Abstract This research paper focuses on the significant gender discrepancy in the amount and form of computer use. The writer points out that, as the general public acknowledges that in order for children and youth to participate in this new and quickly changing technical world, they must have a certain degree of interest, comfort and competence in computer use. It is, therefore, the responsibility of society to ensure that girls are just as competent as their male peers in computer use. The paper then attempts to determine the reason for the gender difference in computergames and what changes are required to enhance girls' computer literacy.
Table of Contents:
Introduction
Feminism and ComputerGames Girls vs. Boys ComputerGaming Interest and Usage
ComputerGames for Girls
Marketing Girls' ComputerGames Game Playing Statistics
Conclusion
From the Paper "The impact of these social constructions is very real. They are part of a connection that exists between computer games and later interest and skills in technology that begins even before adolescence and continues throughout a person's lifetime that deals specifically with the gender issue. Females are socialized away from game play, which leads to a self-fulfilling prophesy for technology use: Girls who do not play become women who do not use computing technology or go into the computing fields of endeavor."
Abstract The paper traces the rise of interactive entertainment and in particular computergames. The paper examines the genre of "Interactive Fiction" whereby interactive games are created in a sophisticated fashion, based on movies and books. The paper looks at the use of broadband and streaming media in the gaming industry. It also details the process involved in creating such games and the attractiveness of interactive games.
Table of Contents
Introduction The Rise of Video Games Games as a Major Form of Entertainment in Today's World
Studying Games Games, Media and Interactivity
Exploring interactivity in Video Games and Movies
Home Entertainment Networks
Violence in Games Are Games Just for Boys
Indiana Jones and Tomb Raider
The Use of Streaming Media in the Gaming and Video Industry
Online World of Games called Linden Lab: An Example of Streaming Technology
Problems Associated with Streaming Technology
What makes Streaming Technology so Successful
Conclusion
References
From the Paper " In 1999, more than 20 billion game sets and software were sold, surprisingly more than the Hollywood box office for the first time in history. This just tells us that more and more people are playing games than they were before. This also means that more people are playing games instead of watching movies or even reading books. Making games the most popular form of entertainment on planet Earth. This also makes us see the transformation of digital entertainment into a proper art form."
Abstract This paper explains that educators and parents are concerned mostly about the amount of violence in computergames, which not only assaults kids with sex and violence, but also induces them to imitate what they see on the screen, ultimately causing them to lose their moral compasses. The author points out that researchers also have looked at positive aspect of electronic games, such as virtual reality (VR) and computer simulations, as educational tools for language learning and self-esteem and skill building. The paper relates that some research has found that gaming cannot be considered addictive, that arcade guests were not special in alarming ways, and that there was no correlation between heavy game use and mental disorders or delinquent behavior.
From the Paper "The people on the other side of the argument, those who do not agree with the association of violence and media, report that youth crime has dropped sharply in the last decade. From 1992, the year "Mortal Kombat" debuted to year 2000, arrests for serious juvenile crime fell by about two-thirds, while the number of children carrying guns to school dropped by half. Game supporters say that their opponents gloss over the large amount of evidence that does not support a link between watching portrayals of violence and engaging in violent behavior. As scholars such as University of Toronto psychologist Jonathan Freedman and University of Southern California sociologist Karen Sternheimer have shown, experimental studies that alarmists cite may hinge on self-fulfilling prophecies, with researchers pushing subjects into giving the "right" answer. Furthermore, it is not clear how the stimuli and measures of aggression used in the highly artificial setting of a laboratory relate to viewing and violence in the real world."
Tags: violence, imitate, eyespy, learing, research
Abstract This paper explains that computer and video games have become a very popular form of mass-market entertainment because they offer a wide variety of virtual, realistic, unrealistic and fantasy type scenarios. The author describes the ways that many video and computergames contain violence, which the author believes is one of their disadvantages. The author relates that, although there is an indication that excessive violence in these games might be related to violent behavior in children, the outcome is not irrefutable. The paper concludes that it is up to parents to know their child and the types of games he or she is accessing.
From the Paper "Yasmin Kafai has written numerous articles on learning technologies and environments for young children in the fields of education, developmental psychology, computer and information studies. In her book "Minds at Play" Kafai states that video games more than other media have become an essential part of contemporary children's culture. This is quite an interesting perspective considering you would think most children would be playing the games rather than trying to create them especially since it's such a complex process."
Abstract This paper presents a grant proposal for a project endeavoring to measure the impact of computergames on problem-solving mathematical and engineering situations faced by children in everyday life. The paper discusses the National Science Foundation's chief aim of uncovering new ways of using information technology to bolster learning and describes how this proposal will meet its criteria.
Table of Contents:
Abstract
ComputerGames as a Means of Bolstering Mathematical and Engineering Skills
Need
Goals
Description of the Activity
Evaluation
Key Personnel
Dissemination and Supplemental Materials
Budget
From the Paper "Goals: The goal of this project is to ascertain the extent to which computer games in the classroom can improve the math, science and engineering skills of students; at the same time, the games will also permit children to interface with computer software and hardware, thereby introducing them to information technology. In this regard, the project clearly satisfies the National Science Foundation's efforts to find new ways of improving the STEM skills of American youth."
