...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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...Effects of Violent Video Games Over 90% of youth in Canada aged between 12 and 17 play or have played a violent video game throughout their life. The industry is now a 91.95 billion dollar market with the top selling series being “Call of Duty” a violent, gruesome, but entertaining first person shooter. A study conducted by Harvard Health Publications says that, “Youth exposure to violent media (including video games) can contribute to real-life violent behavior and harm children in many other ways.” Recently debates have been sparked as to whether violent video games are actually as bad as they seem. Realistic graphics technology, first hand engagement and behavioural changes are all effects as to why an older generation will respond negatively to a widely popular video game while a younger generation who engage in these video games will not. Graphics have improved significantly through the years of gaming and it has become very hard to tell the difference between fake and real. From blasting out enemy brains with an automatic machine gun to stabbing innocent bystanders, this is what the gamers have always wanted. Gamers have complained about how graphics were never good enough. Is it really healthy for our youth to be witnessing these gruesome events in such realistic situations? An article written by Tech Times states that, “The research evidence clearly indicates that the violence can make them (gamers) numb to the pain and suffering of others.” Can a video game really affect...
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...The internet has evolved into a place where the whole world can connect and communicate with each other. The internet has tools such as email, instant messaging, social media sites and online video games that allow individuals to talk with almost anyone in the world as long as they have access to the internet. Having the capability to communicate with anyone around the world may change ones perception of the world personally and globally. Individuals can discuss various topics and express their different points of views on the subject. Recent events at ones fingertip is a powerful tool to have. Being able to hear about global events within minutes of it actually happening may change ones view on world issues personally and globally. Online video games and social media sites can alter ones perception of the word, while allowing individuals to acquire and discuss ideas from around the world. The internet’s advancements have allowed for online video games. These games allow players to have online contact with people all over the world. These online games are usually called MMO games, or Massive Multiplayer Online games. Many people around the world play online video games; experts say the companies strive to make the games addicting so more people play for longer periods of time. Online games allow individuals to meet people from around the globe which can very much change ones perception of the world. While communicating with individuals from different cultures one can understand...
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...The mid 1900s was the birth of video games. At first, the games were simple; early games like Pong, Brick Breaker, Pac-Man, and Galaga were nearly all the same game, with the shared simplistic goal to score the most points. As the games and technology evolved over time, the games became more complicated. Games like Pokemon, Metroid, and Legend of Zelda still all had relatively simple goals, but there were now stories and characters there that captured hundreds of thousands of people all over the globe. The game industry has done nothing but improve itself as the years have worn on, which brings us to today’s games. Nearly all games, professional or indie, have some form of another of player choice in them. Many of those games create a single,...
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...Primary National Strategy Guidance Curriculum and Standards Speaking, Listening, Learning: working with children in Key Stages 1 and 2 Professional development materials Primary teachers and headteachers Status: Recommended Date of issue: 04-2004 Ref: DfES 0163-2004 ❚❙❘ Contents DVD – extracts from the video Speaking, Listening, Learning: working with children in Key Stages 1 and 2 (DfES 0628-2003) Introduction Planning meeting Professional development modules 1 Speaking and listening: concepts, skills and knowledge 2 Progression in speaking and listening 3 The role of the teacher in developing effective interaction and identifying and developing language features 4 Organising and managing speaking and listening 5 Speaking and listening: drama Inside front cover 3 5 7 19 35 49 55 This booklet contains suggestions for a planning meeting for embedding speaking and listening across the primary curriculum, and five professional development modules to support the teaching of speaking and listening in primary schools. The planning meeting will require teachers in preparation and follow-up. The professional development modules require time for teachers to read, plan, try out some teaching, watch others teach and discuss. Each module also has a staff meeting lasting between 60 and 75 minutes. Professional development for speaking and listening in mathematics will be available in 2005. © Crown copyright 2004 DfES 0163-2004 Professional development...
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... 1. Market and Competitive AnalysisProduct MarketThe product market consists of Video Game Console (Hardware Part). The global market is worth$58 Billion in 2010. There are only three major players in the market – Nintendo, Sony and Microsoft.The global games console market consists of the total revenues generated by Nintendo, Microsoft andSony through the sale of their console platforms, including any handheld systems. Market values havebeen calculated using annual average retail prices for each individual market.Market AnalysisPorter’s 5 Forces:Threat of new entrants:The console gaming industry, is a market in which, only very technologically advanced and well-fundedcompanies can enter. Loyal customer bases and established subcultures have made it so new entrantswould have to provide something completely revolutionary to get customers to switch. Microsoft was thelast big company to join the competition and they struggled for a long time, despite being a well-knowntechnology giant.Competitor rivalry:Although this market has few leaders, the competition is fierce. Nintendo squares off with industry giantsSony (PlayStation) and Microsoft (Xbox). Each of the competitors is well funded and has the mostadvanced technological innovations at their fingertips. For example, Sony nearly went bankrupt tryingto beat out the competitors through innovation, and lost close to $700 million (on the PlayStation 3) in thefirst six months alone. Fortunately for Sony, they are a multi-billion dollar...
