Friday, December 20, 2019

The Culture Of The Gaming Culture - 1476 Words

On November 9th, 1994, there was a chemical element called Darmstadtium. It’s a radioactive heavy metal that is name after the city Darmstadt, Germany where it was first found. It’s a manmade element that Yuri Oganessian Vladimir Utyonkov at the JINR made isotope 273 by combining plutonium and sulfur together. Within the same year, Peter Armbruster and Gottfried Munzenberg from the GSI unit uses lead and nickel to combine it with isotope 269 into the previous isotope. With the combinations it created a new element and called it element 110. There is still little known things about the element such as the boiling point and the melting point. I noticed cultural events are something that has influenced me as I was growing up, such as my mentioning about Cambodia. Since my mom is a refugee, those news were brought to her by a friend who could understand English. It’s because of her actions and mentioning Cambodia, it gave me more of a connection with my culture. The gaming culture is something that has influenced me heavily. With the releases of gaming consoles, my brother and I would play games a lot. It eventually made me branch out to PC gaming and mobile gaming. Spongebob is a very known cartoon here in the U.S. that influenced my childhood to interact with other kids by quoting the shows. And because it’s one of the longest running kid shows, my nine year old niece has a connection with me by understanding the Spongebob references I made. It’s interesting how cartoonsShow MoreRelatedThe Video Gaming Culture in Japan1594 Words   |  7 Pages There are many gamers around the world, and one of the largest gaming populations is located in Japan. (Niizumi) Japan has been, and continues to be one of the largest developers and creators of both of video gaming consoles and video games around the world. (Niizumi) Japanese video games are beneficial to society and are an excellent source of employment to many in Japan. To understand how video gaming relates to Japanese culture we need to understand more about the country of Japan. We will exploreRead MoreMapping the Issue Essay1241 Words   |  5 PagesJonathan Lee Eng 1302 8 March 2012 Thomas Tutt What Makes a Community Worth Gaming for Dear friends and students of UTA, I humbly come to you with a simple argument, one that is close to my heart. Though it may sound trivial, the argument has been raging on for three decades, and has grown to a nation wide debate. The question: is there such thing as a gaming community? Again, the question may sound inconsequential, but consider this fellow Mavericks, what makes a community? Is it just aRead MoreThe Effects Of Video Games On Pop Culture1116 Words   |  5 Pages Around the middle of the 20th Century man cultures started to grow beyond what they previously were thanks to different mediums (such as television and music) helping to push boundaries; with this came the birth of pop culture. Considering pop culture is a shortened version of popular culture it’s clear that many of the things in pop culture would be short lived. The short lived trends and happenings are labeled as â€Å"fads†. Strangely enough, some fads are made to transform and actually become a mainstayRead MoreHow Video Games Changed Throughout History1373 Words   |  6 Pagesto Phenomenon: How Video Games Changed Throughout History Around the middle of the 20th Century man cultures started to grow beyond what they previously were thanks to different mediums (such as television and music) helping to push boundaries; with this came the birth of pop culture. Considering pop culture is a shortened version of popular culture it’s clear that many of the things in pop culture would be short lived. The short lived trends and happenings are labeled as â€Å"fads†. Strangely enoughRead MoreThe Subculture Of Board Game911 Words   |  4 Pageshave millions of people logging on each day to play with others. Videogames have created a culture of their own, but they were not the original type of gaming recreation. Board games have been bringing their played into fantasy worlds long before the popularization of videogames. This has spark my interest to understand the subculture of board game players in today’s society. I have selected a local board gaming site to conduct my field research for my ethnograp hic study. My primary location or thisRead MoreAre Videogames More Advantageous And Lucrative?1494 Words   |  6 Pagesnecessarily make the culture of videogames more advantageous and lucrative? Videogame culture is better and more successful with violent videogames because it makes videogames more popular, it makes them more appealing for more age groups, and makes the culture more diverse. 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The cultural effects of video gaming when we all think of video games today there is most likely one thing that pops into our head which we ll conjure up image either from the different platforms but there s always the famous one of Mario stomping on the baddies heads with the classicRead MorePlatforms And Interfaces Essay1351 Words   |  6 PagesA player’s personal experience of transforming platforms and interfaces: from Game Boy to personal computers Introduction Accept it or not, video games and â€Å"gaming† are a large part of Australian culture. The average Australian 21-year-old would have spent over 10,000 hours playing games (that’s how long it takes to complete school from year 5 to year 12). For immeasurable reasons such as involvement, freedom, entertainment and story-telling are games such a powerful medium of creative and interactiveRead MoreIndian Gaming Regulatory Act Of 19881337 Words   |  6 PagesCalifornia vs. Cabazon, the passing of the Indian Gaming Regulatory Act of 1988 has made gaming a significant part of tribal economic development. Gaming has brought about economic self-determination for Native Americans for the first time in over two hundred years (Neath, 1995). Over two hundred of the United States’ 544 federally recognized tribes have established gaming on tribal lands (Neath, 1995). However, along with the economic profits, Indian gaming has brought many Native Americans back to reservation sRead MoreFormal Reference Tools On Young People1002 Words   |  5 Pagesof youth culture, this encyclopedia looks at several categories of adolescent research. Topics include identity and development, relationships, social contexts, and mental health. 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