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)

    We were that generation called “silent,” but we were silent neither, as some thought, because we shared the period’s official optimism nor, as others thought, because we feared its official repression. We were silent because the exhilaration of social action seemed to many of us just one more way of escaping the personal, of masking for a while that dread of the meaningless which was man’s fate.
    Joan Didion (b. 1935)

    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)

    We attempt to remember our collective American childhood, the way it was, but what we often remember is a combination of real past, pieces reshaped by bitterness and love, and, of course, the video past—the portrayals of family life on such television programs as “Leave it to Beaver” and “Father Knows Best” and all the rest.
    Richard Louv (20th century)

    Intelligence and war are games, perhaps the only meaningful games left. If any player becomes too proficient, the game is threatened with termination.
    William Burroughs (b. 1914)