly in evolution and thus changing, however the rate of that change can be determined by the agents that have the ability to impact it; one of these elements is the concept of Globalization. Globalization has been defined by the New Encyclopedia (New World Encyclopedia, n.d.) as a concept which,
"refers both to the "shrinking" of the world and the increased consciousness of the world as a whole. It is a term used to describe the changes in societies and the world economy that are the result of dramatically increased cross-border trade, investment, and cultural exchange."
This Cultural...
Also stated in their findings was that exposure in the laboratory of video games that were 'graphically violent...increased aggressive thoughts and behavior (2000:1) Also stated in this report is that other studies conducted by Anderson and Gentile give indication that videogames "have a strong effect on aggression..." particularly in children. 3. Coleman, Loren (2004) The Copycat Effect Paraview Publishing. Online available at http://www.paraview.com/coleman/index4.htm. According to Coleman, the copycat effect has been
Romantic Era The Romantic period and the attendant rise of the novel in England as the preeminent literary form saw the emergence of the first truly popular literature, and with it denunciations of the degradation of culture at the hands of frivolous entertainments and occupations. Fretting critics lamented the idea that the fashion for new and exciting works of literature was crowding out more "important" texts, and the fashionability of knowledge
Globalization in the economic sense - economic, social and technological process that advocates a constant interdependence at a global level, supporting trade liberalization. International Monetary Fund (IMF) - an international financial organization that monitors the global financial flows and that offers financial assistance to Third World countries. African Festival of Arts and Culture (FESTAC) - cultural festival that promotes and sustains the revival of the Black cultural values and civilization. 1945 - the
4. Do you think that Astro Boy will be successful? Why? This is a difficult question to answer simply and unequivocally. On the one hand, it is relatively certain that the character of Astro Boy will be a success in a financial and commercial sense. Part of the reason for this is that the impetus and popularity of global youth culture is behind anime and characters like Astro Boy. The large
" (Eagleheart, 2000) Eagleheart (2002) notes that violence does constitute a primary concern for children, particularly in schools. Rather than contributing video games as a cause of violence in children, she encourages educators and others to look deeper and consider that violene has goals; that the particular goal will depend on the individual. At times, goals of violence may be evident, conscious choices from a child is playing now wants. Other
Pervasive Video Games as Art The form and function of art has evolved and changed quite a bit over the years, decades and millennia. Paintings and sculpture have been artistic mainstays for much to most of the world of the civilized human race. However, with the technological revolution that has roared up over the last fifty years or so, new forms of art have bubbled to the proverbial surface. Digital technology
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