Preview

Media Analysis Video Games

Better Essays
Open Document
Open Document
1289 Words
Grammar
Grammar
Plagiarism
Plagiarism
Writing
Writing
Score
Score
Media Analysis Video Games
Video Game Media Analysis Often video games are simply regarded as play things and because of this, are not brought under any scrutiny except for how they harm children. The video game as a medium though offers many new ways of interacting with a simulated world that the likes of movies or books could never dream of achieving. Marshall McLuhan describes games in general as, “situations contrived to permit simultaneous participation of many people in some significant pattern of their own corporate live” (245). Therefore when we interact with a video game we are interacting in a way that reflects what goes on in our daily lives. Though McLuhan did not write about video games in Understanding Media he did write about games …show more content…
Spacewar was produced on a PDP-1 computer that was larger than a refrigerator and had the amount of processing power as that of a 1990’s era pocket organizer. The game was a series of white lines and dots and is as cool as a medium could possibly get (Cool meaning that the medium does not overload our senses and requires participation from the user). Russle distributed his Spacewar program to other institutes such as Stanford and one of the people who got a hold of a copy was Nolan Buschnell (Rockwell). Buschnell is the creator of the first successful video game, Pong, as well as founding Atari. Once again the game is as cool as cool can be: a series of three lines, a dot, and the …show more content…
Due to the technological advances video games can no longer be considered a cool medium. When playing a video game there is no longer the 8-bit graphics and a simple monophonic melody. When playing a video game today you are bombarded with visual stimulus that is worthy of art and a score that in some cases goes on to be played by renowned orchestras. All of your senses are overloaded and everything is asking you to react to something which makes this medium interesting. If Marshall McLuhan’s ideas of hot and cold mediums are taken into account video games today do not fit perfectly into these two groups but are instead a hot medium with cool tendencies. Nothing in a game can occur without the player making it

You May Also Find These Documents Helpful

  • Good Essays

    Kurt Squire, a writer for “Game Studios”, in his article “Cultural Framing of Computer/Video Games”(2002) explores the role of video game in society that proposes that video games are the next generation of media with a variety of uses. He focuses on the history of games-media and compares the platform to other media such as film and television, in order to counter arguments critical of games, then he explores the beneficial implementation of games for learning purposes by providing evidence supporting games as learning tools. Squire develops this evidence in order to persuade the audience to favor video and computer games as a “next-generation” social tool. Squire seems to intend his audience to be either business or media leaders by presenting…

    • 172 Words
    • 1 Page
    Good Essays
  • Good Essays

    Jane Mcgonigal is a highly respected speaker and a consultant best known for her open mind about the promise and utility of video games. She is a game developer who partners with real-world organizations to design games that explore the idea of real-world problems. Jane also serves as Director of Games Research and Development at the Institute for the Future. By having such a specific background, naturally, Mcgonigal tends to focus on the positive side of video games and how they can help save the world. Dave Larsen, however, does not seem to be as qualified for the specific topic. Larsen graduated from Boston University, College of Communication, where he wrote for his college paper. He has served as a film critic and a pop music critic but currently covers high-technology, research industry and consumer electronics for the Dayton Daily News. By having such a broad background Larsen tends to focus on the more obvious troubles with video games. Seeing how diverse the backgrounds of these two authors are, one can recognize why they disagree on their take on video…

    • 820 Words
    • 4 Pages
    Good Essays
  • Good Essays

    In Linda Bernstein’s informative article “Gaming the Console” she presents both sides to the ongoing debate about the possible consequences associated with playing video games. Some experts have concluded that gaming leads to negative outcomes such as an increase in violent behavior, or a decrease in academic and social skills. On the other hand, there is a belief that some video games can have positive educational and physical benefits. Bernstein touches on all of these aspects of gaming and leaves the ultimate decision up to the reader to form his or her own opinion on the matter. Throughout the article, there are three images displayed that effectively support the text and help develop the arguments presented.…

    • 727 Words
    • 3 Pages
    Good Essays
  • Good Essays

    MGT5015 Term Paper

    • 6822 Words
    • 19 Pages

    The video game industry is a billion dollar market that has revolutionized American culture. Since 1947 with the invention of the first electronic game called the Cathode-Ray Tube Amusement Device (Cohen, 2012), video games has become an American phenomenon and coupled with decades of technological innovations and a changing society, today, there are more than 100 million games making the video game industry approximately $67 billion a year (Gaudiosi, 2012). Once considered harmless fun, video games increased exponentially in popularity and became very much part of America pop culture.…

    • 6822 Words
    • 19 Pages
    Good Essays
  • Good Essays

    Mary Flanagan’s story “Playing House,” clarifies how artists deployed numerous representations in their games. In other words, her main argument focuses on materials that layout rambling patterns. After reading this story, the three topics I thought were the most helpful in understanding Flanagan’s argument are Looking at Games, Shifts in Perspective, and A New Focus on Play. In this paper I will reveal the three headings as well as explaining how this story helped me learn in terms of studying video games.…

