"Eight myths about video games debunked"
http://www.pbs.org/kcts/videogamerevolution/impact/myths.html
"Video game addiction"
http://www.theparentreport.com/resources/ages/preteen/kids_culture/130.html
In the first two myths in the article they talk about how the exposure to violent video games doesn't effect young people as much as people think. And the second myth explained how the video game market doesn't target children as a heavy consumer of video games. The first myth stated that media exposure didn't show in statistics that video games contributed to young peoples violent behavior. It all most likely stems from upbringing, and the persons mental stability. There was no definite research that shows video games as a primary factor that turns someone into a violent person. On the other hand the second myth said that the video game market wasn't targeting children. Basically it's the parents that buy the video game that don't look at the rating of the game and then leading to young children playing a mature content game. Most parents just think it's just a video game what harm could it do, but it exposes young children to violence at a young age and then they begin to buy more resulting in young children being the heavy consumers of mature content video games.
In the addiction article, it was stating how children are at great risk in becoming addicted to video games because the parent is not forcing some kind of time limit on the game activity. When a child plays a game and the game is rather intriguing the kid wants to play more and more every time. Then over time the child becomes hooked on this game. If parents step in and make the child do something else with their time of leisure then that kid wont be addicted to that video game because they can only get some much time , but then again it would depend on the child because some would lose interest or the other child would want to get as much time as they could to play that game because they are hooked. In the end the article was just showing parents how to construct time limitations for video games at home so their child wont become addicted.
Thursday, October 9, 2008
Tuesday, September 16, 2008
Outline
I. Thesis statement , intro
II. Super chick sisters claim
a) whats the strategy of the game , what the player does
- the player must rescue princess pamela anderson from the evil colonel sanders
b) The game persuades the player by showing KFC restaurants , and explaining how the chickens are treated
- the game is a spoof off of the super mario bros and has the player as a baby chick
- super chick sisters provides little statements on what happens to chickens in these factories
III. Planet green
a) Point of this game
- go through town Evergreen , and find ways to lower the carbon dioxide levels
- has information about how to do so while playing
b) underlying message
- shows the player ways to become eco-friendly with lowering the pollution the player puts into the air
- presents current pollution problems , and shows how popular international companies are finding ways to be eco-friendly,so that in the end the player will help out to reduce the the levels of CO2 being released into the air
IV. Peta is more persuasive than Planet Green
V. Conclusion
II. Super chick sisters claim
a) whats the strategy of the game , what the player does
- the player must rescue princess pamela anderson from the evil colonel sanders
b) The game persuades the player by showing KFC restaurants , and explaining how the chickens are treated
- the game is a spoof off of the super mario bros and has the player as a baby chick
- super chick sisters provides little statements on what happens to chickens in these factories
III. Planet green
a) Point of this game
- go through town Evergreen , and find ways to lower the carbon dioxide levels
- has information about how to do so while playing
b) underlying message
- shows the player ways to become eco-friendly with lowering the pollution the player puts into the air
- presents current pollution problems , and shows how popular international companies are finding ways to be eco-friendly,so that in the end the player will help out to reduce the the levels of CO2 being released into the air
IV. Peta is more persuasive than Planet Green
V. Conclusion
Thesis
As video games begin to consume the lives of people,there are various strategies that are used to get the attention of the viewer. On an online video game named "Super chick sisters" it persuades viewers to think Kentucky fried chicken treats chickens badly. The claim of this video game is persuasive,and has been an argument for quite sometime.
Monday, September 8, 2008
"video games"
In today's cyberspace community video games play a major part for those who enjoy interaction with technology. Online I have found three games called "BMW M3 challenge, Super chick sisters, and Urban Jungle." These games have characteristics of certain genres like serious games, advertisement,and persuasive games.
The first game "BMW M3 challenge" is certainly a advertisement game. It might be a fact that people of the younger age groups most likely under 50 yrs old would play this game online and feel the urge to get a BMW M3. In the game you simply design your car customizing it in certain ways , then you design the driving course and then you drive the brand new BMW. This game is a mixture of advertising and persuasion. The persuading part helps the fact that when people who can buy this car play the game go out and get it after pretending to have one.
PETA has an online game called "super chick sisters" and I think anyone would know what its aiming for with the name of the game. This could be categorized into serious games. In the beginning of the game it tells the player how Pamela Anderson has been kidnapped by Colonel Sanders because she revealed KFCs chicken cruelty actions. This is a serious game for those who strongly disagree with major fast food companies that supposedly treat animals badly. It asks for people to sign up to be apart of PETA to boycott KFC. PETA being an organization about animal rights uses this game to have younger people sign up for their programs.
The last game is a persuasive game for the young adolescents that watch cartoons on Nickelodeon and have some kind of computer access. When kids watch a favorite tv show they will most likely see a game for it online , and then this will lead to buying products based from the show. Leaving the parents buying more stuff for their kids and then finding the games and toys not played with for a long time because it seems old to the kid because theres a new game out now. These types of games are persuasive and always have effects like these on everyday people.
The first game "BMW M3 challenge" is certainly a advertisement game. It might be a fact that people of the younger age groups most likely under 50 yrs old would play this game online and feel the urge to get a BMW M3. In the game you simply design your car customizing it in certain ways , then you design the driving course and then you drive the brand new BMW. This game is a mixture of advertising and persuasion. The persuading part helps the fact that when people who can buy this car play the game go out and get it after pretending to have one.
PETA has an online game called "super chick sisters" and I think anyone would know what its aiming for with the name of the game. This could be categorized into serious games. In the beginning of the game it tells the player how Pamela Anderson has been kidnapped by Colonel Sanders because she revealed KFCs chicken cruelty actions. This is a serious game for those who strongly disagree with major fast food companies that supposedly treat animals badly. It asks for people to sign up to be apart of PETA to boycott KFC. PETA being an organization about animal rights uses this game to have younger people sign up for their programs.
The last game is a persuasive game for the young adolescents that watch cartoons on Nickelodeon and have some kind of computer access. When kids watch a favorite tv show they will most likely see a game for it online , and then this will lead to buying products based from the show. Leaving the parents buying more stuff for their kids and then finding the games and toys not played with for a long time because it seems old to the kid because theres a new game out now. These types of games are persuasive and always have effects like these on everyday people.
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