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A-Exploring the Influence of Modern Electronic Games

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 A-Exploring the Influence of Modern Electronic Games How do you think video games positively impact our culture? I think our culture has been affected positively by video games through opening up and evolution in varied ways being embraced for instance in dressing. Through video games there is great change in the way we stereotype gamers (Cooper, and Mackie 1986, p. 732). Also, through video games, great advancement in technology is viewed globally through video games on internet among others. Which games have been the most influential within the last few years? Within the last few years, many games have been of great influence on the industry of gaming.

This has led to growth in video gaming evolution (Creasey, and Myers, 1986, p. 257). From my point of view, I think the most influential games include Final Fantasy, Mario Brothers, Grand Theft Auto and World of Warcraft. How does our culture impact video games? Video games are impacted by our culture through promotion of family game night. This is done through the families having quality time for fun. Also, for educational purposes, learning which uses educational tools is encouraged.

All types of academic disciplines are tested; reading skills, English skills and skills of mathematics (Favaro, 1982, p. 19)). Moreover, video games are created basing on reality of life. Therefore, through the gaming world, normal life activities like being rich, being a police man, being a fighter among others are depicted. Lastly, through the growth and evolution of video gaming industry, there was growth for video games indicating that video games are positively impacted by our culture. How do you think the gaming industry has to adapt in order to minimize negative effects to our culture? For minimization of negative effects to our culture, I believe that gaming industry has to ensure that reduction of violence content and sexual content is adhered to.

In my opinion, many games which are meant for mature people are viewed by children hence the need to minimize on sexual content and violence content video games. Several games have violence content and sexual content which affect the girl child and boy child in the society; the girl child is more affected than boy child through video games.

Also, more family friendly games should be aired thus encouraging many people to watch the video games. Lastly, producers should engage in minimizing negative effects of media and maximizing positive effects of media through production of age-appropriate programs which are designed well (Griffiths, 1991a, p.312). Assessment B, Part 1 - Exploring the Influence and Controversy of Modern Electronic Games What are some of the most controversial issues you have discovered? The most controversial issue I have discovered is violence. Violence is portrayed as the most controversial issue in video games although other controversial issues exist such as that of Grand Theft Auto.

Other controversial issues include foul language, sex, amount and time spent in playing video games (Graybill et al, 1987, p. 7). How can I explain the industry’s response to concerns that gaming perpetuates obesity? On explaining the response of industry that obesity is perpetuated by gaming, it is true that the current Nintendo Wii can make one lose his or her weight. One can also fight obesity through being active and participating in games such as ches.

Indeed, video gamers might not fight the flab but battle virtual villains thus leading to reduction of obesity. Will we ever be able to completely eliminate concerns about sex and violence in video games? Why or why not? No, we will not be able to fully eliminate concerns on violence and sex in video games. This is because such video games are highly demanded by people globally. Video games such as Grand Theft Auto and Blizzard’s World of Warcraft which is being subscribed by approximately nine million people who pay monthly fee (Funk, 1993, p. 89).

What are some positive aspects of video games? According to Anderson, and Ford, (1986) video games have some positive aspects in our lives (p. 393). Through completion of task and quests logistics and memory skills are developed. Moreover, reading skills and mathematical skills are enhanced through video games. Lessons which are handy in day to day living are also learned through video games since one can learn that in order to achieve a goal, perseverance is inevitable. Assessment B, Part 2 - Exploring the Influence and Controversy of Modern Electronic Games Controversial issues related to electronic games. In electronic games the most controversial issue is violence.

The other controversial issues include foul language, sex, drugs, amount and time spent as video games are played. According to Bowman, and Rotter, (1983), teenagers who like the game of video games have been discovered to engage themselves in drugs and early sexual intercourse (p. 31). References Anderson, C. and Ford, C. (1986). Affect of the game player: Short term effects of highly and mildly aggressive video games’, Personality and Social Psychology Bulletin, 12, pp.

390–402 Bowman, R.and Rotter, J. (1983). Computer games: Friend or foe? . Elementary School Guidance and Counselling, 18, pp. 25–34 Cooper, J. and Mackie, D. (1986). Video games and aggression in children. Journal of Applied Social Psychology, 16, 8, pp. 726–44 Creasey, G. and Myers, B. (1986). Video games and children: Effects in leisure activities, schoolwork and peer involvement. Merril-Palmer Quarterly, 32, pp. 251–262 Favaro, P. (1982). Games for co-operation and growth – an alternative for designers.

Softside, 6, pp. 18–21 Funk, J.(1993). Re-evaluating the impact of video games: Clinical Paediatrics, February 1993, pp. 86–90 Graybill, D., Strawniak, M., Hunter, T. and O’leary, M. (1987). Effects of playing versus observing violent versus non-violent video games on children’s aggression. Psychology: A Quarterly Journal of Human Behaviour, 24, 3, pp. 1–7 Griffiths, M. (1991a). The observational analysis of adolescent ches in UK amusement arcades. Journal of community and Applied Social Psychology, 1, pp. 309–320

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