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Pages:
2 pages/≈550 words
Sources:
No Sources
Style:
APA
Subject:
Literature & Language
Type:
Essay
Language:
English (U.S.)
Document:
MS Word
Date:
Total cost:
$ 7.2
Topic:

Game Culture

Essay Instructions:

Provide a concise and short (1-2 paragraphs) but detailed response to each of the following questions
What are two examples of how games can be addicting? (6 points)
Storytelling in video games varies, but they can be a vehicle for powerful or memorable storytelling because they are a unique medium. Give one specific example of how video games uniquely tell stories? (5 pts.)
What were some of the reasons that early educational games didn't work as a better way of learning? (6 points)
Give two reasons why representation is important in video games (6 points)

Essay Sample Content Preview:

Game Culture
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Game Culture
One example of how video games can be addictive is their realistic depictions of alternate worlds, escaping real-life issues or meaningful social relationships. Modern games are designed to be hyper-realistic and entertaining to the point where distressed people may choose to escape from their hectic life into the supernatural world of adventure (Class Text, 2021a). This is not always bad except when gamers refuse to address their issues and immerse themselves in the game rather than live in the real world. Another example of how video games can be addictive is if they result in the loss of significant career or educational opportunities. If one is spending much of their time gaming rather than engaging in productive occupations, then video games have become an adverse influence and addiction.
One specific example of how video games uniquely tell stories is how Niko Bellic, the main protagonist in Grand Theft Auto IV, is developed throughout the video game. The player feels connected to the story of Niko, an immigrant who has recently moved into America and trying to navigate his way through the criminal underworld of Liberty City. The gamer assumes the identity of Niko, and as the story progresses, it becomes clear that he is on a revenge mission: some of the people he is intent on killing include some of the player’s favorite characters, thereby placing the gamer in a dilemma. Niko can make ethical decisions and live by a strict code of honor, which the gamer employs when deciding which characters to kill depending on their portrayals (Dinicola, 2009). The story takes numerous dramatic turns, and it often feels like a serious exploration of what it feels like to be an immigrant in a world filled w...
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