Saturday, April 4, 2015

The Rapidly Changing Video Game Industry And Its Hazard of Addiction Are Responsible For The Gaming Industry's Loss and Success

(#6)

My on-again-off-again experience with gaming, or what I might call, a periodic yet inevitable indulging, was sparked at the moment my neighbor had invited me to his home to play the game Grand Theft Auto: Vice City when I was nine years old.  The Grand Theft Auto series is publicly known and criticized for its violence and lack of censorship; however, as a young child and as an adult, I admire the entirety of series for remaining extraordinary in its structure and production of visual graphics. Grand Theft Auto: Vice City emphasizes what many individuals might define as the “American Dream”—success and consolidation of power, money, and materials.  In pursuit of the presumable American Dream, the gamer is directed to carry out what society would view as unfavorable decisions through illicit means; and ultimately, becoming a dominant and lucrative criminal.  The construction of a realistic free-roam sandbox, in addition to endless choice sequences, and the feeling of free will, are all components of the Grand Theft Auto series that has brought about its highly addictive traits and its fruitful, billion-dollar industry.

The nature of the video game industry, as we all know, has long been rooted in the action-style environment (as seen in the days of arcade gaming), pertaining to destruction and violence as a means for hooking consumers—especially those of a young age.

Children and adolescents, in particular, are fascinated by the ability to control something of their own in a virtual reality.  Further, the overwhelming desire to complete a mission, task, or battle, provides a fulfilling sense of achievement like no other.  A research study in communication theory notes that essentially children are attracted to violent video games because in a sense they are developing their own identity; and within the virtual reality, they can feel safe and experience various emotions—such as anger and fear, which in society tends to be suppressed to younger children.

As a child, like any other, I played games such as Grand Theft Auto: Vice City because I felt that being immoral and acting in a forbidden manner is something that is of course wrong, but also very enticing—and through the game I could act unethically without any realistic repercussions.  In turn, this freedom of expression is something that is profound for a young individual.

The video game industry’s everlasting attempt to make sales, allure new gamers, and shape current gamers into devout consumers of the industry, are all imperative parts of their business model.  Contrary to many other forms of visual media, video games, and interactive media, have the unique ability to capture the attention of those who play for extensive periods of time—coming back, again and again.

Another important factor that has a played a role in the video game industry’s success is particularly based upon the crowd that they want to attract.  In this case, from the video game industry’s development of the cartridge in 1977, games such as Mario Bros. have sought to impress predominantly males—which is why characters such as Mario emphasize physical action and masculinity; and thus, boys and men are more susceptible to playing the game and being avid consumers of the video game industry.  Likewise, as a study reveals, males are more likely to be addicted to gaming than females.



As I grew older, I drifted away from playing Grand Theft Auto: Vice City for multiple reasons.  I realized that the game, for its addictive traits, had become too much of a time-consumer, and it was keeping me from a social life and responsibilities.  Further, the video game industry was changing rapidly—new systems with superior technology were hitting the market; and games such as Grand Theft Auto: Vice City, were soon to be obsolete and surpassed with technological innovations like the Xbox 360, and its hardware/components that could expand the capabilities of video game engineering.  In addition, I had lost interest in the game—the sense of inherent achievement and enjoyment that the game once provided was diminishing with time.  Subsequently, the video game industry being well aware of that issue, was inclined to produce sequels with haste, to maintain a potent marketing force—which is ultimately what happened to Grand Theft Auto: Vice City; its sequel, for many fans like myself, dampened its predecessors by making them less appealing in design.

In terms of the video game industry, their continuous production of highly-addictive games is rewarding and very cost effective.  For instance, once I complete a game that provides me with some type of challenge and inherent achievement, I feel that I want a fresh and similar experience; so in turn, I end up purchasing a costly game to do the same basic concept all over again. Ultimately, from a macro-level, this something that is taking place globally; and because of this human and machine interaction, or user interface, people want a unique experience and are willing to pay not just once, but repeatedly to receive that amusement.

The video game industry is an ever-expanding universe.  It no longer requires having to go to an arcade, or even using a console via a television.  The trend in video game technology has extended to some of the most widely used technologies—cellphones and tablets.  Video games can now conveniently follow us wherever we go and provide the same sense of entertainment.  The video game industry continues to shock the public with its vast innovations such as the new and improved virtual gaming experience; and further, it puts aged technology to shame.

1 comment:

  1. Hello Alek,

    I greatly enjoyed reading your ePortfolio post and thought that you had many great points within it. Your title is slightly explanatory, however, I think it could have used a more direct message to make it less confusing. Your title also does not address the "why" question that is necessary for a fully explanatory title. After reading this title, I was still confused as to what exactly the ePortfolio post was going to focus on.

    I enjoyed how you shed light on the positive aspects of video games like Grand Theft Auto, how they are very good at entertaining its players and do not always push the children that play them to violent activities. These games are given so much bad media that people forget that video games are meant to entertain, and many of them, including Grand Theft Auto, do their intended jobs very well. I thought it was very interesting how you talked about males being more likely to become addicted to video games then females. I wish that you would have followed up more on that point and graphic and connected it to violent games like Grand Theft Auto. I also thought it was very interesting how you talked about how video game companies constantly come up with new games that are almost identical to the older versions, however, people still buy them. I enjoyed how you put a lot of your own perspective and opinions as a gamer into your post, which gave it a genuine feel.

    I appreciated how you spread your pictures out through out the article, however, I thought that your second graphic could have been blended in with the text to give the ePortfolio post a tighter, more visibly appealing look. You linked your sources well, but I wish you would have linked other words instead of just "study." Overall, I enjoyed how your post went over a wide range of topics that are involved in the discussion of video games. I also enjoyed how your post looked at the development of video games and their industry . I wish you would have delved deeper into one aspect of gaming to give your readers a real take away message from reading your post. Regardless, your post was very informative, I can tell you have a deep understanding of the topic and I greatly enjoyed reading and reviewing your post.

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