Annotated Bibliography Stephanie Lewis Brandman University Author Note This research is being submitted on May 18, 2011 for How Video Games can be Educational. Squirt, Kurt (2003) Video Games in Education International Journal of Intelligent Simulations and Gaming This journal article argues that video games are a very popular and influential medium for a many reasons. However, video games can elicit powerful emotional feelings such as fear, power, aggression, wonder, or joy. It describes how video game designers create these emotions by balancing many components, such as character traits, game rewards, obstacles, game narrative, competition with other humans, and opportunities for collaboration with other game players, Understanding the dynamics behind these design considerations might be useful for instructional technologists who design interactive digital learning environments. Further, video game playing occurs in rich socio-cultural contexts, bringing friends and family together, serving as an outlet for adolescents, and providing the “raw material” for youth culture.
Steven Johnson is the author of several books on the intersection of science, technology and personal experience. Johnson knows about the cognitive benefits of video games because he was an avid video game player and has seen firsthand not only the fun in it but its beneficial factors as well. He recalls “I’d wager that I spent somewhere shockingly close to a thousand dollars buying assorted cheat sheets, maps, help books, and phone support to assist my usually futile attempt to complete a video game.”(488) Johnson’s background, and avid video game playing days gives him the credibility he needs to go on to make an
When electronic video games were first introduced in the late 1970’s, they were basic animated interactive games such as Atari’s Pong. Unfortunately, greater sophistication and realism found in today’s video games are incorporated with very violent themes and gestures. In today’s games children can battle realistic looking characters and witness the blood, gore, and mutilation. The intense active nature of children’s play when interfacing with violence further underscores these concerns (Anderson & Dill, 2000). There has been concern about the effect of video games on children almost since they first became popular.
NT-1310 Unit 1 Local Exchange I’ll really enjoy discussing this process because I myself play video games and enough to call me gamer so let’s get started. First and foremost you would need to have the specific requirements you need to meet internet wise. For example if your video game system or computer is accessing internet wirelessly you would need to have a strong enough signal to always be having a good connection because you’ll most likely be logged of the servers and your game play will be interrupted. It would be most ideally to always have your video game system or computer directly connected to the modem/router to have a better connection that won’t be interrupted unless by having power issues or issues on the provider’s side. Talking about servers that’s where all the connectivity and the exchanging of data happen and it’s a beautiful experience.
In conclusion, visual media does influence social behavior and attitudes because a lot of people like to follow what the celebrities are doing or what they see in video games. It's not always positive with the video games, but I think it is mostly positive. Many people see things in the television shows and in movies that make them want to be different. I know I used to feel
It's a great stress reliever because I usually play it with my friends and it takes my mind off everything and makes me happy. Sometimes if I've been in the house too long I'll take my basketball and go to my hoop I in the back yard and do a couple layups. Lasting I love computer games, not many people know my alter ego but I'm a computer nerd. I play games like league of legends, path of exile, minecraft, hammerwatch, and many MANY more. Anyways video games are probably the best stress reliever for me even though basketball may be my favorite because it's like you can be in that alternate reality when you play them.
The Entertainment Software Rating Board (ESRB) defines violence in video games as, “Scenes involving aggressive conflict. May contain bloodless dismemberment.” They also base ratings on violent references in games. Game ratings vary from “eC” meaning the game is appropriate for young children to “Ao” meaning adults only with prolonged scenes if intense violence with blood and gore. Any rating above “eC” may contain varying amounts of violence, either cartoon or fantasy, or simulated to be real. Playing
Module 08 – Cultural Competence in Video Games Author Note Cultural Competence in Video Games Cultural competence can be a wonderful inclusion when developing video games. It can help bring out the design of the game and make it stronger. The concept of cultural competence within a video game is to make something within the game behave such as something in real life would, and define to the player the cultural differences between different groups of society throughout the world. Including cultural differences and objects within a game usually helps draw consumers toward the game because it is a sense of reality. During this time and age, most people like reality.
Video gaming systems entertain people of all ages. To compensate for the broad variations in interest level, maturity, skill, and finances, there are many different systems to choose from. These systems differentiate quite a bit so it is important, before buying, that you understand each system’s capabilities and determine which will best support your playing style and needs. The two most popular gaming consoles sold today are Microsoft’s Xbox 360 and the Nintendo Wii. Although similar in appearance, it may surprise you to learn just how different these two consoles really are.
If this is the type of violence that can be expected from games that are not known for being particularly violent, then what can we expect from those that are more graphic? Now, video games are not the only thing that can be blamed for violence, movies can be blamed as well; however, movies are a little easier to keep our kids from