IMPACT OF DIGITAL GAMING AND CONVERGENCES
Photo collage of the history of gaming from 1972-2014.
The evolution and convergence of digital gaming begins with the historic movement from children playing with toys, to now toys consisting of sitting in front of television set and controlling a virtual character.
Gaming new media displaces old media because of the backwards compatibility issue that many new consoles have left behind. Backwards compatibility allowed users to play older games on newer devices. But with limited space and newer features new devices no longer have backwards compatibility.
The new media of gaming includes social aspects of gaming such as the ability to share achievements or post clips of games to friends. This promotes the participatory culture in the gaming industry because now more than ever gamers are sharing, commenting and recording clips to send out to the world for feedback and laughs.
This new industry of gaming is also starting to revolve around game journalism, channels on
gaming news, competition between game industries. there is an increased interaction between industries, movies to games, games to
toys etc., games into movies.
Other ethical implications are that games are violent and in turn make kids more violent and hostile. Grand theft auto allows people to kill one another and when
kids play video games they will get used to this behavior. Screen time, kids spending a lot of time watching video
games and slowing down attention and reaction time. -Research inconclusive but may have ethical implications.
Digital gaming has become an important part of 21st century culture. It has shaped industries and allowed for a new sector of gamers to emerge economically and participatively.
http://www.hongkiat.com/blog/evolution-of-home-video-game-consoles-1967-2011/
http://content.time.com/time/interactive/0,31813,2029221,00.html
http://www.hongkiat.com/blog/evolution-of-home-video-game-consoles-1967-2011/
http://content.time.com/time/interactive/0,31813,2029221,00.html
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