Sunday, May 4, 2014
Monday, April 7, 2014
Saturday, March 29, 2014
Sunday, March 23, 2014
If you are not stalking his videos yet...
So, I have been watching Toby Turner's videos for quite some time now. He has videos pertaining to video games as well as rants and even parody songs. The guy is hilarious and you should definitely check him out if you haven't. He does a great job of the use of Mobile and the ease of accessing his stuff on anything mobile. Check some out down below!!
DAFT PUNK "Get Lucky" Parody (Happy Wheels Song)
RAGE QUIT!! - Happy Wheels
DAFT PUNK "Get Lucky" Parody (Happy Wheels Song)
RAGE QUIT!! - Happy Wheels
Sunday, February 23, 2014
A.D.H.D
This was a video that I created with the help of editing of a fellow classmate. It is kind of awful but in my defense it was done in pretty much 1 take with some editing together. It is my view on ADHD. It's actually kind of funny. :-)
Sunday, February 9, 2014
Ethics Statement and Privacy Statement (...what's private anymore?)
Ethics in theory and ethics in reality can quite possibly be two very different but similar ideals. In theory we, in a technological world, would like everyone to get credit for everything they do or that is quoted or replicated. This sounds like it should be the right way to go about things and the proper way at that. Though that is not how it works. How it works is in reality, whoever claims something first wins regardless of who said it or did it first. Is this ethical? To me it is not. Our ethical rights are getting a bit out of hand so how do I go about giving credit where it is due? To be honest, citations from sources is the only way. How do you tell where a picture is from? If you grab a picture from the internet do you cite the website that you pulled it from? How do you know that the website isn't copying someone elses work or trying to take credit? You don't know for sure, so who am I to give credit to someone that could be stealing someone elses work? The best way to look at ethics is to see how much credit one gets for the work that is being publicized. If the popularity starts rising then give credit where credit is due. If it doesn't then credit on certain things would be okay. Just remember, someone out there in the world has already done what you are about to do. So why do you get to claim credit and they don't?
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This privacy policy is subject to change without notice and was last updated on February, 9, 2014. If you have any questions feel free to contact me directly here: unheard3cko@gmail.com.
(This policy was adapted from http://john.do/privacy-policy/. Was stated that the above policy was free to use.)
Sunday, April 21, 2013
Video Gaming Culture and News Online?
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So what do these two organizations have to offer us viewers when we make the switch over to internet TV from actual cable television? Actually they have a lot more than what G4 had to offer with the reason being that there are more possibilities with the internet. On the channel that I have linked above the give their fan base news shows, updates, video game trailers, tips and tricks, coverage on the whole video game genre broken down into sub channels, game-play footage from the game producers and game-play footage from the players themselves which turns out to be us the viewers. Some of the game-play footage is that of games like W.O.W (World of Warcraft) which is an MMOG (Massively Muliplayer Online Game) which is mentioned by T.L. Taylor in the book The New Media and Technocultures Reader. Taylor talks about how MMOG's bring together a social culture by the thousands in attempts to create and finish a common goal. Some of these on takings are easily uploaded to these channels in YouTube and are available to everyone to see where as for the television this is something that would not be possible under basic cable. Eventually our generation will have internet televisions that not just allow you to surf the web but it will be incorporated into the internet and the way we view television will be forever changed. Machinima and IGN have shown very prominently that online news and media channels can be as successful or even more successful than television shows. The cost to do these news casts as compared to the cost of airing a single television show is significantly less and thus seems to be a more viable option to air the news especially with the abundance of "smart" technology aka smart phones, tablets, etc. This type of news emergence needs to be embraced and adapted to because it is the future of "television shows".
http://www.youtube.com/user/IGNentertainment
http://www.youtube.com/user/machinima
Sunday, April 14, 2013
Digital Ethics and Responsibility
What is digital ethics? Digital ethics is about teaching ethical, courteous and productive behavior while using digital media. Some things to consider when dealing with digital ethics are plagiarism, copyright laws, and productively using the digital resources one is citing. When I, or anyone for that matter, research anything whether it is on my research project, for work or even other classes I want to make sure that the person that wrote the article that I am citing in my paper gets their due credit and referenced otherwise myself or anyone else are stealing information and claiming it for ourselves which is illegal. This kind of citing falls under plagiarism. As long as a source is cited properly within your paper you are safe under the principle of plagiarism which can be grounds for termination in colleges depending on the extent to which one plagiarizes.
