Preview

Gaming as a Community

Good Essays
Open Document
Open Document
978 Words
Grammar
Grammar
Plagiarism
Plagiarism
Writing
Writing
Score
Score
Gaming as a Community
Gaming as a Community Now that technological companies all over the world have set most of the seven billion individuals in the world with a computer, smartphone or tablet, it is time for better software to use with them. This is where games come in. Electronic Arts CEO John Riccitiello stated in a recent interview that PC gaming is the ‘fastest growing platform’. This shows the growing interest in gaming bearing in mind that gamers also have the means to play on. The term ‘gamer’ refers to an individual that plays a game or games, typically a participant in a computer or role playing game. The gaming community has grown so wide in the last few years because of the shift from single player games to multiplayer games on the internet but yet has to claim its spot as a sport as a result of its mental benefits in place of sports being stereotyped as physical health fitness. Mentioned in this essay will be the effects of the gaming engine Steam by Valve also the comparisons between countries that encourage gaming in addition to those which do not, concluding with the benefits of playing games.

Valve Cooperation is one of the most known game producing organizations and are popular for their gaming engine or what Valve refers to as a social entertainment platform, Steam. Steam enables players to choose, buy and play over one thousand and eight hundred games. It also allows the user to share their favorite games as well as recommend and modify them making Steam a community. This gaming engine made online gaming easy and surprisingly affordable as there is neither packaging costs nor delivery plus high profit motive do not swindle the customers. An evolution was begun which led to more gaming tournaments around the world by private individuals as well as Valve Game Tournaments which is powered by Steam. Valve Game Tournaments permits a willing candidate to purchase a license from Steam and host a tournament inviting players to participate for a fee. This

You May Also Find These Documents Helpful

  • Powerful Essays

    “Currently there are more than half a billion people worldwide playing online games at least an hour a day -- and 183 million in the US alone.” (McGonigal, 2011) There is an extensive anti-game lobby that believes video games promote violence, anti-social behaviour, and zoned-out teenagers. However, there is ample evidence to support my theory that video games have been unfairly maligned. In this paper I will examine research and anecdotal evidence to illustrate why video games are good for you.…

    • 2900 Words
    • 12 Pages
    Powerful Essays
  • Better Essays

    There is no denial that Video Games play a big role in modern society. It is a fun and enjoyable activities which millions of people practice every day. The gaming industry is one of the fastest industry in the last decade and the attraction of video games toward the public is growing more and more powerful. According to Gartner, an economic research term, global video game sales reached $111.1 billion in 2015. In 2013, computer and video game companies posted strong overall sales in the United States, with revenues exceeding $21 billion as entertainment software companies delivered well-paying jobs and revenue to state and local economies across the nation. (Meulen, R. V., & Riverra, J. (2013, October 29). Gartner Says Worldwide Video Game…

    • 1005 Words
    • 5 Pages
    Better Essays
  • Good Essays

    Video games are a controversial topic because of people´s perspective and may cause discrepancies on how they impact gamers day-to-day, and the influence they have on their live styles. However, video games dramatically alter the lives of gamers in many different ways, such as increasing their levels of concentration, development of inductive reasoning and hypothesis testing and the tendency to execute in impetuous course.…

    • 435 Words
    • 2 Pages
    Good Essays
  • Better Essays

    Jane McGonigal describes the positive impacts that video games have on individuals in her essay “Becoming Part of Something Bigger.” McGonigal’s purpose is to argue that video games are beneficial and help people find meaning in their life. Her attempt to reveal this is rather weak as a result of a saturation of an appeal to pathos and a lack of an appeal to logos. She induces an emotional tone and backs up her claims with quotes from experts in order to reveal to her readers that video games serve a greater purpose than most people believe.…

    • 985 Words
    • 4 Pages
    Better Essays
  • Powerful Essays

    Advancement of Video Games

    • 1697 Words
    • 7 Pages

    In this paper I will show and explain how the advancement of video games consoles has changed Humanity in more ways than one. I will show how the inventors started their Empires by selling plain, simple playing cards all the way to online gaming linked all around the world. How Nintendo and Atari started as two of the giants in the gaming world and then how Nintendo almost died out when Sega came out with their console. I will also explain how the video game mindset changed overtime and evolved into something worldwide.…

