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Social, Cultural, and Future Effects of Video Games and Virtual Worlds - Stewart Smith - CE502


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Social, Cultural, and Future Effects of Video Games and Virtual Worlds - Stewart Smith - CE502

  1. 1. Social, Cultural, and Future Effects of VideoGames and Virtual WorldsStewart SmithCE502
  2. 2. Games!
  3. 3. Why Do We Play Games?Stress relief? To achieve something? To compete for dominance?(Lazzaro, 2004)Maslows Hierarchy of Needs (bottom right)Micheal from Vsauce talking about why we play games – Worth checkingout for an in-depth look at human behaviour
  4. 4. The First GameThere seems to be some debate over what thefirst video game actually was, but it precedesthe 1950’s. Simple flashing lights and computercoding allowed single player games like chessor tic-tac-toe to be played.The first shooter, however, is called Spacewar.(Bellis, year unspecified)Eisenfunks song called Pong.Check it out!
  5. 5. How Games Have ChangedIn 1972, a company called Magnavox releasedthe Magnavox Odyssey, whichwas the worlds first homeentertainment console. Theconsole supported 12 differentcartridges with a total of 27 games.Technology quickly developed afterthis first generation console,incorporating increasingly largeprocessors and RAM space, andsupporting more complex graphicsand frames per second.
  6. 6. Games Are for Teenagers andNerds!(Chant, 2013)
  7. 7. Becoming a Part of LifeThe “gaming industry” is worth over 74 billiondollars.... Which should clear up any confusionyou may have had about gamings popularity.(Hinkle, 2011) $$$
  8. 8. Changing CultureMLG = Major League Gaming/Gamer(Abuhadid, 2009)Burnout Paradise – Obamas Presidential Ad
  9. 9. Role Playing!Not all video games are called role playinggames, but for the majority of them you areplaying the role of somebody else… even if youcreate your own character, that represents yourreal self, you’re still in a situation that youwouldn’t be in otherwise.(Juul, 2003)(Childs, 2011)
  10. 10. MMORPG – How To Be Alone In ACrowdMMORPG – Massively Multiplayer Online RolePlaying GameWorld of Warcraft = Abbreviated to WoW.(Kuranda, 2012) – Taiwanese teenager dies aftera 40+ hour gaming session.
  11. 11. Virtual WorldsCompanies and institutes can use space in Second Life to meet witheach other quickly and easily rather than spend thousands of poundsflying to see each other – perhaps they could just use video callingtechnology, but Second Life also has many tools that enable you topresent work and communicate easily with a large group of people.
  12. 12. Future EffectsNot only can games help to teach, but the way ourbrains work during these “lessons” may in returnteach game developers what is happeninginside our minds when we play certain parts ofgames – this may then help them developbetter, more satisfying games.
  13. 13. Level CompleteWe are getting closer and closer to making things real that were concieved fromscience fiction. Suddenly, not so much is out of our grasp as we continually improveand design and remake and improve again.Just look at Moores Law of computer hardware. Every couple of years the power of adevice doubles and its size halves... think about that...
  14. 14. Abuhadid, T (2009) Video Games Are Changing America, Available at: (Accessed: 13/05/13)Chant, I (2013) Old People Who Play Video Games Are Happier, Higher Functioning Than Non-GamingPeers, Available at: (Accessed:13/05/13)Childs, M. (2011a) ‘Identity: A Primer’, in Peachey, A. & Childs, M. (eds.) Reinventing Ourselves:Contemporary Concepts of Identity in Virtual Worlds. London: Springer.Hinkle, D (2011) Report: Game Industry Worth $74 Billion in 2011, Available at: (Accessed:13/05/13)Lazzaro, N (2004) Why We Play Games: Four Keys to More Emotion Without Story, Available at: (Accessed: 13/05/13)Maslow, A.H. (1943). A theory of human motivation. Psychological Review, 50(4), 370–96.Available at: (Accessed: 13/05/13)References 1
  15. 15. Goldberg, H (2011) How Video Games Have Shifted Culture, Available at: (Accessed:13/05/13)Hong, J; Tsai, C; Ho, Y; Hwang, M; Wu, C (2013) “A comparative Study of the Learning effectiveness of aBlended and Embodied Interactive Video Game for Kindergarten Students” Interactive LearningEnvironments, 21(1), pp.39-53, Education Research Complete [Online] Available at: 12/05/13)Jesper, J (2003) "The Game, the Player, the World: Looking for a Heart of Gameness" DigitalGames Research Conference Proceedings, pp.30-45, Available at: (Accessed: 13/03/13)Kuranda, S (2012) 18-Year-old Dies After Playing Too Many Video Games, Available at: (Accessed:12/05/13)Manley, A; Whitaker, L (2011) “Wii-Learning: Using active Video Games to Enhance the Learning Experienceof Undergraduate Sport Psychology Students” Sport & Exercise Psychology Review, 7(2), pp.45-55,Psychology and Behavioural Sciences Collection [Online] Available at: (Accessed on:13/05/13)Toppo, G (2013) Video Game Invades Classroom, Scores Education Points, Available at: (Accessed:12/05/13)References 2