Copyright laws are almost about the same as plagiarism but applies to more then just written work. The acceptable use policy falls under copyright. As long as something that is being used that is not rightfully yours falls under the guidelines of the acceptable use policy you can use it. If it doesn't you will need to figure out a acceptable way to re-iterate the information without stepping on anyone's toes.
As far as being productive with the resources one comes across this is quite simple actually. With the amount of media that is available to use we need to ensure that our references are valid and efficient. When you come across sources that you plan on using in a paper or just referencing in general only use what you need to make or support your point/idea assuming that the source is legit. If you use more than what is needed then it is quite possible to lose our on the idea you are striving for. The internet is a tool with more than enough sources to sufficiently back your paper. What is all comes down to is just be ethical about what you are putting in your personal work. You wouldn't want people stealing from you so then don't do it to someone else. :-)
Copyright laws are almost about the same as plagiarism but applies to more then just written work. The acceptable use policy falls under copyright. As long as something that is being used that is not rightfully yours falls under the guidelines of the acceptable use policy you can use it. If it doesn't you will need to figure out a acceptable way to re-iterate the information without stepping on anyone's toes.
As far as being productive with the resources one comes across this is quite simple actually. With the amount of media that is available to use we need to ensure that our references are valid and efficient. When you come across sources that you plan on using in a paper or just referencing in general only use what you need to make or support your point/idea assuming that the source is legit. If you use more than what is needed then it is quite possible to lose our on the idea you are striving for. The internet is a tool with more than enough sources to sufficiently back your paper. What is all comes down to is just be ethical about what you are putting in your personal work. You wouldn't want people stealing from you so then don't do it to someone else. :-)
Sunday, March 31, 2013
Violent Video Games Research Guideline
Violence in the Video Game genre
Table
of Contents:
1.
Introduction
of gaming media
a.
Evolution
of playable media
2.
Violence
in video games and when did it start?
a.
Evolution
of violence in this media
b.
Evolution
of graphic illustrations and animations
3.
Violent
outbreaks across the country
a.
Summary
of cause and effect
b.
Culprits
(Violent Media)
4.
Studies
assessing negative effects of video games (I.E. Violent games)
a.
Samples
of studies displaying negative effects on children and adolescents from playing
violent video games (Violent Video Games: The Effects on Youth, and Public Policy Implications,
an article by Douglas Gentile and Craig A. Anderson)
5.
Studies
assessing positive effects of video games (I.E. Violent games)
a.
Surgeon's
erring less by playing video games
b.
"Violent
Video Games as Exemplary Teachers: A Conceptual Analysis." Article by
Douglas and J. Ronald Gentile.
c.
"Impact
of an Active Video Game on Healthy Children’s Physical Activity." Article
by Psychologists out of Baylor College of Medicine
d.
Article
by Jeffrey Snodgrass that discusses positive side effects of video games.
e.
Study
done by Paul J. C. Adachi and Teena Willoughby
called "Do Video Games Promote Positive Youth Development?"
f.
Henry
Jenkins, MIT Professor, discussion on common myths about video games.
g.
Adam
Sessler's (Popular video game journalist) Interview on how violent video games
are not the cause of these violent outbreaks.
6.
Argument stance
a.
The medium is the message, Marshall Mcluhan.
i.
The medium changes the effect on how one views,
interprets, and reiterates the effect of
these games. (Televisions, Computer Monitors, etc)
b.
ESRB ratings
i.
What are they?
ii.
What do they mean for children and parents
c.
Lack of Parental guidance
i.
Making reference to ESRB and how they are not abided
by.
ii.
Growing technology allows children to stay busy
and less parenting needed.
d.
Lack of understanding of new media for the older
generation
i.
Easy to blame new technology because of the lack
of understanding.
e.
Easy to remember the bad and not acknowledge the
good
i.
