Recommended: Video games and their sociology
When I was a child, I would play Super Smash Bros with my male cousins. When playing, I noticed the lack of satisfactory female characters and how male-orientated the game was. Besides the character, Samus, who wasn’t unlocked at that moment, the majority of the few female characters had soft attacks, poor defense, and mediocre special moves that didn’t inflict any damage. I felt discouraged as it depicted women’s role as being inferior to men as the game didn’t effectively represent women’s capability and strength. Similar to in The Odyssey traditionally ascribed to Homer, which conveys the story of a king returning home from war.
Why can't a game be short a “girl”? There is definitely not enough representation of women in certain types of media when it certain topics especially sports, woman are being underrepresented in commercials etc. yet are
Gamers Like Guns, Too! A subculture is a cultural group within a larger culture that has different views from those of the larger culture. In all the subcultures in our world, the one that stood out and lured me in was first person shooter gaming. First-person shooter gaming, FPS gaming for short, is a genre of gaming that involves competitive combat in the first-person view.
World War 2 was most definitely a continuation of World War 2. The four things that contributed to the start of World War 1 include Nationalism, Imperialism, Militarism and the Alliance system. Germany took part in WW1 because it was a part of the Triple Alliance which later took on the name ‘Central Powers’. When the war was finally at it’s end the Paris Peace Conference took place and there Widrow Wilson passed the Fourteen Points and the Treaty of Versailles was signed. The plan in place required Germany to lose a significant amount of land and territory as well as pay reparations to the winning side of the war which made the German government very unhappy.
The events of the past always leave deep enough scars to still be felt way into the future. The two works Androids and The Handmaid’s Tale Illustrate this by use of flashbacks specifically in the Handmaids tale. In regard to Androids, the lurking influence of the past can be seen in the alternate history that the novel itself follows and the subsequent events that spawn from the scars that the events created in the future world of Androids. The Handmaid’s Tale is the story of a Handmaid named Offred and how she lives in a world radically different from the world she used to live in the past.
The negative stigma surrounding video games has certainly lightened up since the 1990's but that's not to say they're without faults. These days kids spend hours staring at screens. That much time spent indoors is simply not good for anyone. To help bring kids away from the screen and on their feet, a new device replicates the entertainment of Nintendo, Playstation or XBOX in a healthier fashion. NINTENDO INSPIRED
Sexism is something that is and forever will be a problem in society. People each day struggle with criticism often according to their gender. Their are many that are being marginalized to do or not to do certain things
Back in the days of the Nintendo Entertainment System, Nintendo chose which gender to market to. As you can probably guess, they chose boys. Girls were left with nothing but dolls and watching boys play 8-bit basketball games. And still, people are shocked when they are beat by a girl in a video game. My best friend plays video games like crazy, and she is a girl who knows how to win fair and square.
Technology is evolving and advancing at unprecedented rates, and the educational field, specifically music, is working hard to keep up with the changing times. In the article, “Popular Culture and Video Games as Tools for Learning,” by Adam Reyher, he explains that, “For music education to remain relevant and provide value, it too must change with the times or experience the fate of the stationary shark [must keep moving forward or they die]” (16). Reyher’s main argument proposes that in order to accomplish this we can include interactive technology and media, specifically video games, into music curriculum and teaching. He uses the Wii game Rhythm Heaven Fever, a musical challenge game designed for entertainment as his main example. While
Some of these activities include driving cars and playing sports and even though the media portrays men as stronger and more masculine, they do not fail to portray women as inferior and weak. It may be seen that men are more masculine due to the amount of people engaging in the same activities like driving; however, women can be just as knowledgeable as men in cars. Many women are known to be professional golfers, competing in the Olympics, even though golf has been known to be associated with Tiger Woods, a dominant male figure. I have not disregarded that women can be sexist as well; however, it is known in our society that the male is the dominant figure and this is something that can be changed so that men and women obtain the same amount of equality and praise for doing the same activity. If men and women were seen to be equal, there would be less pressure put on the male to act a certain way or partake in particular situations like fights.
A subculture that I am apart of is the Gamer subculture. The Gamer subculture consists of anybody who plays video games; however, this is highly debatable because many people believe the level at which you play video games determines if you are a Gamer. Some people consider only those who play video games on consoles or PCs to be Gamers. I believe anybody who plays video games to any extent is a Gamer because no matter what you are playing video games on, you are practicing the the ritual of Gamers.
When you read an article about a crime being committed, you will immediately start to begin to have a preconceived idea about what race committed the act. The perception of race is inevitable. The perception of race throughout the years has worsened. Video games have a great deals to do with this. In some video games the more violent the character is the darker the skin.
Introduction Culture and Subculture Culture is a particular group of people, defined by everything from language, religion, cuisine, social habits, music and arts. (Tylor, 1871) Subculture is a different, or even opposes, the mainstream culture in society in terms of norms and values. It is formed by people sharing similar background. These people usually form their own norms, values, attitudes, and lifestyle.
As technology improves through the years, the topic of inequalities come into conversation. When a new technology is released, initially, only the wealthy can afford it, this leads to inequalities. The inequalities caused by technology are vast and can range anywhere from economic to longevity. The obvious economic inequality allows the rich to become richer and the poor to become even poorer; the economic gap widens. Education is another example of inequality that can be intensified.
Like most things throughout history, video game consoles started out clunky, rough, and unrefined. Of course this to be expected of new technologies, especially in the 60’s where everything except automobiles weren’t all that great. It all started in 1967, halfway through the Vietnam War with no signs of letting up. On that fateful day Ralph H. Baer built the most rectangular piece of machinery that you’ve ever seen. With it came two controllers in the form of smaller rectangular boxes attached to the console.