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English 231 (Games, Technology, Industry, Culture (Features of games: 1.…
English 231
Games, Technology, Industry, Culture
Features of games: 1. Player-attached outcome 2. Player effort 3. Negotiable consequences 4. Variable 5. Rules 6. Valorization of outcomes
Types of games and game platforms include: 1. games within social media 2. console games 3. mobile games 4. PC-based games 5. handheld games 6. arcade games
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The decline of the Golden Age of Arcade Games was partially due to a shift towards home-based games, such as NES.
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Major players in the traditional games industry include: game retailers, game developers, game consumers, game publishers, and game distributors
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Effects of sustained exposure to violent media include: fear, aggression, and desensitization
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Approaches to New Media
The idea that new technologies are "self-generating" and are invented in an independent sphere that then create new societies is technological determinism
Social shaping of technology is the alternative view to technological determinism. It argues that technological innovation is a "social product."
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Media theorists Marshall McLuhan and Raymond Williams present completely opposite views of how media technologies are developed and used.
Marshall McLuhan, a media theorist, described media technologies as "extensions of man."
Income levels, gender, and socioeconomic status still exist as barriers to full and equal participation in new media.
Areas such as Silicon Valley in California, Bangalore in India, and Multimedia Super Corridor in Malaysia are considered "technopoles"
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Actor-network theory proposes that anything that makes a difference is an "actor" and completely rejects technological determinism.
Kranzberg's First Law is that "technology is neither good, nor bad, nor is it neutral."
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