Abstract Since the introduction of video games and computergames in general, there have been concerns about their possible ill effects. This paper discusses those possible ill effects, which include promoting and increasing violent and aggressive behavior, particularly in children and teenagers. The paper points out that many video and computergames have violent content. The paper also describes the objective of some of these violent games such as one-person shooter games where the object of the game is often to shoot or kill or even eat various opponents. The paper also discusses how the constant improvement in computer and Internet technology has led to graphics and content that are more complex, detailed, realistic and even more violent.
Abstract This research shows that today there is more violence in television programming and video game content than just a few years ago and that more children than ever are watching such programming and playing such games. Furthermore,the paper points out that children, particularly boys, are playing more video games than watching television, and the violent content and gender role models exemplified in the games preferred by boys has been the source of increasing concern by educators, policymakers, and parents alike. The writer also states that the growing concern over violence in video games may be more justified than previously believed. The research suggests that playing such games can have an adverse effect on social development among young game players, especially boys, and may contribute to a higher incidence of aggressive behavior among this population.
From the Paper "According to Lachlan, Smith and Tamborini (2003), video games are the latest of the most recent forms of mass media to come under criticism for violent and female-bashing content Video game critics argue that games such as Mortal Kombat, Duke Nukem, and Doom are not only inherently violent, but that playing such games may be having a harmful effect on young players. In fact, U. S. Senator Joseph Lieberman (1998) stated, "these games ... are part of a toxic culture of violence that is enveloping our children, that is helping to desensitize them and blur the lines between right and wrong, and encouraging some of the most vulnerable of them to commit violence" (p. 1). Indeed, playing violent video games has also been implicated as being a potential contributing factor in the recent schoolyard massacres at Columbine High and Westside Middle School (Flatin, 2000)."
Abstract The writer of this paper examines the various studies that claim the content of computergames are determined by the interests of men rather than women and proves that a gender bias in the PC game industry exists. This paper also discusses the lack of female computer programmers in the industry and the steps being taken to remedy the situation including direct marketing aimed at women.
From the Paper "One step that some companies are taking is simply directing more marketing at girls and women. According to the esteemed advertising journal, Billboard, in the early part of the previous decade, Sega Corporation instituted a special "girls task force," which was comprised of female executives. Additionally, Viacom New Media executive vice president Michele DiLorenzo began and remained a vocal industry proponent of gender-neutral titles."
Abstract This paper relates that the reviewed article provides an interesting perspective on the social and psychological impact of video games and computers in modern society. The author points out the article's assumption that playing video games has been an introductory stage children pass through before they gain experience and competence with computers. The paper states that that this theory remains valid.
From the Paper "In summarizing the article and critically reviewing the assumptions contained within it, it is evident that the insightful content of the article provides an interesting perspective on the social and psychological impact of video games and computers in modern society. One of the most important aspects of this article is the author's assumption that playing video games has been an introductory stage children pass through before they gain experience and competence with computers. This assumption was valid a generation ago when video games first appeared and is still valid today, for children still gain their first experience with computer technology through playing educational video games."
Abstract This paper presents a review of some of the literature that both supports and negates the use of computergames for children and youth. Because the studies to date have been very broad -a wide range of games, ages and backgrounds - the literature reviewed here is also varied. The report then proceeds in providing the methodology of a possible study to look at the longer term impact of video games. Middle-school boys play a video game that has been deemed violent (through the rating and number of defined violent incidents) and are tested for aggressive factors immediately after the game and then again at a later time. A control group is also be tested.
Video Games and Violence
Other Negative Impacts
Other Positive Impacts
Study Methodology
Conclusion
From the Paper "When considering the short history of computers, video and PC gaming are very recent on the timeline of technology. This is one of the reasons why there have not been many conclusive studies on the negative and/or positive effects of electronic games on children and young adults-the most formative years. With the ever-increasing interest and involvement of children in this activity, much concern has been expressed about the impact of these games, especially ones of a more violent nature, on physical and psychological development. At the crux of the debate is the question of whether they are detrimental to a young person's health. There are specific concerns about such factors as aggression, addiction, criminal activity, obesity and reduced academic achievement."
Abstract The paper points out that gaming is used also in the army, education, transportation, and many other industries to realistically simulate training situations although the biggest use is for entertainment. The author states that, as the games have become more realistic and more violent, the ethical issues around gaming have increased.
This paper includes colored scene captures of games.
