Thursday, October 25, 2007

Visual images (part 6)












http://www.ctonet.org/documents/SmithR_GameImpactTheory.pdf (Retrieved on 18/10/07)

This graph shows that the computer game markets expand rapidly in all over the world. This shows that the popularity of video games spreads and it becomes more and more important in people lives.

Visual images (part 5 )










http://www.ctonet.org/documents/SmithR_GameImpactTheory.pdf

(Retrieved on 18/10/07)

These two pictures show the change of video images from 1992 to 2005. It indicates the quality of the image is highly improved and hence, the video games become more attractive and exciting.


Visual images (part 4)









http://portagame.com/nintendo_ds.php?author=2


(Retrieved on 17/10-07)





www.cavinguk.co.uk/











(Retrieved on 17/10/07)
These two photos shows that people are playing with their NDS whereever and whenever they are, just like in the photos, one is at work, one is at lunch.




Visual images (part 3)
















http://www.hatayan.org/weblog/archives/2006/03/02/162141.php (Retrieved on 21/10/07)

The photo on the left describes the people are lining to buy the video game player, NDS, in Japan and they are waiting in the morning. The right one is the ticket for buying the video game player. These shows that people are so enthusiastic in buying the vedio game players and the whole society is covered with the atmosphere of playing video games.

Visual images (part2)














http://en.wikipedia.org/wiki/DreamHack

( Retrieved on 20/10/07)
This photo shows the situation of DreamHack, a LAN party, in which we can see groups of people gather in an area with network of computer playing computer games together. This indicates that it is popular to have games gathering and the number of people involved can be very large .


Visual images (part 1 )







http://www.theesa.com/files/2005EssentialFacts.pdf (Retrieved on 20/10/07)
To include these two graphs, it can state as a prove of the survey found and it can clearly show the age groups of people playing video games. This helps us to analyze the effect of changing age groups to the market.


Quotes

1. http://uk.reuters.com/article/technologyNews/idUKN2425415820070624?feedType=RSS&rpc=452&sp=true (Retrieved on 24/10/07)

"Addiction experts say vedio games not an addiction“ Reuters, June 25, 2007.

Dr. Louis Kraus of the American Academy of Child and Adolescent Psychiatry and a psychiatrist at Rush University Medical Center, said “The more time kids spend on video games, the less time they will have socializing, the less time they will have with their families, the less time they will have exercising. ”


2.
http://www.cbsnews.com/stories/2002/10/17/48hours/main525965.shtml
(Retrieved on 23/10/07)

Sony Online CEO John Smedley said,
“addictive” is nonsense. “It’s entertainment. Is a book dangerous? Is a TV show dangerous? I think the answer is no. People need to take responsibility and say, ‘Hey, you know, this is too much. Enough’s enough.’ It’s a game.”


3.
http://www.informationweek.com/showArticle.jhtml?articleID=188100460
(Retrieved on 20/10/07.)
“Video Games Also Attractive To The Young At Heart”,Gonsalves,June18, 2006. Retrieved on 20/10/07.

“Video game addicts are more likely to have game consoles in their bedroom and spend an average of 24.5 hours per week shooting imaginary bad guys in the virtual worlds. Besides being more likely to perform poorly in school, addicts get into more physical fights and are physically heavier than nonaddicts.”

4.
http://www.cbc.ca/doczone/gamerrevolution.html (Retrieved on 20/10/07)
Rachel Low, President, Red Apple Entertainment,said, "The idea of living inside a computer-generated universe is happening right now. The line between the real world and the virtual world is disappearing. Millions of people feel that they have a life inside these games."

5.
http://www.jupitermedia.com/corporate/releases/02.11.06-gamerep.html (Retrieved on 20/10/07)
Michael Gartenberg, Research Director for Jupiter Research,said,

"An older more usage-intense audience is a powerful change for game companies who struggle to adapt hardware and games for profitability in a highly competitive market. As the audience ages, the content will need to mature as well."

Links:

What facts do the survey annalyse about the computer and video games?

What is the updated news of video games?Why is it so attractive?

What effect of the video games could bring to the society?

What are the views that considering the video game addiction is a mental disorder?

How many people from all over the world are the regular players of the video games?




Bibliography:


Books:

1.
Berger, A. A. (2002). Video games :A popular culture phenomenon. New Brunswick, N.J.: Transaction.
In this book, Berger explores the cultural importance of expanding popularity of video games and points out the effects that could bring out the difference of video games among books , movies, etc. However. It is quite difficult to understand as the points he gave out sometimes do not have much elaboration and evidence, so it seems that it is not too objective.


2.
Earnshaw, R. A., & Vince, J. (2000). Digital media :The future. London; New York: Springer.
This book gives us some brief information of how European thinks about the new media technology. It also talks about the human –computer interaction with global information spaces, which helps us to think about the relationship between human and video games.



3.
Poole, S. (2000). Trigger happy :The inner life of videogames. London: Fourth Estate,p.1-47.
This book gives us a broader sense of video games culture. It discusses what makes video games unique as a brand new art form. It gives us the ideas that video games should be seriously respected, as same as with other forms such as film, painting and literature.This books contains many chapters and each chapters has different ways to look at the video game culture, which can help us to know more from different views of points.

