...Video Games and Sociological Theory July 22, 2012 Video games have become as pervasive an aspect of our society as television, with many people spending more time playing video games than watching television. There are many perspectives with which to gauge videos games’ effect on society, from a functionalist, conflict or interactionist perspective. (Schaefer, 2011) Each of these sociological theories can provide a different view of video games, how they affect society and the subcultures that develop around them. The functionalist perspective would emphasize the way in which the parts of a society are structured to maintain its stability. (Schaefer, 2011) A functionalist may point out the manifest functions of video games as a facilitator of social interaction among friends, or the function of educational games in younger children. The functionalist may also observe latent functions, such as improving hand-eye coordination, or even unintended educational aspect of video games not intended for children (such as police coming and arresting the player character when crimes are committed in games, mirroring the real-life consequences of one’s actions) A functionalist can also characterize video games as a dysfunction I n society, with individuals neglecting other responsibilities in favor of playing the games, or stating that the games encourage violent or antisocial behaviors. The conflict theory would focus on tensions between groups (Schaefer, 2011), so someone analyzing...
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...Energetic and Behavioral Impact of Violent Video Gaming Experiences Gabriel Aaron Dionne Strayer University English 215 December 11th 2011 Cognitive, Conscious, and Behavioral Impact of Violent Video Gaming Experiences “Nonviolence means avoiding not only external physical violence but also internal violence of spirit. You not only refuse to shoot a man, but you refuse to hate him.” Martin Luther King, Jr. Brainy Quote (2011) Identifies Violence as: The quality or state of being violent; highly excited action, whether physical or moral; vehemence; impetuosity; force. Injury done to that which is entitled to respect, reverence, or observance; profanation; infringement; unjust force; outrage; assault. Ravishment; rape; constupration. To assault; to injure; also, to bring by violence; to compel. This statement gives insight to the ideology of violence being compelled or brought about in an individual through excited actions. The level of violence in video games is astounding not to mention the level of realism which can totally encapsulate you in the gaming experience leaving you feel like that experience was real on a conscious, cognitive, and behavioral level. Long gone are my days of Mario bouncing on mushrooms these days it is assault rifles, hand grenades and tactical missile strikes. Entertainment Software Rating Board (n.d.) provides a list of potential violent behaviors that may be found within our children’s gaming experience and it is as follows: ESRB Content...
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...------------------------------------------------- ------------------------------------------------- Introduction ------------------------------------------------- The video game industry is powerful and incredibly profitable. Its $18 billion in annual sales, large workforce, and even larger consumer base makes it a lobby one would not want to attempt to regulate unduly. Yet, violence in America, especially among young people, is a known problem. Some research indicates that video games are a part of that problem. Indeed, playing video games may be linked to antisocial behavior and permissiveness about violent behavior. For this paper I highlight the importance of that issue - that violence and video gaming may be linked, and censoring gaming to reduce that link is politically problematic - but turn to a lesser know issue. Educational gaming, a form of gaming assumed to be without controversial content, can also be the subject of public censorship. ------------------------------------------------- Video Game Industry ------------------------------------------------- With over $18 billion in total sales and a workforce of more than 213,000 the video game industry has grown from a somewhat small portion of American entertainment to an industry that influences the leisure and livelihood of many people (O’Holleran, 2010). There is power in having that standing, an any attempt to curtail that power would likely encounter a great deal of resistance. That means censorship of the video game industry would pit the real and...
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...Able Camacho ID# 100357680 Section 1 Fall 2012 How would you describe your inner mind? crazy? genius? They say that both are two sides of the same side. Through my experiences, I shape the world around me, developing a unique perspective from my worldview. When it comes to how I perceive reality I just summarize it in these six concepts: culture, meaning, self, self-fulfilling prophecy, and scripts, and self-serving bias. My culture defines me down to my very genetic core. It explains why I drive the way I do, how I talk, what is socially acceptable, why I react to things the way I do , why I attend LIU, etc. My culture gives me a set of ideas to live by. The influence of my culture is a major driving force of who I am. My culture gives me meaning and it represents how I interpret symbols throughout my life, for example when I see a Christmas tree I think of family, and opening up presents early in the morning. While others who see could be from a whole different culture and wouldn’t understand the context of why we do what we do. Our culture gives us a script in life based on our knowledge from the past. My script in life was my parents, they would guide me in the right direction by pushing me to aspire in whatever I did and they were supportive of me and of my choices, as they still are. They also held me accountable for my poor choices and disciplined me for unacceptable behavior. Lord knows I got a lot of beatings. They passed down their guidance to me to pass it on...