    • 1697 Words
    • 7 Pages
    Powerful Essays
  • Good Essays

    dream machines

    • 552 Words
    • 3 Pages

    In “Dream Machines”, Will Wright suggests that human have amazing imagination that invented games. Although games have a bad image as “violent, addictive, childish, worthless” among public, Wright, as a gamer, finds some positive impacts of games that are hardly discovered by normal people. He insists games can enhance gamers’ problem-solving skills because they tend not to read the manual to get the direction once they get the game; instead they take repetition of trial and error to create ways to deal with the game. Other than that, Wright claimed gaming is not just exploring the virtual fancy world. It can actually foster people’s creativity as gamers are asked to involve in creating worlds, characters and story lines of the game. Letting them help in creating and designing the game, this can also connect gamers to new communities.…

    • 552 Words
    • 3 Pages
    Good Essays
  • Good Essays

    Zoom of new technologies and changes in demographics of gamers have boost game players to look for new challenges and a stronger involvement in playing experience. This talk presents the investigation of the game developers and game player’s demographics such as ethnicity, gender, age, year and education level of gamers. The article also presents the analysis of playing frequency, game development frequency and relationship between the game developers, game player, game designers and the wider game community. Game developers, as being producers of creative products continue to bring their individual life experiences into the process of creation and their products reflect those life experiences, as well as our ideas and assumptions.…

    • 713 Words
    • 3 Pages
    Good Essays
  • Powerful Essays

    CMNS110

    • 2414 Words
    • 10 Pages

    The future of entertainment revolves around technology, video games are becoming more and more realistic and innovative. The increasingly realistic and exciting nature of electronic games has helped to make them enormously popular with children and youth. According to the entertainment software rating board (esrb) in 2010, 67% of households in the US play video games and the majority are adolescents and teenagers. Therefore, the fact that the majority are adolescents and teenagers is interesting because they’re in stage of development and most of them want to create their own identity. Every year the gaming industry releases many different games which give the gamers a diversity of roles in the games. They can split up the game into two hostile parties, most of the time it’s the struggle between hell and heaven or light and darkness. In addition, the developers also give a range of choices of characters, classes and roles in the game so the gamers can choose what suit them best. Therefore, in this essay it’s interesting to study how video games which are based on technologies can reveal the players’ identity in the game atmosphere.…

    • 2414 Words
    • 10 Pages
    Powerful Essays
  • Best Essays

    Supportive Work Culture

    • 3625 Words
    • 15 Pages

    References: David Hinkle. (2011, July 5). Report: Game Industry worth $74 billion in 2011. Retrieved from: http://www.joystiq.com/2011/07/05/report-game-industry-worth-74-billion-in-2011/ Don Reisinger. (2010, December 21). Call of Duty Black Ops hits $1 billion milestone. Retrieved from: http://news.cnet.com/8301-13506_3-20026321-17.html CBC News. (2006, October 19). Video games can reshape education: U.S Scientists. Retrieved from: http://www.cbc.ca/news/technology/story/2006/10/19/videogames-education.html Medical News. (2011, September 20). Gamers crack AIDS puzzle. Retrieved from: http://www.medicalnewstoday.com/articles/234664.php Ea_spouse. (2004, November 10). EA: The Human Story. Retrieved from:http://easpouse.livejournal.com/274.html Simon Carless. (2004, November 11). ‘EA Spouse’ weblog Raises Issues On Game Development Quality Of Life. Retrieved from: http://www.gamasutra.com/php-bin/news_index.php?story=4543 Kristan Reed. (2004, February 20). Team Bondi – The First interview. Retrieved from: http://www.eurogamer.net/articles/i_teambondi Brendan Sinclair. (2006, September 25). Rockstar gets L.A Noire. Retrieved from: http://uk.gamespot.com/ps3/adventure/l-a-noire/news/6158595/rockstar-gets-la-noire Nathan Brown. (2011, October 5). Team bondi to close. Retrieved from: Ravi Shankar Jayaraman 211586823 Page 11…

