Video Game Culture - Social Implications of Video Games

Social Implications of Video Games

See also: Video game controversy

The advent of video games gave an innovative media technology, that allowed consumers to archive, annotate, appropriate and recirculate media content. Consumers can use this media source as an alternative tool to gain access to information of their interest. The community aspect to videogaming has also had implications for the social interactions and collective behaviours of consumers involved in the activity.

Read more about this topic:  Video Game Culture

Famous quotes containing the words video games, social, implications, video and/or games:

    “It is among the ranks of school-age children, those six- to twelve-year-olds who once avidly filled their free moments with childhood play, that the greatest change is evident. In the place of traditional, sometimes ancient childhood games that were still popular a generation ago, in the place of fantasy and make- believe play . . . today’s children have substituted television viewing and, most recently, video games.”
    —Marie Winn (20th century)

    “Play is a major avenue for learning to manage anxiety. It gives the child a safe space where she can experiment at will, suspending the rules and constraints of physical and social reality. In play, the child becomes master rather than subject.... Play allows the child to transcend passivity and to become the active doer of what happens around her.”
    —Alicia F. Lieberman (20th century)

    “Philosophical questions are not by their nature insoluble. They are, indeed, radically different from scientific questions, because they concern the implications and other interrelations of ideas, not the order of physical events; their answers are interpretations instead of factual reports, and their function is to increase not our knowledge of nature, but our understanding of what we know.”
    —Susanne K. Langer (1895–1985)

    “It is among the ranks of school-age children, those six- to twelve-year-olds who once avidly filled their free moments with childhood play, that the greatest change is evident. In the place of traditional, sometimes ancient childhood games that were still popular a generation ago, in the place of fantasy and make- believe play . . . today’s children have substituted television viewing and, most recently, video games.”
    —Marie Winn (20th century)

    “At the age of twelve I was finding the world too small: it appeared to me like a dull, trim back garden, in which only trivial games could be played.”
    —Elizabeth Bowen (1899–1973)