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...Integration of Video Games in Classrooms Abstract This literature review will explore the effective ways educational video games enhance student motivation in classrooms and the personalized approach of education through video games. It will also explore the adaptation of educational games in classrooms as well as educator’s concerns. The review is limited to the use of video games designed for educational purposes and does not discuss the educational value of the entertainment video games. The review does not discuss the different effects of video games on diverse groups; it focuses primarily elementary to college level students. Video games have been around for over thirty years; they are one of the most lucrative and prominent forms of entertainment across cultures. A total of $20.77 billion was spent in 2012 in the game industry (ESA, Essential Facts about the Computor and Video Game Industry, 2013). The Gaming Industry is changing and adapting every year to the new technological changes. Video games have become an important form of entertainment to society. “U.S. consumers play video games on… Sony PlayStation 3 and the Microsoft Xbox 360 and on personal computers (“PCs”)….on mobile video players such as the PlayStation Portable “PSP”, the Game Boy Advance and the Nintendo DS….“on-line” among multiple players who interconnect over the Internet and other proprietary online networks” (Siwek, 2010). The expanding market of video games and its influence on American...
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...A Scapegoat: Video Game Violence Robert Huynh BCOM 275 8/1/2013 Peter Quinn The debate between video game violence and reality has been controversial for the past few years. Parents and adults believe that the younger generations who play violent video games will be heavily influenced into perform violent acts. Tragedies such as: Columbine, Red Lake Massacre, Virginia Tech will never be forgotten and has put a huge stain on America’s history; however, all of which report the students were influenced by video games and sought to portray them in reality. In this article written by Joshua Gardner, a reporter for ABC news has conveniently used video games as a scapegoat for violent actions caused by students at school and creating false dilemmas that does not exist. Video games are not the cause of violent behavior because there is no definitive proof. “The Supreme Court deemed California’s law unconstitutional in 2011. Writing for the court, Justice Antonin Scalia describe the bill as ‘unprecedented and mistaken’. Justice Scalia also wrote that casual links between these games’ content and harm to young people have not been proven and went on to place the responsibility to filter what children are exposed to with parents.” (1). Reason being: there are many other important factors to consider being the source of a young adult’s violent behaviors. For example, the environment in which the individual grew up in plays a much more prevalent role in a child’s personality...
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...The use of video feedback as a performance analysis coaching tool in amateur level ice hockey. Martin Lee Bachelor’s Thesis Degree Programme in Sports and Leisure Management. 2011 Abstract Date of presentation 11.5.2011 Group or year of entry DP VI Number of pages and appendices 48 +2 Degree programme Author or authors Martin Lee Title of report The use of video feedback as a performance analysis coaching tool in amateur level ice hockey. Teacher/s or supervisor/s Mika Vähälummukka, Kari Savolainen With the advancement of digital video and computer technology over the past ten years there has been a considerable increase noted in the use of video analysis as a coaching tool in ice hockey. This has been especially noted in the greater Montreal area of Canada, where coaches are often under pressure to develop emerging talented players who aspire to a pro hockey career. The purpose of this research was to investigate how much performance analysis through video was being used and what it was being used for. The focus area was on amateur teams from midget level through to college and junior pro, such as the QMJHL. To collect data a questionnire was used to survey the coaches and players views on using video analysis as a tool for coaching. The study was done in Montreal Quebec, Canada with coaches that ranged from midget grade, through junior to college and men’s pro. The survey covered what video analysis is currently being used for, what both the coaches and players...
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...Violent Video Game Advertising: Is it ethical? Mary Ashley Badgett Communication Ethics November 6, 2013 Violent Video Game Advertising: Is it ethical? Section I: Summary Controversy over violent video games resurfaced in 1999, when two armed high school students instantly became killers of their peers. On April 20, 1999, at a Colorado high school, known as Columbine High, two students Dylan Klebold and Eric Harris opened fire, shooting 20 people and killing 13. The media revealed that Harris and Klebold constantly played violent video games, including “Wolfenstein 3D,” “Doom,” and “Mortal Combat.” Following the allegations of the Columbine case, it was announced that the rapid use of violent video games perhaps caused the tragedy to occur (Columbine Massacre). Is it ethical to advertise video games that display violence and encourage violent behaviors, specifically on television networks such as Nick and Cartoon Network, channels subjected to children? According to the Official Journal of the American Academy of Pediatrics, advertising has a pervasive influence on children and adolescents. Per year, young people on an average view more than 40,000 ads on television alone, not including the types of advertising one could be exposed to in magazines, on the internet, or in school. “Video games carry ratings, and supposedly no one under 16 is able to buy a "mature" game, but the Federal Trade Commission found more than two-thirds of underage teens could buy such...
