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Video Games influence our perceptions and ideologies

In today’s advance and demanding societies, changes and influences among people’s thoughts and sentiments are attributed primarily to the advent and eventual emergence of mass communication. In particular, media has been regarded as the source of significant modifications, both good and bad, in one’s existence and contributions in the society. This is due to the reality that media undeniably and inevitably affects a person’s overall personality, individual characteristics and ultimately, dealings with others.

The beneficial and harmful implications of the various forms of mass media are determined according to its respective impact and influence. Taking into consideration the advance nature and feature of today’s mass communication, it is empirical to discuss its effect based from a particular medium. This specifically leads us in recognizing the relevant influence of a distinct medium such as video games. At the onset, the introduction and proliferation of video games were not accorded with kind acceptance especially on the part of the parents.

While members of the younger generation are the ones who mostly welcomed and accepted the quality and the contribution of video games, matured members of the society regarded them as hindrances and destructive elements in children’s living. This is based from the premise that video games, compared with other mediums, absolutely leave negative outcomes such as manipulating and damaging one’s perspective, values and way of life in general.

Such argument was supported by alarming situations such as the direct participation of video game players hence increasing the chance of igniting their course of actions particularly those that are inclined to be violent. Hence, the said straight involvement of participants is a specific proof of video games’ effect towards one’s viewpoint and ideology. It is in this situation that the apparent harmful impacts of video games are highlighted.

Unlike other kinds of written and visual mediums such as literary works or novels and movies, it is video games that influence most the actions performed by players. This is because video game participants are directly thinking and deciding the activities they will perform. This is a clear contrast to just being on the receiving end where one just views and reads what the characters are portraying on screen or in a book. The above-mentioned circumstances are what communication theorist and media critic Herbert Schiller specifically and successfully imparted to the public.

Exemplifying the true principles and practices of a true-blooded communication and media person, Schiller made effective arguments concerning the significant effects of video games to people’s perspectives and ideologies. Comparing such communication medium with other printed and visualized media forms, Schiller maintained that the nature of video games, where players are themselves making the actions rather than merely watching or reading others’ actions; paves the way for the reality that players’ principles are manipulated and unfortunately jeopardized.

Video Games, an Overview By purpose, video games were created as a communication medium aimed at providing entertainment and enhance skills among its players. With its advancement and enterprising purposes however, video games are now regarded not just amusement or sports tools but mostly as technological means intended to entice one’s aggressiveness and desire to defeat an opponent at all cost. It is in such features that video games serve to be destructive instead of entertaining game tools.

The violence in video games is considered to be the main component why and how the players are turned into hostile themselves. This is because cruelty has proven to ignite one’s tendency and opportunity to commit offenses. Such quality of video games was the credited cause or source of hostile crimes such as the massacre or the killing spree at the Virginia Tech college grounds. According to Benedetti (2007), although authorities are yet to identify the gunman and even investigate the gruesome shootings, the reason or real perpetrator behind the massacre was already established.

That is, video games and their violent manifestations influenced the lone gunman’s, later identified as Cho Seung-Hui, thoughts, values and overall personality (Benedetti, 2007). Citing the position made by a very vocal critic of video games, Benedetti added that a particular game called “Counter-Strike” was recognized as the one which influenced the suspect to open fire and killed a number of victims. Without batting eyelashes, analysts are quick to determine that video games, due to their violent natures and characteristics, are the real culprits behind the actions made by offenders such as Cho (Benedetti, 2007).

Judging from the features of violent video games such as the “Counter-Strike” which Cho reportedly plays, it was established that the said visual or graphic bout indeed affected and manipulated the killer to change his values towards unacceptable ideologies. This is because violent video games such as the massively famous Counter-Strike turned a team-based strategic sport into something hostile thereby provoking aggressiveness among its players. These points are supported by the feature of the game itself where players see and eventually decide on the actions of made by counter-terrorist or terrorist (Benedetti, 2007).

Schiller Concept on Video Games Mass communication or media influencing one’s principles and practices is one of the thrusts of Schiller. The notable communication academic and media detractor particularly argued that compared with other forms of media such as novels and films, a technologically-advanced media like video games affects more how one views and behaves. While generally imparting the damaging implications of media, Schiller also illustrated how video games exceptionally influenced the principles and actions of people (Davies, 2000).

In his eight books and more than a hundred piece of writing, Schiller considered how the private field, with its technology development, effectively invaded the public space and eventually changed the perspectives within. This was specifically illustrated by how the realization of video games induced players towards hostility thereby totally altering their previous acceptable ideas and conducts (Davies, 2000). Schiller’s position about the effects of video games, as a distinct communication medium that influences players’ ideologies, was attributed to his expertise in determining the value and purposes of various media forms.

As Maxwell (2003) wrote, reading Schiller is tantamount to understanding and eventually realizing vital media studies. This is because Schiller’s media philosophies are very evident, critical yet revealing such as his ideas concerning video games and their influence to one’s ideologies (Maxwell, 2003). Schiller’s thoughts and sentiments about video games were incorporated within his writings about the so-called “Information Age.

” Comor (2005) stated that in the years of research and assessment made by Schiller on video games, the latter was able to establish that the “Information Age” resulted into the introduction and eventual influence of such kind of technologically-advanced media. Schiller’s identification of information era signified the arrival and evolution of visual or graphic kinds of media such as video games. This condition, in turn, resulted into both technological changes and most notably, ideological modifications among players (Comor, 2005).

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