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Wednesday 13 November 2013

The Video Game



Jane McGonigal attempts to portray video games as far more complex and beneficial as they have previously been recognised. Traits such as teamwork, satisfaction, dedication and a sense of our own ability allow us to associate a higher level of value with video games.

One point McGonigal alerts us to is that thousands of members of society have stemmed away from traditional pastimes, and dedicate hundreds of hours to the world of digital gaming. Previously, an infamous association of gaming has existed, with people assuming that it is a simple time wasting exercise. However, because masses now consume videogames, they possess a growing influence on our social life, giving them more significance than previously they held.

When McGonigal states “gameplay is the direct emotional opposite of depression.” We note the dangers of escaping to a digital world. (McGonigal, 2011: 23) While video games provide the player “with a sense of purpose”, (McGonigal, 2011: 21) we must also be aware of the dangers of this addictive pastime.

“A game is an opportunity to focus our energy, with relentless optimism, at something we’re good at.” (McGonigal, 2011: 22) Here, McGonigal brings our attention to the fact that there is a sense of achievement granted to the gamer, while the physical act completed has been at the interface of a a keyboard or controller, satisfaction is granted when the gamer beats a challenge, or another player.

Bibliography

McGonigal, J., (2011). Reality Is Broken: Why Games Make Us Better and How They Can Change the World, Penguin Press HC, (P. )

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This is a class blog for students enrolled on the History and Analysis of New Media Module at The University of Ulster. Please keep comments constructive to help students progress with the given text