Article about Jacob Hartley killing his son due
to interruption of video game playing. This makes it easy to blame violent
video games for the problem.
f.
Why not blame horror movies? Crime shows?
i.
Horror movie genre like Halloween, Friday the
13th, Nightmare on Elm Street, etc
ii.
Crime shows like Criminal Minds, CSI, Law and
Order, etc
iii.
Visual
stimulation is the same from movies and shows as violent video games.
Medium is key here.
g.
Zero responsibility taken for violence caused by
children and adolescents
h.
Possible ways to help with accessibility of
children and teens to violent video games.
i.
DRM, Digital Rights Management.
7.
Conclusion
a.
The effect of video games more specifically
violent video games has little bearing on the violent outbreaks that are
happening all over the world. We are a proud country and refuse to be wrong so
it is easier to place blame on the uncertainty rather than take responsibility
for something that we are doing wrong as a whole.
I will be diving into a very controversial topic which has to do with violent media but more specifically in my case violent video games. In our current society, violent video games come under fire very often due to the outbreak of violence all over the country. A lot of people do not understand the depth of video games and thus see them as a hazard to children and teens. We as a whole do not assume responsibility when something goes wrong and thus blame what we do not understand as a scapegoat. The opposition against the violence in video games do not acknowledge the beneficial gains from video games let alone placing individual responsibility on the games for something that they are not a cause of. I want to enlighten people on both the benefits and side effects of games as well as break down the individual medium (Television and Computer monitors) that is being used to portray the games message. These mediums display visually a different message than say a radio playing the game sounds. This type of difference needs to be known. One of the main reasons I want to tackle this topic is to bring to light the lack of parental guidance that becoming more and more apparent but not assuming responsibility for this lack of guidance. There are video game ratings on the box for a reason and the parents are supposed to oversee this rating. This paper will be geared towards everyone however I believe it would be more beneficial to the people that do not understand what video games can bring to the table so to speak.
Saturday, March 30, 2013
Media Tools and Democracy
Democracy is, by definition, is a form of government in which the supreme power is vested in the people and exercised directly by them. With this being said there really is only one "tool" that I feel fits this category and that would be anything related to open source. I know that this isn't particularly a tool per say but the idea behind open source promotes the closest thing you can have to a democracy. Open source is a way of development that allows the people to change or edit any particular part of code in that specific software to allow for better use, ease of accessibility, etc within a certain set of guidelines which can be found at the line below. Allowing software to be edited by other programmers outside of the particular company that had originally produced it is a way to bring the population as a whole together as everyone can have a say, all assuming that they understand the coding that goes along with it. It is really hard to have democracy when a specific company has total control over something. If they have total control, the "people" do not have a say in what goes in and what should come out of that software. A good example of open source software is Linux. By having open source you are allowing the the consumer to have a better state of mind knowing that if something should be different in a program, it can be edited as opposed to waiting till the next update or next version of the software all together. Don't get me wrong though, there are things where open source is hard to implement, I.E. video games would be very difficult to make open source and have it succeed however it is possible. Even with it being possible you still would be walking a very fine line. The following are some images of open source software affiliates:
http://opensource.org/osd
http://dictionary.reference.com/browse/democracy
http://opensource.org/osd
http://dictionary.reference.com/browse/democracy
Sunday, March 24, 2013
DRM ( Digital Rights Management) and the Public
What is DRM or Digital Rights Management? DRM is a technology designed to control access to, track and limit uses of digital media. What this means is that for example say you have a Blu-Ray that you have purchased but cannot load it your portable media player, that is DRM in effect. This type of technology is imbedded within the media itself. Corporations state that the reason why DRM is in place is to stop piracy and copyright infringement however a Google engineer states that DRM has nothing to do with piracy. Ian Hickson from Google states that DRM is not in place to stop unauthorized copying or piracy but is used as a tool for content providers power over playback device manufacturers, as distributors cannot legally distribute copyrighted material without permission from the content provider. What he means by this is referenced by the following example he gives, "Fox makes a movie and Apple purchases the rights to sell it on iTunes. Users then buy and download the film, but Fox wants you to purchase the movie again if you want to use it in a way that doesn't include an Apple device, such as use on an Android phone. With DRM, you cannot use it elsewhere — without DRM, the use of such content is not restricted." He goes on by stating that the movies that you trying to watch are probably available on file sharing sites and no one has been stopped for violating a copyright.
