IDENTITY, IDENTIFICATION AND MEDIA REPRESENTATION IN VIDEO GAME PLAY: AN AUDIENCE RECEPTION STUDY Adrienne Shaw Supervisor: Dr. Katherine Sender Research on minority representation in video games usually asserts: 1. the industry excludes certain audiences by not representing them; 2. everyone should be Though I agreed in their disapproval, two words kept on reappearing with each negative review I read: "video game." Video games have matured, and so has our society. It has been shown that 59 % of all Americans play video games (Ipsos MediaCT 2014).An average of 48 % of Europeans have played video games (Ipsos MediaCT 2012), and that 56 % of young adult Norwegians (aged 16–40 years) play video games regularly (Mentzoni et al. How Entertainment is Becoming Education. By critically examining how video game culture has been defined in both press and academic articles, this paper illuminates how this definition has limited the study of video games … Video gaming is one of the most popular contemporary recreational activities. Tweet. May contain spoilers A few days ago, I was one of many critics who panned the film "Sucker Punch." The Art of Video Games For decades, video games have enthralled and inspired, and now they are the subject of a new exhibit that views them as serious works of art. Why video games are indeed Art Michael Mirasol April 02, 2011. We have slowly begun to realize the true potential of virtual worlds for learning and enriching ourselves. 2011). The Benefits of Playing Video Games Isabela Granic, Adam Lobel, and Rutger C. M. E. Engels Radboud University Nijmegen Video games are a ubiquitous part of almost all children’s and adolescents’ lives, with 97% playing for at least one hour per day in the United States. Video Games Are the Future of Education Some educators swear by them as valuable high-tech teaching tools but little is known about their impact on learning By Elena Malykhina on September 12, 2014
Computer and Video Game Studies Journals These are just a few of the academic journals out there publishing articles in the field of computer and video game studies. Articles may also appear in general databases, such as Proquest Research Library , Nexis Uni , and Academic OneFile . Graphics have become prettier, stories have become richer, and more involved. This has implications for how video games are studied and is connected with how culture is studied more broadly. Though I hadn't written my own, I advocated several reviews that I felt reflected my sentiments.