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...attractive and lucrative based on collective perceptions and shared social identities or the embedded institutional reasoning of an under privileged minority. C) Political cause – With poverty also comes, the identification of the victim. Victims of social injustice, of under privilege, the rank of invisibility and the lack of a voice. These can lead to mass statement making and attention seeking crime whereby anger and frustration are unleashed via mass deviance. An example of this may be the London Riots of 2012 or the Brixton Riots of the 80’s where one act could be said to have lit the fuse of social angst that had been simmering within deprived communities. 2 [250 words] Describe the concept of anomic suicide and suggest 2 sociological reasons why it might be the most common form...
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...the influences surrounding this titanic industry, exploring political, legal, physical, and both positive and negative influences alike. Then taking a decidedly tactic turn into the economic questions and considerations, exploring the aspects of economic growth, prediction of future growth in the industry, as well as showing there is a consistency in the overall economy of this industry, and then traveling into the various changes this specialty has changed the economy as a whole. Continuing further we explore the psychological considerations and sociological effects of this industry, summarizing that it all comes down to personal responsibility and accountability when it comes to making choices in any and all things in life. Furthermore, the topic of violence in video games and the tendencies they create, plus the ever continuing debate this topic will forever have shrouded around it, gets a dose of reality. Admitting gaming addiction and denying a link to increased aggression due to video games is also pondered. The next section after this is all about the technology we so love and admire as a society in all its cultural glorified context and media influence, proving that there is true and absolute value in utilizing this awesome tool we have available. This is resolutely followed with analyzing technology based strategies, and then reviewing the impact on this industry the media, in general, has had, plus further highlighting awareness and knowledge. Continuing...
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...The Effect of Videogames on Student Achievement BY JONATHAN CRATON Introduction In the past few decades, interactive electronic media has grown from virtual non-existence to one of the primary means of entertainment for college students. In more recent years, the Internet has completely changed the landscape of electronic media from something individual and static into something with the potential to be interactive and social. This article examines the effects of increased student usage of traditional video games as well as online games. The demographics of the typical game player will be examined along with effects on the individual development and sociological perceptions. This article will also look at the potential education utility of video games and the effect of games on student engagement and social development. The College Gamer Recent data from UCLA’s Higher Education Research Institute provides useful information about video game usage on college campuses. The data show that most college students have played video games, many play them regularly, and a small percentage use them as a primary means of entertainment and leisure. In the 2009 Freshman Survey, around 1% of respondents admitted to playing over 20 hours of videogames per week. Over 35% of the respondents stated that they play at least one hour per week. There is an enormous gender disparity in the amount of time spend on videogames. While less than 1 in 50 incoming freshmen women played more than 10...
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...Violent Media and Violent Behavior Paula M. Méndez, Megan Roy Miosotis Nieves University of Phoenix BCOM/275 July 23, 2013 Javier Maury-Ortiz Pros and supporting evidence There have been studies to prove that violent movies, games, and television shows can influence violent behavior. Multiple cases have shown that individuals playing video games, especially violent ones, can lead to aggression. Children who tend to play these types of games lose control rather easily, they tend to kick the controller against the floor or throw other various objects when enraged. They also show their frustration by using profanity or lashing out towards others playing the game with them or towards the game itself. Dr. Jordan Grafman at the National Institute of Neurological Disorders and Stroke conducted a study which showed adolescent boys that were exposed to violent games over a long period of time tended to show aggressive behavior, desensitization, and loss of empathy. Twenty-two boys were chosen to view short clips that show different range of violent from low, mild, and moderate. The ones who were expose to more violent movies, videos, or television shows were the one who were had less empathy. Dr. Grafman concluded that those who were more desensitization were the most likely to have violent behavior and less empathy. There was another study done from 130 research reports on more than 130,000 subjects worldwide which was done by Craig Anderson a professor of psychology at Iowa...