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...Process of Development 7 2.3 Testing video game before release. 9 3. Game Marketing 11 3.1 Marketing Strategy 11 3.2 Your media channels 15 3.3 Distribution Platforms 16 4. Bibliography 17 1. Introduction Interactive entertainment industry (sometimes referred to as the video game industry) is the economic sector involved with the development, marketing and sales of video games. It includes a tremendous amount of different job disciplines and employs thousands of people worldwide. This industry exists since 1970-s when the first arcade games appeared, like space invaders and pong. Today, the video game industry transformed into vast and high-growing market. According to data compiled by the “NPD Group”, a global market research company, and released by the Entertainment Software Associations, the computer and video game industry sold over 273 million units in 2009 leading to an astounding $10.5 billion in revenue. The statics of United States of America shows how great is the consumption of video games is. There are 67% of gamers in this country with average age of 34 years old. This is very inspiring that people keep playing games in their conscious adulthood. It will be correct to assume that the result of this statistics tells us how video games have penetrated in life of peoples. I took the US as example because this country has a great influence on other nations. In other perspective if we will consider video games as the product, which is not only,...
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...Forrester Discernment and Discourse 1313 5 May 2014 Sexism Sells: The Male Dominated Video Game Industry Only 4% of video game titles released in the past 10 years feature a playable female character as the leading role, and there are even fewer female protagonists on the list of the top grossing video games (ESA). This trend of male dominated storylines is evident in other forms of media as well: movies and television shows tend to be centered around men, but video games show the least diversity in protagonists and often have regressive views on women and their position in society. Women make up 20% of console video game players and 46% of computer and mobile game players in this 20 billion dollar a year industry, meaning they are contributing a large amount of profits (ESA). Despite their significant purchasing power, they are not represented equally as characters in games, and continue to be used as a plot device or sexual being to attract the male target audience. Neither are they allowed to be a compelling character with a story arc and personal growth as we see with the male protagonist. Female characters, when included, tend to be one dimensional and only valued for typically how they fit into traditional gender roles by being submissive and innocent. This narrow portrayal of women comes from the fact that the developers of video games are predominantly men. Only 11% of game designers are women and only 3% of programmers, even though it is one of the fastest growing...
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...Shining a New Light on Video Games More often than not video games are viewed in a negative light by society. These negative views are reinforced on a regular basis by the media through news stations, television shows, and movies. They are often used as a scapegoat for being the cause of some of the violence happening in recent times such as mass shooting etc. Video games are also often blamed for other problems such as causing obesity, leading to anti-social behavior or leading to aggressive behavior. In spite of the stereotypes gamers face, there is research that shows that video games can have many positive effects such as promoting positive youth development. When watching television shows and movies, people who play video games are often stereotyped as obese kids and young adults who live off of energy drinks and potato chips and never leave their computers or consoles. One example of this stereo type can be found in the television show South Park. In the episode Make Love, Not Warcraft, the four main characters have become addicted to playing the popular...
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...The 3-D Generation Video Gaming Preference of the Youth of Today Written by: Grade 10 – Timothy Chapter 1 Introduction Video games have been the most favored past time of the youth for the past 50 years. It attracts people of all ages, from kids to even the elderly. Through colorful characters, enticing action, and even heartfelt stories it can almost attract anyone. Even through video games one can learn new skills, from driving a car to even flying a plane. Video games is a true marvel of the technological world. Through this research will be able to understand what causes a teenager to explore the world of gaming? How often do teenagers play video games? What type of video games do they play? What do they learn from playing Video games? And finally, How many games do they actually play? This research is solely based on the Grade 6 and High school students of GGCA campus. It only limits the maximum number of 25 students. Any statistical data provided only limits to those 25 students. Further research maybe applied. By reading this research paper you come across terms you may have not seen before. These acronyms and terms are widely used in the gaming community to define game genres or even point of game play. Some examples of terms are: 1. FPS (First Person Shooter) - emphasize shooting and combat from the perspective of the character controlled by the player. 2. TPS (Third Person Shooter) - emphasize shooting and combat from a camera perspective in which the player...
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...material” of the bodies of female and male human beings, while gender pertains to the roles and functions those human beings have in society and the culture of which they are a part of. Rubin states that sexism is the general phenomenon in which females become “domesticated women”, or workhorses for men. Rubin wrote her influential essay The Traffic in Women in 1975, yet her definitions of sex, gender, and sexism are still applicable today. The issues that Rubin addressed are demonstrated in particular in today’s media, which reinforces gender inequality and objectification, through the depiction of women as hyper-sexualized, weak, and unskilled. This negative depiction of women exists especially in the gaming community, in which many have criticized the negative portrayal of women as sexist and severely problematic. Video games like Grand Theft Auto and Red Dead Redemption portray women in an almost exclusively violent and sexualized manner, which serves to reinforce the never-ending sexism and gender biases that society has upheld for centuries. Society as a whole can change the perception of gender and how women are perceived, but leaps towards progressive ideas need to be made first, starting with the video game industry as a whole. Throughout history, women’s roles have primarily been domestic – staying home and being responsible for the care of her husband and children. As Warnke points out (4), this is not a result of sex but, rather of gender. Society, culture, and especially...
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