Beruflich Dokumente
Kultur Dokumente
David Vizcaino
Charmaine Boswell
PHIL-111
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difficulty relating to people, can find this proposal as a convenient approach to overcome their
fears and face real life with more confidence or experience. An informal article called The
Sims Changed My Life!, in which Catherine Rubino explains how deeply this game can
abstract people from their reality, can be used to analyze more deeply this dependence. After she
explains how much screwed the life of a game character is, they can always begin from zero.
Although she got dependent on the game, she realizes how unreal her experience was being. In
fact she writes: The most important thing to remember is it's just a game. This gives us an
important point: no matter how good a video-game can make you feel, it abstracts you from
reality and at the end of the day you have to live your life. No one will fix you for you.
The second example will be about another type of video-games. People who like
challenges, will be found to like the most difficult video-games. In the virtual world this need
can be satisfied in hundreds of ways, but one of them has gained more attention that the others.
The violent video-games. Even inside this category the gamer has so much choices and
preferences vary from one to another likes. In order to discuss the most relevant impacts, we will
focus on the game Call of Duty from Activision. In this game you have one character who gains
experience by killing another characters in the game. The more and most efficient ways you kill,
the more experience you get. The game offers several gamemodes. Multiplier, in which you
challenge another players by yourself or as a team. Career mode, in which you accomplish
missions to get rewarded with bonuses and experience. And finally but not lastly, Zombies. In
this gamemode you can kill and endless number of death beings that increase their damage and
speed as you eliminate more and more. One thing is to be distinguished among this gamemodes:
the continuous rewarding the gamer receives. The success of a videogame relies on how happy
and diverted the gamer is. This strategy of constantly rewarding the gamer causes an almost
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instantaneous dependence on the game. If we analyze how deeply a person can be influenced
after spending lots of hours repeating the same process, which is killing a fictitious character, we
can assure that the game affects the gamer psyche. Various people can argue that this is not
always the case, that people with a well sustained personality will not be affected by this proaddiction process. But this is not the case with all the people that play this type of games.
Particularly teenagers and children. In the last few years several shootings have been reported on
several regions of USA. A survey made back in 1987 by Chambers and Ascione showed that
100% of the elementary and junior high students they had played a video game at least once.
Provenzo (1991) studied the most popular video games and noted that 40 out of 47 were violent
in nature. Even if this citations seem to be old, they have been selected intentionally to show how
deeply this society has being involved into a violent-media culture since so many years ago.
After making this point it can be argued that violent videogames affect young and old gamers,
each on their own level of dependence and capability.
The third approach to be used regards to how this self-induced dependence between
gamer and videogame Companies, affects the society. It is a matter of fact that videogames
market is a very profitable one, but how is this actually making people accomplish real
satisfaction with their lives? We live in a society of consumerism, the more you spend money to
get what big enterprises tells you get and social traits demands you to have, the happier you will
be. This has to be a matter of consent in the sense that people have to realize how important real
life is and spend more time with the special ones that everybody has. If we as a society keep
spending money in things that only gives us short-term happiness and kills our planet, our
extinction will be sooner than what we want it to be. People have to have a serious concern about
this and dedicate time to what real life really is, and that is spending time in trying to help the
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people that really needs help, and spending time with people we do really care. Not talking with
a computer or TV or fictitious characters.
To conclude with it can be argued that video games are great ways to develop some skills
which are valid in that virtual life, but affect peoples social interactivity in real world. People
has to have a well sustained personality in order to do not let themselves fall into a dependence
on virtual realities and have to keep children away from violent videogames. Otherwise
videogames will affect their life and social skills will decrease.
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Works Cited
Rubino, Catherine. The Sims Changed My Life!. June 2003, The Snooze. Internet web
page.
Chambers, J. H., & Ascione, F. R. (1987). The effects of prosocial and aggressive
videogames on childrens donating and helping. Journal of Genetic Psychology, 148, 499505.
Provenzo, E. F. (1991). Video kids: Making sense of Nintendo. Cambridge, MA: Harvard
University Press.