DRM ties into my research of violent media or more particularly violent video games. Most all video games currently are shipped with some sort of DRM technology and thus have put most people on the fence of should DRM be allowed? A lot of people disagree with DRM and feel that it is only in place to soak up more money for the content provider and they are not even remotely wrong because this is exactly what is going on according to Hickson. Essentially companies that manufacture products with DRM could start infusing a way to control the amount of violent video games that are allowed to be played by making them all online and having some sort of verification system in place such as a guardians SSN to verify that someone is of age to play this game. DRM, to me, is an invasion of our rights as a consumer. Companies should not have the ability to limit the use of a media to only one particular product so that way consumers are forced to buy that product for multiple consoles just to play it elsewhere. In essence, I own the product, as in this case, and the story does not change per individual platform being played on. So if I own a game for say Playstation 3 and my friends own it for Xbox 360, I have to buy it for Xbox 360. That is unfair to me because I own the media already. However, the only way to be able to implement a way around that is through an always online type product in which case becomes subject to DRM. It is a double edged sword that no one really wants to cross.
Sunday, March 10, 2013
Machinima, the Next Gen Artform
I am not particularly picking one specific artist but a group of artists that conform to form a group called hankandjed. This group of artists create animated videos that are classified as Machinima (Machine and Anime). What this means is these artists will use specific programs to manipulate the artistic pictures they draw, piece them together and form an animated film. An example that I can give of these type of animation is called Doraleous and Associates as well as Red vs Blue which is created by another set of animation artists.
This particular genre used in this would be that which is similar to the film "Your Highness."
For arguments sake the above film could be considered art as what is used in this real-time film is acting, story telling and emotional involvement. With that being said Roger Ebert would tend to disagree as he states, "I did indeed consider video games inherently inferior to film and literature. There is a structural reason for that: Video games by their nature require player choices, which is the opposite of the strategy of serious film and literature, which requires authorial control. I am prepared to believe that video games can be elegant, subtle, sophisticated, challenging and visually wonderful. But I believe the nature of the medium prevents it from moving beyond craftsmanship to the stature of art." (Champion, Keeping it Reel: Is Machinima A Form Of Art?). I do not agree with Mr. Ebert. As he looks at the term art as a emotional involvement why can't the same be said about Video Games or in the case that I am presenting Machinima? For instance, Red vs Blue is a Machinima series created by utilizing a game engine that is used in the Halo series. The brand name, Halo, a video game that is common household name for almost any gamer. In video games, the graphics ( artwork) are presented upon the medium (TV) to allow the consumer to interact and immerse themselves within the world of the game. Some common emotions that may appear as frustration, happiness, sadness, sympathy, empathy among others that I have not listed. Everything that I have previously mention are all things that can be present when viewing artwork. Now if we go back to Machinima, essentially this is the same thing. The acting is done in the background and recorded to go along with the images that go across the screen. Isn't this essentially an animated movie in which Roger Ebert reviews and considers art? How is this any different? How are video games any different? I do not believe that they are
As technology grows the more animation or digital trend will start to appear within movies or even to go as far as our everyday lives. Machinima, for instance Machinima created by hankandjed, will start to grow more and more as the ideals of gaming start to spread and become a lot more mainstream. The idea of art needs to be broken down to a more liberal base and we need to take a step back and view things that are created whether it be by hand or naturally, with a more open eye. By creating this Machinima, Doraleous and Associates, all they want to achieve is a fan base that enjoy watching the show. This in turn is assumed that this brings some sort of happiness to the fans by telling a story that is engaging and strikes up emotions in that viewer. Isn't that why we are fans of something because we enjoy the emotion that it strikes in us?
http://www.digra.org/dl/db/09291.09190.pdf
http://www.hankandjedmoviepictures.com/#!press
http://www.youtube.com/watch?v=qk1B8DiIJI8&list=PLBC839BEC48A3E264
This particular genre used in this would be that which is similar to the film "Your Highness."
