Abstract This paper explains that video games represent a site for role-playing in ways that violate both the corporate-constructed gender roles of game worlds, as well as the norms of masculine and feminine in our society. The writer discusses how this analysis applies to a range of levels in video game culture: the design level with its sub-culture of game patch design where users patch existing video games to fundamentally re-design game worlds that reflect distinct constructions of masculinity and femininity and the gameplay level where both female and male users playgames in ways that challenge normative gender roles. The writer's main focus is on female game designers and players, whose interactions with video game culture critically undermines common conceptions of female gender identity.
Outline:
Introduction
Gender Bias as a Methodological Problem
Women Coding Women: The New Gaming Female
Conclusion
From the Paper "In reviewing the scholarly literature upon gender roles and video game culture, it is important to recognize the operation of gender bias as a methodological problem. Before one can address the subject of video game and gender role transgression among females, one must note the profound degree to which traditional gender biases appear to impact scholarship on the subject of video game culture. Consider, for example, the question of the popularity of video games among males versus females, as well as the view that males prefer "violent" games while female players tend to reject these games for games that better reflect "feminine" qualities. There is a substantial body of research literature that has argued since the late 1980s that video games are a predominantly male cultural preoccupation. Surveys tended to reveal an extraordinary disproportion both in terms of numbers of players and the lengths of time devoted to gameplay. For example, adolescent boys have been shown to be as much as three times more likely to play video games as adolescent girls."
Abstract This paper relates that the General Affective Aggression Model (GAAM) is one of the leading theories in the field of aggression, which argues that exposure to violent video games can increase short-term aggression (20 minutes following exposure to a video game) over long periods of time. The author states that the experimental hypothesis is that children who play violent video games are more likely to be more aggressive on the playground. The paper describes a research design with three experimental groups consisting of randomly selected 8 to 10-year-old boys and girls. The experimental group plays a violent video game (e.g., Kung Fu), one control group plays a non-violent video game (e.g., Ms. Pac Man) and another control group will consist of children that did not play a video game.
Table of Contents
Introduction
Literature Review
Proposed Study
Methods and Statistical Analysis
Participation
Design and Procedures
Discussion
Conclusion
From the Paper "Certainly, the literature available notes several limitations on this type of study. One important constraint is that this experimental design does not allow researchers to determine the effect of video game violence in a 'real' or 'playful environment. Goldstein notes that voluntary exposure to violent video games may have a different effect than enforced exposure on aggression. In the lab, video games are not entered into in a playful frame of mind, as they are in the 'real' world. However, the need for a controlled, experimental situation in this experiment makes such a distinction difficult."
Abstract The paper explores the concept of having fun and analyzes the video game 'Gunbound' with respect to its play characteristics, based mainly upon the "pleasure dchemas" of K. Salen and E. Zimmerman. The paper offers a background of the video game and maintains that video games in general and 'Gunbound' in particular goes beyond a simply entertaining computer program for adolescent males. Rather, the game shapes these young people by teaching them self esteem, the concepts of risk and reward, consequences and interaction. The paper contends that while constant video gameplay can be bad, a healthy amount can certainly be played and will "play" a role in the development of the player as a member of society.
Outline:
Introduction
Thesis
Introduction to the Game Pleasure Mechanics
Maintenance of Challenge
Rewards and Reinforcement
Flow
Consequences
Conclusion
From the Paper "As an introduction, the background of the video game Gunbound should be explained. Gunbound takes place in Planet Lond and its 8 moons. Gunbound means "The infinite war between each unique mobile and its riders" (Softnyx.net). Because of the unique nature of each mobile, the play options are endless. When players are doing battle, the crowd is watching them, and rewards are given for strong play, so the importance of doing well in battle is important from many different points of view. As the next section of this paper will explore, for some, the importance of doing battle goes beyond good gameplay."
Abstract It seems that a game is a natural process that is taken for granted, since every child knows how to play, and there is no need for special teaching in order to provide the habits and the planning, but if we examine the diverse values of the game, we will see that even this spontaneous activity should be planned. This work examines the influence of free play on the social relations in early childhood.
Introduction
Approaches that Explain the Essence of Games What is the Free Game?
The Importance of the Free Game Types of Free Game The Values of the Game Different Approaches that Explain the Essence of Games in the Social Domain
Methodology ?
