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14: Digital Gaming

  • Page ID
    222687
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    Video games have come a long way from using a simple joystick to guide Pac-Man on his mission to find food and avoid ghosts. This is illustrated by a 2007 Southwest Airlines commercial in which two friends are playing a baseball video game on a Nintendo Wii–like console. The batting friend tells the other to throw his pitch—and he does, excitedly firing his controller into the middle of the plasma TV, which then falls off the wall. Both friends stare in shock at the shattered flat screen as the narrator asks, “Want to get away?”

    Such a scene is unlikely to have taken place in the early days of video games when Atari reigned supreme and the action of playing was limited by the buttons on the controller and what was possible to program at the time. Players maneuvered a joystick to shoot lines of aliens in the sky, or they turned the wheel on a paddle to play a virtual game of table tennis. The power of Atari at the time simply didn’t allow for more complex games.

    But as video games became increasingly popular, they also became increasingly technologically powerful. Consoles upgraded and evolved on a regular basis, with a new version coming out around every 7 years, and the games kept up. Players called each other with loopholes and tips on how to get Mario and Luigi onto the next level, and now they exchange their tricks on gaming blogs. Games like The Legend of Zelda and Final Fantasy (role playing games) created alternate worlds and intricate story lines, providing multiple-hour epic adventures.

    Long criticized for taking kids out of the backyard and into a sedentary spot in front of the TV, many video games have circled back to their simpler origins and, in doing so, have made players more active. Casual gamers who could quickly figure out how to put together puzzle pieces in Tetris can now just as easily figure out how to “swing” a tennis racket with a Wiimote. Video games are no longer a convenient scapegoat for America’s obesity problems; Wii Fit offers everything from yoga to boxing, and Dance Dance Revolution estimates calories burned while players dance.

    The logistics of video games continue to change, and as they do, gaming has begun to intersect with every other part of culture. Players can learn how to “perform” their favorite songs with Guitar Hero and Rock Band. Product placement akin to what is seen in movies and on TV is equally prevalent in video games such as the popular Forza Motorsport or FIFA series. As the Internet allows for players across the world to participate simultaneously, as seen in massively multiplayer online games such as World of Warcraft, video games have the potential to one day look like competitive reality shows.[1] Arguably, video games even hold a place in the art world, with the increasing ability to express one’s vision through interactive storytelling or as an outlet to create animations.[2]

    And now, with endless possibilities for the future, video games are attracting new and different demographics. Avid players who grew up with video games may be the first ones to purchase 3-D televisions for the 3-D games of the future.[3] But casual players, perhaps of an older demographic, will be drawn to the simplicity of a game like Wii Bowling. Video games have become more accessible than ever. Social media websites like Facebook offer free video game applications, and smartphone users can download apps for as little as a dollar, literally putting video games in one’s back pocket. Who needs a cumbersome Scrabble board when it’s available on a touch screen anytime, anywhere?

    Video games have become ubiquitous in modern culture. Understanding them as a medium allows a fuller understanding of their implications in the realms of entertainment, information, and communication. Studying their history reveals new perspectives on the ways video games have affected mainstream culture. Not only are video games ubiquitous, being found everywhere, but they also also carry a lot of societal impact. They have become a core part of modern culture.

    • 14.1: The Evolution of Electronic Games
      This page discusses the history and evolution of video games from early arcade games to modern consoles, focusing on pivotal moments and the rise of gaming culture. It highlights the impact of key figures like Ralph Baer, the competition between companies like Nintendo and Sega, and shifts in gaming dynamics due to home consoles and online interactions. The narrative includes advancements in technology, emergence of genres, and the influence of gaming during the COVID-19 pandemic.
    • 14.2: The Impact of Video Games on Culture
      This page discusses the evolution of video game music from simple melodies to complex soundtracks composed by renowned artists, enhancing the gaming experience. It highlights the integration of music in gameplay and the growing recognition of video games as a cultural medium influencing various art forms. The educational impact of video games, including courses in game composition, is also noted.
    • 14.3: Controversial Issues
      This page discusses key controversies in video games, including violence, addiction, and sexism. It examines the societal impact of video game violence, psychological effects of addiction, and gender representation, highlighting historical and contemporary issues. The influence of video games on behavior and culture is analyzed through various theories, stressing the need for critical assessments and inclusive practices.
    • 14.4: Blurring the Boundaries Between Video Games, Information, Entertainment, and Communication
      This page explores the evolution of video games as tools for communication and education, highlighting their role in addressing environmental issues, political activism, and social connectivity. It discusses how MMORPGs and advocacy games foster interactive engagement with serious topics and develop social skills. The text also considers the potential of virtual worlds for new forms of communication and poses questions regarding teaching dynamics in gaming compared to traditional sports.

    1. Dolan, Michael. “The Video Game Revolution: The Future of Video Gaming,” PBS, http://www.pbs.org/kcts/videogamerevolution/impact/future.html.
    2. Tres Kap, Jona. “The Video Game Revolution: But is it Art?” PBS, http://www.pbs.org/kcts/videogamerevolution/impact/art.html.
    3. Williams, M. H. “Study Shows Casual and Core Gamers Are Ready for 3-D Gaming,” Industry Gamers, June 15, 2010, https://web.archive.org/web/20100619122836/http://www.industrygamers.com/news/study-shows-casual-and-core-gamers-are-ready-for-3d-gaming/.
    4. https://www.fitchburgstate.edu/academics/programs/game-design-bs
    5. https://www.fitchburgstate.edu/academics/programs/game-design-minor

    This page titled 14: Digital Gaming is shared under a CC BY-NC-SA 4.0 license and was authored, remixed, and/or curated by J.J. Sylvia IV (Remixing Open Textbooks with an Equity Lens (ROTEL)) via source content that was edited to the style and standards of the LibreTexts platform.