For arguments sake the above film could be considered art as what is used in this real-time film is acting, story telling and emotional involvement. With that being said Roger Ebert would tend to disagree as he states, "I did indeed consider video games inherently inferior to film and literature. There is a structural reason for that: Video games by their nature require player choices, which is the opposite of the strategy of serious film and literature, which requires authorial control. I am prepared to believe that video games can be elegant, subtle, sophisticated, challenging and visually wonderful. But I believe the nature of the medium prevents it from moving beyond craftsmanship to the stature of art." (Champion, Keeping it Reel: Is Machinima A Form Of Art?). I do not agree with Mr. Ebert. As he looks at the term art as a emotional involvement why can't the same be said about Video Games or in the case that I am presenting Machinima? For instance, Red vs Blue is a Machinima series created by utilizing a game engine that is used in the Halo series. The brand name, Halo, a video game that is common household name for almost any gamer. In video games, the graphics ( artwork) are presented upon the medium (TV) to allow the consumer to interact and immerse themselves within the world of the game. Some common emotions that may appear as frustration, happiness, sadness, sympathy, empathy among others that I have not listed. Everything that I have previously mention are all things that can be present when viewing artwork. Now if we go back to Machinima, essentially this is the same thing. The acting is done in the background and recorded to go along with the images that go across the screen. Isn't this essentially an animated movie in which Roger Ebert reviews and considers art? How is this any different? How are video games any different? I do not believe that they are
As technology grows the more animation or digital trend will start to appear within movies or even to go as far as our everyday lives. Machinima, for instance Machinima created by hankandjed, will start to grow more and more as the ideals of gaming start to spread and become a lot more mainstream. The idea of art needs to be broken down to a more liberal base and we need to take a step back and view things that are created whether it be by hand or naturally, with a more open eye. By creating this Machinima, Doraleous and Associates, all they want to achieve is a fan base that enjoy watching the show. This in turn is assumed that this brings some sort of happiness to the fans by telling a story that is engaging and strikes up emotions in that viewer. Isn't that why we are fans of something because we enjoy the emotion that it strikes in us?
http://www.digra.org/dl/db/09291.09190.pdf
http://www.hankandjedmoviepictures.com/#!press
http://www.youtube.com/watch?v=qk1B8DiIJI8&list=PLBC839BEC48A3E264
Monday, March 4, 2013
New Media Tool that can fuel a non-gamer POV
When writing my case study there was something that I didn't mention however in a way still is along the same lines. A huge new media tool that is utilized in the gaming world is online video. A gamer can record game play from any game they play assuming that they have the right recording device to do so and they post this online for other "gamers" to see. This tool is YouTube. There is a large following to online gaming news outlets like IGN, Machinima, Dtoid, and Rev3 Games just to name a few. This news channels so to speak are loaded with game play footage taken from the video game companies themselves or even going as far as user submitted material. This footage can contain anything that even seems relative to the gaming genre. On the same token this media is view-able to everyone that has access to YouTube. There are no restrictions when it comes to viewing this videos. The videos can be grotesque and also can be very humorous. This types of videos need to be taken as just that. People that are unfamiliar with what YouTube has to offer can be intimidated by this media outlet almost going as far as saying "...this is the prime contributor to the violence that is plaguing this country." This comes from a friend of the family that still owns a rotary phone so none the less he is a bit outdated with technology. This just goes to show you that people that do not understand the technology and media that is in front of them are scared of it and easily blame it for the problems we have today.
The reason I say that this is comparable is because essentially YouTube is online TV but just in shorter and smaller doses. On YouTube a viewer can view exactly what they want to view without all of the extra fluff that comes with watching TV aka commercials. We all hate commercials, except for those really really funny ones, those we can keep.
The reason I say that this is comparable is because essentially YouTube is online TV but just in shorter and smaller doses. On YouTube a viewer can view exactly what they want to view without all of the extra fluff that comes with watching TV aka commercials. We all hate commercials, except for those really really funny ones, those we can keep.