Research tools
The Aims of the Research
Population and Sample
The process of Data Collection and Ethics
Ethnographic Analysis according to Content Issues
Summary and Conclusions
Bibliography
From the Paper "Games appeared in the world together with the appearance of human beings. Some say that the game was born even before the human beings were created. The game accompanies us in many forms, in all ages and through all the generations. Since game is an expression of social life, of active life together with other people, it should serve as a useful and important tool for the teacher."
Tags: childhood, early, games, relationships, social
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 gameplayed 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."
Abstract This paper examines how, like television, video games have been seen to have negative effects on the players - mostly children. It asks how do violent games effect children's behavior; and is there any effect from autonomous play verses cooperative play. Gender issues are also analyzed showing differing levels of violence between boys and girls. The paper provides a general background and history of the development of video games. Commentary on the outcome of these effects are also discussed, primarily the rating system introduced in the early 1990s.
From the Paper "In 1971, Arthur Bushnell, the inventor of Atari, came up with a revolutionary game: Pong. Pong was a lot like Ping Pong with simple rules: Get the little ball passed your opponents paddle. It became extremely popular. After Pong the next hot game was Space Invaders which was released by Taito in 1979. It was a ?shoot "em up" game that also was loved by millions worldwide and soon gained a massive following. Soon after this Pac Man became the most popular game. Pac Man was a simplistic game: Take Pac Man around the maze and eat all of the dots, but avoid the ghosts: Blinky, Inky, Pinky and Clyde. If you get a power capsule you can eat the ghosts. Pac Man was an overnight success that really established the future for video games."
Tags: atari, violence, gender, rating, play, nintendo, playstation
Abstract Research on exposure to television and movie violence suggests that playing violent video games will increase aggressive behavior. Playing violent video games also decreases prosocial behavior. Laboratory exposure to a graphically violent video game increased aggressive thoughts and behavior. Video game violence has a positive effect on aggressive behavior. By reducing exposure to violence, children can reduce their outward aggressive behavior.
Abstract The paper discusses how Electronic Arts strives to be the market leader for gamesplayed on next-generation gaming systems. The paper relates that Electronic Arts develops, markets, publishes and distributes products for 12 different hardware platforms. The paper outlines the objectives for Electronic Arts that include a variety of new game releases. The paper describes how the company's leaders have played a significant role in Electronic Arts' success. The paper contends that their commitment to ethics sets Electronic Arts apart. The paper discusses their strengths, weaknesses and opportunities. The paper examines the threat of the intensely competitive nature of the industry.
Outline:
Company Description
Organizational Assessment
Strategic Directions:
Implications
Assess the Company's Strategy
From the Paper "Electronic Arts is headquartered in Redwood City, California. In addition to this facility that doubles as a development studio, they also have studios in Los Angeles, Orlando, Chicago, Montreal, Tokyo, Chertsey, Guildford, and Warrington, England and employ approximately 7,200 people. This leading provider of interactive software games and online gaming recorded revenues of nearly $3 billion for the fiscal year ending March 2006, a decrease of 5.7% from their 2005 revenues. Operating profit was most recently reported at $325 million, a significant 51.4% decrease from 2005. Net profit, for fiscal year ending March 2006, was reported at $236 million, a decrease of 53.2% from 2005 figures ("Electronic Arts")."
Tags: profit, success, competition, software, games
Abstract This paper examines studies pertaining to violent video games as encouragers of aggressive behaviour. The paper explains that these studies take different approaches to the same mechanism that much previous research has asserted to exist between young people who play violent video games and observable aggression expressed in their thinking and self-expression or behaviour. The writer points out that one paper was found to be more thoughtful, varied, less reductive and more generative of new questions than the others towards reflection on what studies of this variety can produce in terms of useful or stimulating information. The writer then looks at how all three studies indicate the sway in psychology of what previous studies have found in numbers, in studies of varying quality or small differences seeming to be unanimous in correlating violent video games and user aggression. The writer concludes that many studies addressing violent video games in relation to aggression obviously point to an unspoken question as to why such aggression of sometimes very serious forms is demonstrated by many persons in North America - a society that has attained one of the highest standards of living, ever seen.