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...of India’s crude oil production and 81 per cent of India’s natural gas production. ONGC is one of Asia's largest and most active companies involved in exploration and production of oil. It is involved in exploring for and exploiting hydrocarbons in 26 sedimentary basins of India. It produces about 30% of India's crude oil requirement. It owns and operates more than 11,000 kilometres of pipelines in India. ONGC has made six new discoveries, at Vasai West (oil and gas) in Western Offshore, GS-49 (gas) and GS-KW (oil and gas) in Krishna-Godavari Offshore, Chinnewala Tibba (gas) in Rajasthan, and Laipling-gaon (oil and gas) and Banamali (oil), both in Assam. ONGC has a fully owned subsidiary, ONGC Videsh Ltd (OVL) that looks for exploration opportunities in other parts of the world. OVL is pursuing exploration of oil and gas in Russia, Iran, Iraq, Libya Myanmar and other countries. ONGC has also acquired 72% stake in MRPL with full...
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...luxury item with no exact purpose but just in a couple of years it has sold more than 240mn units till Jan 2015 and has found its way in many industries including education. There are many schools and universities using tablets to facilitate the learning process. There will be a similar growth in the wearable technology sector. It will majorly affect the media, entertainment and enterprise industries and in a few years find its way in the education sector. Massive Open Online Courses – Coursera, EdX, Khan Academy Aurasma – augmented reality platform being used in educational institutions Synchronization tools, cloud apps file storage, Open Educational resources Google sky map for astronomy Education should adapt with technology/ What to look forward to One of the biggest potential for wearable tech in the future is in HUD’s (Heads Up Displays) There are a few companies that have explored this concept namely Oculus Rift and the recently debuted Microsoft Hololens. These technologies promise to revolutionize the way we interact with computers and want to do away with the keyboard and mouse. There can be multiple uses with...
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...The computer hardware industry consists of companies that manufacture and assemble personal computers, computer hardware, and computer peripherals. This industry is highly competitive, which means that companies must continuously be innovative in order to sustain a competitive advantage. The major companies of this industry include Oracle, IBM, HP, Dell, Apple, and Toshiba. This analysis will focus on computer manufacturing since it is the largest component of the industry, containing 43.7% of the market’s total value. The computer industry has been rapidly growing and shows no signs of slowing despite the recent economic downturn. This report relies on secondary research sources. Many of them from online sources such as; company websites, S&P Net Advantage industry reports and IBISWorld. Primary research includes the IBC mentor and additional faculty and library staff. PEST Political Beginning with the political and legal aspect of PEST, this industry is subject to several regulations. First, like any company in the US, the companies in the computer manufacturing industry must follow GAAP accounting laws. Some companies are subject to regulations regarding ethical business practices such as the Foreign Corrupt Practices Act and the Fair Labor Standards Act. The American Inventors Protection Act of 1999 addresses the rights of inventors as well as how they can effectively submit and use patents. Legal battles among major firms in the industry are quite common and depending...
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...rketing TABLE OF CONTENT Assignment Question 1) Introduction International Marketing Sony Corporation company’s background overview • Sony Rolly Figure 1.2 2) Situational analysis PESTLE analysis • What is PESTLE analysis? • Figure 2.2 • Sony’s Pestle analysis SWOT analysis • Sony’s SWOT analysis Figure 2.3 Marketing mix (4p’s) • Product • Promotion • Price • Place (distribution) 3) International Marketing Objective SMART (corporate objectives) Sony’s Mission and Vission statement 4) Marketing Strategy Ansoff’s Matrix Market Entry methods Segmentation, targeting and positioning Assignment Question Produce an international marketing plan that will introduce a consumer brand sold in your home market into a country in which it is currently not available. Introduction International Marketing As you can see that nowadays, a majority of organization try to market their products internationally. There are some reasons why they want to market it internationally and the reasons are to saturated their home market, competition, excess capacity, product life cycle differences, geographic diversification, comparative advantage in product, skill and technology, organizational reasons and lastly is the financial reasons (Walsh., L.S., 1993). International marketing can be defined as the performance of the business activities that is specially designed...