    • 571 Words
    • 3 Pages
    Good Essays
  • Powerful Essays

    Throughout history, Art has been a form of expression that has altered situations, revolutionized methods of thought, and shaken worlds, both building them up and crumbling them downward. These days however, Art has become a form which is underrated and under appreciated due to the technological and business worlds taking over. Despite these advancements though, Art has continued to build and expand into different forms, pushing the limits of what was originally defined as “Artistic”. One of these forms which has quickly risen along with the increase in technology includes video games, which are utilized primarily for entertainment to various audiences, both young and old. When created in a unique manner though, these games can prove to be…

    • 1555 Words
    • 7 Pages
    Powerful Essays
  • Powerful Essays

    Final for Wr 122

    • 1967 Words
    • 8 Pages

    The first essay that really caught my attention was, “Art form for the Digital age,” by Henry Jenkins. In his essay, he explains that video games have become a huge part of our modern media today, and that he believes it is time that we take them seriously, by not only acknowledging the faults that people point out in them, such as violence, but also looking into the art aspect of these games. Jenkins begins his essay by telling us that over 215 million computer and video games had been bought by Americans in the year 1999 alone (199). He then proceeds to explain that right now video games are looked down on heavily, and are viewed as worthless. However, Jenkins then fights back with this by stating, “Computer…

    • 1967 Words
    • 8 Pages
    Powerful Essays
  • Better Essays

    Jane McGonigal describes the positive impacts that video games have on individuals in her essay “Becoming Part of Something Bigger.” McGonigal’s purpose is to argue that video games are beneficial and help people find meaning in their life. Her attempt to reveal this is rather weak as a result of a saturation of an appeal to pathos and a lack of an appeal to logos. She induces an emotional tone and backs up her claims with quotes from experts in order to reveal to her readers that video games serve a greater purpose than most people believe.…

    • 985 Words
    • 4 Pages
    Better Essays
  • Best Essays

    When it comes to credibility of this book, James Paul Gee is very qualified to be speaking about the topics he addresses. Not only has he studied linguistics and philosophy in college, but he has also taught for many years in classrooms. This background is evident in What Video Games Have to Teach Us About Learning and Literacy and his first book, which relates more to language. He makes many literary references throughout this novel, which were influenced by his college studies and his previous book. Gee has played many different kinds of video games as well, so he has first hand experience with the ideas he discusses in his book. With all of the examples of different video games he said he enjoyed playing, he could have an ulterior motive of advertising these particular games. However, this doesn’t seem to be the case since these games are very diverse in genres, brands, and creators.…

    • 1305 Words
    • 6 Pages
    Best Essays
  • Good Essays

    Video games not only help people learn and think in different ways, they also help branch off new ideas of social interaction. Video games show that becoming a creator/ inventor can be an attainable goal for youth that have been told otherwise. Games and the internet have created a better complex society that explores different individuals mindsets and creates a sense of inclusion.Without the creation of video games, many of the opportunities discussed could cease to exist. Video games show that people aren't alike and that their differences can be what helps a society strive and…

    • 683 Words
    • 3 Pages
    Good Essays
  • Satisfactory Essays

    The video game industry is a multibillion dollar a year industry, so it isn't hard to understand why they go through great strides to protect their image. They provide entertainment to all ages, genders, nationalities, and ethnicities. Contrary to the opinions of the industries opponents, video games are not destroying our youth, they challenge, educate, and provide an escape from an oppressive world.…

    • 642 Words
    • 3 Pages
    Satisfactory Essays
  • Satisfactory Essays

    Draft1

    • 394 Words
    • 1 Page

    Todays society has multiple opinions on how video games are seen and affect society today. These video games have multiple views on them both positive and negative. Although people defend both sides there is multiple reasons why video games can be bad or good. There is questioning on wether there should be harsher age restrictions or if young ones should not be allowed to play at all. Even though people have disputes over all this video game insustries still have their way and make billions of dollars annually.…

    • 394 Words
    • 1 Page
    Satisfactory Essays
  • Powerful Essays

    Advancement of Video Games

    • 1697 Words
    • 7 Pages

    The Atari Pong was very popular in bar scene during the early 70’s. Atari arcade engineer Bob Brown designed a home version of Pong and got Sears Roebuck & Co. to add it into their catalog. Sears was hoping to sell 50,000 units by Christmas of 1977 and ended up moving 150,000 units.…

    • 1697 Words
    • 7 Pages
    Powerful Essays
  • Good Essays

    Game genres have certain intentions for players. The type of game can bring in the audience’s attention…

    • 931 Words
    • 4 Pages
    Good Essays
  • Good Essays

    Video Game Violence

    • 1399 Words
    • 6 Pages

    “If video games do increase violent tendencies outside the laboratory, the explosion of gaming over the past decade from 3.2 billion in sales in 1995 to $7 billion in 2003, according to industry figures, would suggest a parallel trend in youth violence. Instead, youth violence has been decreasing.” (Hoerrner 49). A video game is a game played by electronically manipulating images produced by a computer program on a television screen or display. Violence is behavior involving physical force intended to hurt, damage, or kill someone or something. Some video games have violent and mature content in them. People claim that the violence in video games can cause aggression in people. Others claim that the violence in video games has nothing to do with aggression in people. It is also argued that violence in video games has nothing to do with the rage already existing inside of people. Video games do not cause violence because gamers understand that video games are not real, that video games release daily frustration and are inspiring.…

    • 1399 Words
    • 6 Pages
    Good Essays

Related Topics