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Annastassia Stewart

Chapter 3 Assignment

PART I: Chapter Questions

1. What sparked the creation of mechanical games in the 19th and the 20th centuries?

When the Industrial Revolution happened in the Western world, there was surge
in mass production, but also in the desire for leisure time. In addition to
television, media makers searched for other ways to make money off this
demand, and mechanical games such as pinball emerged.

2. What technology enabled the evolution of the first video games?

The development of the Cathode Ray Tube, or CRT, allowed the first video
games to be created. CRT-screens were used to provide images for analog
television and early computer designs. As more and more people bought
televisions, video games that had to be played on this type of screen became
more easily accessible.

3. How are classic arcade games the culture of the arcade similar to todays
popular console games and gaming culture?

Many of the companies, Nintendo for instance, use easily recognizable aspects
of the original 8-bit game. This allows older generations the sense of nostalgia,
and keeps many of them as customers. It also shares some history with younger
players. Players of all ages will recognize the classic 8-bit graphics on T-shirts
and other memorabilia, and will find many parts of the game have remained the
same with improved graphics.

4. What are the main genres within digital gaming?

The major genres include: Action and Shooter Games, Adventure Games, Role-
Playing Games, Strategy and Simulation Games, Casual Games, and Sports,
Music, and Dance Games.

5. What are the 2 basic kinds of virtual communities?

When it comes to gamers, they often use communities outside of the game. One
of these communities is called Collective Intelligence, and they use forums to
share information, cheats, and mods about specific games. Another community
is Game Sites, which is comparable to ESPN for gamers. These sites discuss
new releases, ways to play, and other things you would expect to find on such a
network.

6. How have digital games influenced media culture, and vice versa?

Digital games have had a significant effect on Media Culture. Theyve inspired
many movies, as well as earned spots on primetime television. Movies that
werent based off video games, will often have one created following its big
screen release. The two industries have really come to lean and rely on one
another for success.

7. In what ways has advertising become incorporated into electronic games?

Some video games have been created completely for advertisement sake. An
icon of an industry is worked into a video game as the leading character. Other
advertisements are subtler. For instance, a billboard in Grand Theft Auto might
show an ad for Pepsi. This subliminal messaging is something that many gamers
may not be aware of.

8. Why did the U.S. Supreme Court rule that games count as speech?

According to the decision handed down by the Supreme Court, video games
communicate ideas and social messages in the same way that books, plays, and
movies do. The creators of these games have a large platform, and should be free
to use it to convey messages freely.

9. Why does the game industry still rate digital games, even if they arent required
by law to do so?

Game publishers recognize that many parents have concerns about what their
children are exposed to, and realize it is in the best interest of the industry to
respect those concerns by rating the games.

10. Do you have any strong memories from playing early video games? To what
extent did these games define your childhood.

I rarely played video games as a child. It was always a special treat when my
brother let me race him in Mario Kart. I was active in sports as a kid, so video
games never fit into that plan.
11. What role does digital gaming play in your life today? Are you more inclined to
play casual games or more involved games, and why?

Digital gaming plays an extremely small part in my day to day life. Im very
connected on social media, but I dont own any sort of gaming system and I
have one game downloaded on my phone. That one game is played only when I
dont have access to internet and am very bored.

12. Do you have a story about game addiction, either from yourself or someone you
know? Explain.

Fortunately, I dont know anyone who has been affected by a video game
addiction. My brother is an avid gamer, but he is still able to hold down a job, be
enrolled in college, and maintain a semi-normal social life.

13. Have you ever been appalled at the level of violence, misogyny, or racism in a
video game you played or watched being played. Discuss the game narrative
and what made it problematic.

Again, I dont have much experience with gaming. However, in the reading they
discuss Grand Theft Auto 3, and the misogyny and violence in that. I do recall
being at a friends house and watching them play that game, and being slightly
disturbed by it. The fact that running people over or picking up a prostitute
increased health in the players was gross to me.

14. Most electronic games produced have a white, male heterosexual point of
view. Why is that? If you were a game developer, what kinds of game
narratives would you like to see developed?

Most games have that point of view because theyre developed by straight white
men. If I was a game developer Id be interested in casual games, that can be
viewed through a gender-less lens. The gender norms that are exacerbated in
video games is abominable, especially in todays society. If game developers
were smart they would make games more inclusive, and sell more copies.
PART II Write: Are Video Games Really That Bad?
Discuss perceptions you found new or particularly interesting in the video. Are there
any concepts you disagreed with relative to your own experience or
observations? Was there any surprising information?

The idea that I found most interesting is that aggression doesnt necessarily

come from violent video games, but from the frustration one feels while playing any

competitive game. This concept has a lot of merit, however the fact that the creators

of this documentary focused so much on debunking the idea that violent video games

cause aggression, makes me think that they must have a stake in the video game

market. Its human nature to become desensitized to something if youre exposed to it

repeatedly, and children with violent images is no different. The video we watched in

class, where the boy spoke about his addiction, reinforces this fact. Repeated exposure

to violent images and games started to blur that mans perception of reality. If those

games could make that happen, then they could influence a persons aggression. It

begs the question, who is benefitting? Some further research into the makers of this

documentary before blindly believing it seems important. Regardless, its some

interesting information presented, and I think that this documentary offers an

interesting view of the digital world.

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