From the Paper "A comment is made on violent media as known to produce aggressive behaviour according to various studies of different kinds. The conclusion repeats the introduction's statement on violent video games perhaps inducing automatic aggressive associations of the self. However, the reader is never quite sure what aggressive associations of the self are. One presumes that a student of a certain age has enough insight to report that, yes, he or she is aware of feeling angry or 'wired up' after interacting with a violent video game, but this need mean very little. Perhaps a student having had a difficult morning or a delayed trip to school would report that he or she also felt aggressive, or a student having had to deal with an intense, unpleasant experience of another kind. Again, is aggression anger, or anger expressed outwardly, or annoyance?"
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 examines how children these days spend more time watching TV or playing video games than any other activity save sleeping and how most studies so far indicate that video games can have both positive and negative effects on children, depending on the time spent in the activity and the type of video gamesplayed. It details these affects such as giving the child a good introduction to the use of computers and stress relief as well as the promotion of violence and the increase of obesity and weight problems through inactivity. It concludes with recommendations for parental intervention and the social responsibility of the manufacturers in order to control these phenomena.
From the Paper "Scientists have studied the physiological response of playing violent video games on people by measuring such responses as the heart rate and the galvanic skin response (the electrical activity on the skin). The studies show that the responses vary according to the content of the games?the more violent games tend to produce a response similar to an adrenaline rush and the reactions were more pronounced in the adolescent males. (Clements). The research also shows that the players of violent games quickly get de-sensitized to the degree of violence. This "de-sensitization" has more than one disturbing aspect to it. "
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 computer games and what changes are required to enhance girls' computer literacy.
Table of Contents:
Introduction
Feminism and Computer Games Girls vs. Boys Computer Gaming Interest and Usage
Computer Games for Girls
Marketing Girls' Computer Games GamePlaying 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 Video games have become an increasing popular pastime. These new games are becoming increasingly realistic, making it more and more difficult for youth, especially the very young to depict the differences in reality. This paper looks at the correlation between highly violent and gory games and an increase of violent activity in the people who play them. It discusses how these games affect a person's memory and cognitive development.
From the Paper "In today's high tech, fast paced society with computer and video gaming evolving into and consuming our free time, the effects of its results are becoming increasingly evident. The mind as they say, is a terrible thing to waste, and with video gaming becoming so popular what will this trend do to the minds of those who play them. The mind is an awesomely complex, yet elegantly simple. It is the best organized three pounds, (bigger in some but not necessarily better) of matter in the universe. It applies an infinite number of cognitive models and systems to help it develop and establish what it can perceive as reality. There are billions of interconnected neurons that send out and receive messages. Each module in our brain serves a very specific function. While the human brain is highly developed and able to interpret its environment in a sophisticated way that no other animal can it is still an organ. The human brain while individually unique had the basic animalistic instincts that meet our needs for survival these instincts are very primitive and have remained virtually unchanged throughout evolution. These primitive emotional systems play a much more powerful role in shaping our thoughts and behaviors than once thought."
Abstract This paper relates that teens who play violent video games subsequently can become involved in violent behavior. The author points out the military's use of violent video games to train soldiers. The paper relates the effect on the brain of violent video games.
From the Paper "Violent video games promote teen violence. These games have come under attack in recent years because they have been associated with a corresponding increase in violence among the teens that play them. Following the Columbine shootings at ...."
Abstract This paper describes how games can be an effective educational tool in the classroom and contends that they are beneficial on several levels. The paper explains that children learn faster and retain more of the information when the learning is done in conjunction with a gaming activity. The paper also explains that schools need not indulge in techo-game teaching tools because the active imagination of children can be harnessed without them, which even adds to the learning experience. The paper concludes that games are both motivational and challenging to the child. They provide lessons in reading, writing, speaking and listening. According to the paper, they are needed part of any curriculum.
From the Paper "Some games and little drills can be started without a leader, implemented by the children, peer to peer, in small groups designated as teams. Other games, however, require more hands-on direction from the teacher or teacher's aide. Such games that involve assigned roles and involve a scenario are best done under supervision to maintain boundaries and see that the children stick to the script, so to speak, and do not get off into fantasyland, far afield of the lesson plan."
Tags: problem-solving simulation, life skills, role-playing palatable