4.
Wiedemann, J. (2001). Digital beauties :2D & 3D computer generated digital models, virtual idols and characters. Koln; London: Taschen.
This book contains many images of 2D and 3 D images of the characters of video games. However, it mainly focuses on the designs of female, but it can help us to understand the intention of the artists and the technique of making the female characters.



Newspaper Articles:

5.
http://uk.reuters.com/article/technologyNews/idUKN2425415820070624?feedType=RSS&rpc=452&sp=true (Retrieved on 24/10/07)

This article brings out a controversial topic of whether designate video game addiction as a mental disorder . It brings out the problems of more people addicting to video games. Seriously, some addicted people have the mental problems. It provides us some ideas of each sides of the decision of treating the video addition as a mental disorder.

6.

http://www.cbsnews.com/stories/2002/10/17/48hours/main525965.shtml (Retrieved on 23/10/07)

This news states the truth that a youngster is too addictive to the video games that he
cannot come out of the reality and finally he get suicide. This helps us to think that who need to bear the responsibility of the death. The addicted youngster? Or the designers of the game? The society?

7.
http://www.informationweek.com/story/showArticle.jhtml?articleID=198701937
(Retrieved on 24/10/07)
It conducts the result of a survey saying that the youth from ages 8 to 18 addicted gamers receive lower grades in school than their peers. It also mentions the amount of time played differs by age and gender with supporting data. I t gives us a prove that how video games affect the young children.



Websites:

8.
http://www.theesa.com/files/2005EssentialFacts.pdf (Retrieved on 20/10/07)
It is a result to the survey. It provides graph and data for us to analyse who plays computer and video games, how long the games have been playing, how long the gamers expect to continue playing. I t also investigates what the top-selling game genres were.



9.
http://www.1up.com/(Retrieved on 20/10/07)

This link is a website mainly focusing on the video games’ world. It posts the updated most popular video games , news, previews and reviews of video games. It really can provide us in-depth information of the video game ‘s world. The most useful part of this website is that the news are particularly about the video games and they are from different newspapers, magazines of the different places, so we can look at different aspects of the game culture.

10.
http://en.wikipedia.org/wiki/Video_game_controversy
(Retrieved on 10/10/07)

This mentions the effect that the video games could bring out to the society. It criticizes the crime and violent of the games, sexuality and nudity of the characters. It also mentions the legislation of different countries to deal with the problems of suspecting the video games.

11.
http://www.jupitermedia.com/corporate/releases/02.11.06-gamerep.html (Retrieved on 20/10/07)
I find it useful as this website states out that the report of Jupiter Research, a division of Jupitermedia Corporation (Nasdaq: JUPM), found that the average console user is already an adult, which is a significant change of the video game culture. The change of age group raises a challenge to the game production company to change the content and promotion strategy.


12.
http://www.cbc.ca/doczone/gamerrevolution.html (Retrieved on 20/10/07)

It is good because it states out the fact that over 800 million people from all over the world are regular players of video games, which is an important data. Most importantly, it is posted on February 1 & 8, 2007, which is very updated information, the video games ‘s world is always changing, so getting the newest data can help us to get in touch of the world of video game. Besides, this is a website of CBC –TV, which is a highly reliable source and the news is always updated.

13.
http://www.informationweek.com/showArticle.jhtml?articleID=188100460
(Retrieved on 20/10/07)

This shows that video and computer games are as attractive to adults as to teens. It also states out that in computer games, strategy games were the biggest sellers, followed by family and children's games.

14.
http://www.ctonet.org/documents/SmithR_GameImpactTheory.pdf

(Retrieved on 18/10/07)


This website identifies five specific forces, which are computer hardware costs, game software power, social acceptance, other industry successes, and native industry experimentation, that cause the video game industry to adopt game technologies for their core products and services.

Questions


1. Why the video games are so attractive?


2. What effects could the video games culture bring out ?

3. Is the video game too isolated from the reality ? How we can be at grips with this problem?

4. Do we need to stop the spreading of the video cultures? Why ?



Why am I so interested in this topic?


Do you realise that the whole society is covered with the atmosphere of playing video games nowadays? Even I do not play video games; it seems that I still have a close relationship with me. When I go to have lunch or dinner with my friends, they just keep on concentrating on the video game players such as NDS, PSP, etc. When I am on my way home, I see people holding the NDS or PSP in the MTR. When I am resting at hall, I see my hall mates playing PSP or computer games in their rooms. Undoubtedly, it is a common place to see people holding video games player in their hands no matter they are at work, at home, in restaurant or even on transportation. The video game culture is getting close to us.


In the past, I just recognised that people who play video games are mostly teenagers and the gender is male for majority. However, I am surprising that the people who play video games now are more widespread, even adults and female like playing video games.

I find interesting that why people are so addicted to the games and how attractive the video games are. These provide me a driving force to examine the video game culture in depth.
When the video game culture is so popular, it intervenes our lives. What problems would it bring out? Is it conducive to the society?

Friday, October 5, 2007

Title

Video Games Culture