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...Aguilar, Alexa Nicole A. SOCSCI 150, Prof. Nymia Simbulan BA Behavioral Sciences, 2nd Year 04 September 2013 Integration Paper on: “Deep play: Notes on the Balinese Cockfight” CLIFFORD GEERTZ Clifford Geertz in his article entitled “Deep play: Notes on the Balinese Cockfight”, uses interpretative analysis in the context of cultures as symbolic systems or a set of texts consisting of practices which create shared cultural meaning that is to be read by the anthropologist. Using direct observation of cockfighting and its significance within Balinese society, Geertz makes assertions of its symbolic meaning and relation to Balinese culture, concentrating largely on its social implications and masculine symbolism. To the outsider, one may mistakenly see Balinese cockfighting as simply placing a bet on an animal fight like many other sports concerning animal matches, but there is more to the cockfighting tradition than just that. Cockfighting was firstly shown more than a sport and somewhat of a rite of passage into the Balinese social group/life when an incident concerning Geertz, along with the community, runs away during a police raid of an illegal cockfight instead of simply pulling out their papers and asserting their...
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...“Deep Play: Notes on the Balinese Cockfight” Clifford Geertz Reprinted from The Interpretation of Cultures The Raid Early in April of 1958, my wife and I arrived, malarial and diffident, in a Balinese village we intended, as anthropologists, to study. A small place, about five hundred people, and relatively remote, it was its own world. We were intruders, professional ones, and the villagers dealt with us as Balinese seem always to deal with people not part of their life who yet press themselves upon them: as though we were not there. For them, and to a degree for ourselves, we were nonpersons, specters, invisible men. almost as satisfactory. If we ventured to approach someone (something one is powerfully inhibited from doing in such an atmosphere), he moved, negligently but definitively, away. If, seated or leaning against a wall, we had him trapped, he said nothing at all, or mumbled what for the Balinese is the ultimate nonword-"yes." The indifference, of course, was studied; the villagers were watching every move we made and they had an enormous amount of quite accurate information about who we were and what we were going to be doing. But they acted as if we simply did not exist, which, in fact, as this behavior was designed to inform us, we did not, or anyway not yet. cockfighting as "primitive," "backward," "unprogressive," and generally unbecoming an ambitious nation. And, as with those other embarrassments -opium smoking, begging, or uncovered breasts-it seeks...
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...The Ripple Effect of Technology Troy Lindberg DeVry University The Ripple Effect of Technology OMG Where’s My Phone!! Figure 1 We have become so dependent on mobile phones that their loss certainly causes emotional and mental distress. (MIREVIEW, 2015) Figure 1 We have become so dependent on mobile phones that their loss certainly causes emotional and mental distress. (MIREVIEW, 2015) Some people believe that technology is the best thing since sliced bread. It is so ingrained in people’s lives that most individuals’ believe that they couldn’t function without it. A testament of this would be the frantic reaction one gets when they believe that they have misplaced their phone. It resembles the reaction of a mother when her child has gone missing. We laugh at this analogy but the thought should be sobering enough to open your eyes. It has been found that the average teenager spends approximately 133 hours a month absorbed in some form of technology or social media (OAH, 2013). That is almost four and a half hours a day. What is the allure that keeps them returning as if it were an addiction? It’s this dependence that drives me to proclaim that technology is a detriment to the social development of youth. How did we get here? Positive Development Computers have been in existence since 1936 but it wasn’t until 1991, when Tim Berners Less came up with the World Wide Web, starting the computer revolution and computers as we know it. There is a plethora of information on...
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