    • 3625 Words
    • 15 Pages
    Best Essays
  • Satisfactory Essays

    Essay about gaming

    • 523 Words
    • 3 Pages

    The world of gaming is a complex world; different levels, stories and characters. It takes a while before you can fully understand the world of gaming and what’s attracting people to begin with gaming. There are so many different games and terms that it is easy to get them mixed up with each other. So why is there so many people that like’s gaming? And is it really good way of learning? In this essay I will investigate why some people think that gaming is a good way of learning and what effects it has on the body and mind. I will also explain why I am against gaming.…

    • 523 Words
    • 3 Pages
    Satisfactory Essays
  • Good Essays

    Online Addiction

    • 522 Words
    • 3 Pages

    Games such as World Of Warcraft are taking over the lives of millions of active gamers. Affecting their lives in a negative way. ‘77% of 16-24 year olds log on to online at least once a day, 16.7 million of these 16-24 year olds are active gamers’ Frangoul includes the statistic data to shock the reader into awakening and becoming intrigued by the massive scale of this problem opening them to the idea of changing it.…

    • 522 Words
    • 3 Pages
    Good Essays
  • Good Essays

    Jane McGonigal’s “Be a Gamer, Save the World,” was first published in the Wall Street Journal in the beginning of 2011. McGonigal’s article is set out to convince her audience that video games inspire people to do great things in the real world. “Players of ‘Guitar Hero’ are more likely to… learn how to play [the guitar]”. Her use of facts, personal studies, and real world examples construct a persuasive argument that games make the best of people. McGonigal begins her article comparing the world’s view of video games as escapist and games’ true capabilities.…

    • 982 Words
    • 4 Pages
    Good Essays
  • Good Essays

    Video Game Controversy

    • 1036 Words
    • 5 Pages

    Ever since 1972, when the year Pong was released, the popularity of video games has spread like a roaring wildfire. As the popularity of video games began to rise, the games began to evolve and branch out into the wide variety of different genres and categories that are seen today. However, just like any form of popular media or culture, controversy has sparked around video games and has become shrouded around the world of video games. Many people believe that video games have no positive aspects whatsoever, and some have even claimed that video games actually present the world with various negative and controversial effects. However, not only are video games not bad for people, they are actually an very amazing stimulant that have a multitude of positive results that could…

    • 1036 Words
    • 5 Pages
    Good Essays
  • Better Essays

    Children and adults alike flock by the thousands to pick up and take home the latest video games. These days there are hundreds of video game titles to choose from on many different platforms so one is sure to find one that suits them. This trend has spawned an enormous economic force both in the United States and worldwide. According to 1up.com, video game sales were actually down in 2004 to $9.9 billion from $10 billion in 2003 in the United States alone (Lee). Perhaps more importantly is that this has produced a cultural trend as well. As more and more children define their lives through video games more and more children are becoming adults who also define their lives through video games. This is a growing problem in this country that entertainment is starting to take over the lives of more and more people. This is not necessarily to the fault of any single factor but a combination of many. The increasing complexity and realism of games has much to do with it. EverQuest is such a stimulating simulation in that many people prefer the ‘EverQuest World ' to the real one. Also to blame are the parents who choose to allow this ‘electronic babysitter ' into their homes more and more often. Perhaps the most to blame is the interactive environment some games create. That is, games of the MMORPG (massively-multiplayer online role-playing game) class. The most notorious and arguably the best game of this genre is EverQuest. It has single-handedly brought to national attention the effects of video game addiction (VGA). Cultural values deemed essential to a fulfilled life are cast aside in lieu of a virtual reality and steps need to be taken to recover those affected or prevent it altogether. Common, important, and exciting portions of life like having a job, a family, friends and a love life come second to video games. Once the condition of VGA is identified, the support of friends, family or support groups are crucial in reversing it.…

    • 2087 Words
    • 9 Pages
    Better Essays
  • Powerful Essays

    Computer

    • 1931 Words
    • 8 Pages

    The case study conducted by the authors is for the readers to know the different effects of excessive and abusive computer gaming; therefore it must have a set of surveys and interviews to be conducted. This includes the people who are considered to be a gamer within the specified place and time. The study must also discuss the unusual behavior, attitude, and mind-set of a typical “gamer”. Since most part of the study requires the opinion, point of view and judgment of the people, the authors must consider the validity, strength, and legitimacy of every…

    • 1931 Words
    • 8 Pages
    Powerful Essays