Case Study on Violent Media
For the longest time violent
video gaming has been a crutch for most arguments when it comes to a violent
outbreak somewhere in our country. Not a lot of people really understand the
concept that is this media. Most of the time the media that I am discussing,
has the most detrimental effect when displayed through televisions or computer
monitors which in this case is the medium being used. Video games are
electronic games that involve a human interaction with a user interface
(sometimes referred as GUI; graphical user interface) to generate some sort of
visual feedback on the device. These electronic games have been around for
almost 40 years but as our technology evolved over time they are just now starting
to cause a controversy.
Why are they just now causing this common controversy
which is that they can cause addiction and potentially lead to or cause violent
behavior? A prime example of this would be an article about a crime committed
by Jacob Hartley while playing video games. His son was crying and
“interrupted” his play session and he shook the baby to make the 3 week old boy
stop. This kind of incident is prime material for advocacy groups such as MAVAV
(Mothers against Videogame Addiction and Violence.) There are other groups out
there that are back by politicians to further support the restriction of
violent video games. Also, there have been studies done on the effects of
violent video games. One such study in 2004 led to evidence showing that video
game violence exposure was related to a wide array of aggression (for ex,
verbal aggression, moderate physical aggression and violent behaviors).
However, no one research study is conclusive and finds definitive results
stated Hal Halpin. I believe the reason why this sudden urge for an answer is
happening now is because we as a society are changing into a culture that we
are unsure of. Older parents now are growing out of sync with current
generation media. What’s a better scapegoat to blame the lack of parental know
how then one that we do not understand? The answer is there is none. This is
the best they have. There are studies that
With
the expansion of technology and rise of the video gaming community more and
more cases of who’s to blame with arise. People need to understand that video
games are not the culprit here yet there is something greater at fault here.
There are also studies that show the beneficial effects of video games like
surgeons playing video games three hours a week decreases mistakes by 37
percent. This goes to show you that it can have great hand eye coordination
building skills. Why isn't this ever brought up? Sadly, it is because at the
end of the day it is easier to blame something for problems rather than take
responsibility.
Bibliography
TELEVISION GAMING APPARATUS AND METHOD. FPO IP Research &
Communities. 2004-2013. 23 Feb 2013.
Video Game Addiction and
Violence in Underground Video Game Cultures.MAVAV. 2002-2006. 23 Feb 2013.
Violent Video Games: The
Effects on Youth, and Public Policy Implications. Handbook of Children, Culture and Violence. 2006. 23
Feb 2013.
Surgeons may err less by
playing video games. Games on
NBCNews.com. 2004. 23 Feb 2013
Tuesday, February 12, 2013
Modifying a Wiki page?!
http://en.wikipedia.org/wiki/Video_game_controversies#Biological_links_to_aggressive_behavior
More specifically...
More specifically...
Researchers found that people who played a violent video game for three consecutive days showed increases in aggressive behavior and hostile expectations each day they played. Meanwhile, those who played nonviolent games showed no meaningful changes in aggression or hostile expectations over that period. Although other experimental studies have shown that a single session of playing a violent video game increased short-term aggression, this is the first to show longer-term effects, said Brad Bushman, co-author of the study and professor of communication and psychology at Ohio State University. "It's important to know the long-term causal effects of violent video games, because so many young people regularly play these games," Bushman said. He continues to say, "Playing video games could be compared to smoking cigarettes. A single cigarette won't cause lung cancer, but smoking over weeks or months or years greatly increases the risk. In the same way, repeated exposure to violent video games may have a cumulative effect on aggression." Bushman conducted the study with Youssef Hasan and Laurent Bègue of the University Pierre Mendès-France, in Grenoble, France, and Michael Scharkow of the University of Hohenheim in Germany. . Their results are published online in the Journal of Experimental Social Psychology and will appear in a future print edition.