Table of Contents
The Nature of the Innovation
The Role and Importance of the Innovation
The Factors Underlying Success of the Innovation
Ethical Issues in Relation to the Innovation
The Impact of the Innovation on Australian Society
From the Paper "Violence has been an issue with video games since their birth, but not with out due reason. Although some games only have little if any violence, at the other end of the spectrum there is games like Grand Theft Auto, Soldier of Fortune, and Hitman1&2. In Grand Theft Auto (GTA) players are rewarded for the theft of cars, the killing of innocent bystanders by either running them over in a car or shooting them with a weapon. While in the original version of GTA, which had a birds-eye view perspective, and unrealistic graphics, by the release of GTA3 it is a third-person view, with realistic graphics and highly realistic driving physics (it was originally banned in Australia)."
Abstract In this article, the writer notes that at the time video-gaming entered society, no one could have guessed the manner in which video gaming would integrate into all aspects of today's world as much as it has. The writer points out that video gaming has been studied and been shown to have both positive and negative effects upon those who play video games. The writer researches the history, advances, concerns and future of video gaming, citing scholarly sources in the research. The writer concludes that video-gaming started out as simply a recreational past-time, but it is presently being used for training employees such as for instruction within the educational sector and for the creation of real-life or simulated activities in the science sector.
Outline:
Objective
Introduction
The History of Video Gaming The Advances in Video Gaming Concerns Related to Video Gaming The Future of Video Gaming Summary & Conclusion
From the Paper "Other recent research reported is that of the studies, three in number that were set for release in January by Anderson, Gentile & Buckley. These three studies include a correlational study, an experimental study and a longitudinal study (the first) with children. The experimental study consisted of 161 9-12 year old and 354 college aged students playing violent and non-violent video games. Findings state that violent games increased the aggressive behavior of both groups. The correlational study was conducted by surveying 189 high school students stating findings that those who engaged in games that are more violent also engaged in more behaviors that are violent. The longitudinal study was conducted over the period of a school year and state findings that the children who were witnessed to have increased their aggression were the same children who played more violent video games over the course of the school year."
Tags: recreation, instruction, educational, tool, computer, game
Abstract This paper provides a review of the relevant literature to determine the implications of computer-based gaming systems on children from a physical, psychosocial, and cultural perspective. More specifically, the paper attempts to determine if there is a link between the use of computer-, CD-, and DVD-based gaming systems, such as Playstation, and the incidence of juvenile crime, obesity, and poor academic achievement. A summary of the research is provided in the conclusion.
Introduction
Review and Discussion
Aims and Objectives of Dissertation
Review of Studies of Impact of Computer-Based Gaming Systems on Children.
Playstation/Video Games Versus Traditional Games Cultural Implications
Human-Computer Interaction (HCI)/Transference/Influence on Normal Behaviour/Influence
Outside Game Environment.
Moral Responsibility of Game Manufacturers/Correlation
with Crime
Future Trends and Potential Outcomes
Conclusion
From the Paper "The primary issue identified from the parental concerns expressed in the literature has been the perception that the use of gaming technology such as Playstation creates a raised level of anxiety and imitative violence in their children (Clayton 2003). This consideration is all-the-more compelling in view of the increased incidence of children with behavioral disorders; in fact, one of the most difficult child management issues facing parents and other caregivers today is the management of children with behavioral disorders, and, while all children can be defiant and challenge authority from time to time, the growing body of childhood behavioral disorders emerging is disturbing. The research to date consistently suggests that boys are overwhelmingly more likely to suffer from these disorders than are girls. Furthermore, boys are also more likely to engage in computer-based gaming activities (Clayton 2003)."
Abstract The paper defines how video games encompass a multitude of computer made programs that result in a user-friendly game which can be run on several gadgets such as computers, iPods or mobile telephones. The paper relates that specialists foresee a dramatic increase in the role of video games, leading to many changes. The paper discusses the U.S. Government desire to control the distribution of violent games towards children. The paper also discusses the social consequences prone to affect the consumers of virtual realities which have been widely disputed ever since 1960. The paper discusses how the video game industry is unstable and investors have no certainty that their financial involvement in the process will lead to a successful outcome.
Outline:
Resource Availability
Technical Support
Government Actions
Socioeconomic Trends
Actual Statistics
Marketing the Video Games
From the Paper "The development resources refer to the personnel in charge of developing the computer programs at the basis on the games, in other words, the development resources are in fact human resources. These people are mostly certified programmers and are divided into six different categories according to their work domain as follows: game programmer, game designer, level designer, game producer, game artist and game tester."
Abstract This paper discusses the mechanics of a game involving angels and demons. The paper goes into detail about the way the game is played, the objectives in the game and how to win. This game is a game played on the computer and the paper describes how the computer plays against the player.
From the Paper "The action of this game is found at the end of the Bible when God and his angels fight against Satan and his demons over converts. A player must pick up Bible icons for protection for the converts. More icons picked up the more points there are. Icons can be used to obtain more angels or converts. The demons can attack both converts and angels. The only way to protect converts is through the Bible icons. When a demon hits a convert or angel, points wreck up for the opponent. The object of the game is to win points in favor of God and the angels. The computer adds points against God and his angels. Whenever the game is over whoever has the most points wins the game."