The study involved 70 French university students who were told they would be participating in a three-day study of the effects of brightness of video games on visual perception. They were then assigned to play a violent or nonviolent video game for 20 minutes on each of three consecutive days. Those assigned the violent games played Condemned 2, Call of Duty 4 and then The Club on consecutive days (in a random order). Those assigned the nonviolent games played S3K Superbike, Dirt2 and Pure (in a random order). After playing the game each day, participants took part in an exercise that measured their hostile expectations. They were given the beginning of a story, and then asked to list 20 things that the main character will do or say as the story unfolds. For example, in one story another driver crashes into the back of the main character's car, causing significant damage. The researchers counted how many times the participants listed violent or aggressive actions and words that might occur. Students in the study then participated in a competitive reaction time task, which is used to measure aggression. Each student was told that he or she would compete against an unseen opponent in a 25-trial computer game in which the object was to be the first to respond to a visual cue on the computer screen. The loser of each trial would receive a blast of unpleasant noise through headphones, and the winner would decide how loud and long the blast would be. The noise blasts were a mixture of several sounds that most people find unpleasant (such as fingernails on a chalk board, dentist drills, and sirens). In actuality, there was no opponent and the participants were told they won about half the trials.) The results showed that, after each day, those who played the violent games had an increase in their hostile expectations. In other words, after reading the beginning of the stories, they were more likely to think that the characters would react with aggression or violence. "People who have a steady diet of playing these violent games may come to see the world as a hostile and violent place," Bushman said. "These results suggest there could be a cumulative effect." Bushman goes on saying "Hostile expectations are probably not the only reason that players of violent games are more aggressive, but our study suggests it is certainly one important factor." He continued, "After playing a violent video game, we found that people expect others to behave aggressively. That expectation may make them more defensive and more likely to respond with aggression themselves, as we saw in this study and in other studies we have conducted." he also notes Students who played the nonviolent games showed no changes in either their hostile expectations or their aggression. He said it is impossible to know for sure how much aggression may increase for those who play video games for months or years, as many people do. "We would know more if we could test players for longer periods of time, but that isn't practical or ethical," he said. [49][50]
I added all of that because I feel that since it is a recent study it should be relevant to this entry of Video Game controversies.
I am still a little unsure of how I feel about modifying a wiki entry or using wikipedia at all however, on the same token I view wikipedia as a unverified official word of mouth or word vomit type of way of researching. That being said, wikipedia tends to lead you to links that are from official sources IE. the one that i posted above is linked to a official study on video game violence. I think that using this kinda site for a starter point is great as long as it can redirect you and you are not taking what this says for granted.
I am still a little unsure of how I feel about modifying a wiki entry or using wikipedia at all however, on the same token I view wikipedia as a unverified official word of mouth or word vomit type of way of researching. That being said, wikipedia tends to lead you to links that are from official sources IE. the one that i posted above is linked to a official study on video game violence. I think that using this kinda site for a starter point is great as long as it can redirect you and you are not taking what this says for granted.
Sunday, February 3, 2013
Virtual Worlds and Gaming
When sitting down and trying
to think about a concept that I would find interesting to research that has to
do with New Media I was considering all my options. I started to think about
things that make a difference in my life and things that I tend to be
passionate about. Among those topics I chose to do my research on the violent
media and gaming aspect of evolution of new media. Video games and the like
have made evolutionary steps to provide a media experience that captures its
audience. As the time progressed so did the graphical nature and the capabilities
of the games/consoles themselves. They can be associated with learning; they
can be stress relievers and/or just fun in general. One thing that people need
to accept that in this world of evolutionary technology is the video games (or
type of) are starting to play a major part in child/teenagers up to self sufficient
adults lives.
One thing that
really stood out to me when wanting to do a research project on this is the
primary fact that violent media and video games get accused of corrupting the
human mind and deterring them onto a path of violence. I want to show that
violent media is not responsible for the mass violence that is done by these
teenagers that cause such trauma around the world. Restricting the use or
placing bans on this type of media is not a solution but an excuse to avoid the
real problem here.
Evolution of Video Game Consoles up to 1977
Home consoles up to Nintendo's first consoles!
This is a timeline on how the home video game consoles changed or didn't change up to when Nintendo first emerged into the market.
On a side note, I tried to embed it but it failed miserably ha!
This is a timeline on how the home video game consoles changed or didn't change up to when Nintendo first emerged into the market.
On a side note, I tried to embed it but it failed miserably ha!
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