The term video game culture describes a new culture, which formed in the industrial nations in the last years.
After the digital revolution of the last decades, also gladly second industrielle revolution mentioned, changed the Filmbranche rapidly, also a new culture did not only develop around the medium video game (or also computer game), developed again. Particularly into the 1990er years experienced the video game industry a large upswing. Meanwhile the conversions with video games exceed those the film industry and are comparably large in their influence on particularly younger humans.
Video games changed much. They coin/shape today our culture and affect humans of modern societies just like the other mass media. Particularly with young people it is to be observed that its everyday life changes by the introduction of video games fundamentally. It is invested less and less time, in order to experience outside of the house something to play to the end but rather around stories of digital worlds. Generally above all male young people are interested in computer games. Female young people against it are mostly not averse from plays, spend then mostly however very much less time thereby. Whether this represents a generally sex specific behavior is discussed, or whether it is to actionorientierten actions of the plays rather because of that often force and. The success of socially aligned plays like the windshield frame section also with young women seems to speak rather for the second thesis.
The main buyer category are not however young people, but young adults, since young people do not have the necessary money. These avail themselves mostly of illegal pirat copies. The video game culture therefore follows a debate around the spreading of pirat copies over Internet - because of ever faster Internet connections - or over burned CDs or DVDs. The manufacturers and also numerous magazines are the opinion, which developing shortage of money would harm with the play producers the market and in the long run the customer. In addition, in the course the price strategy of the Publisher of video games turns out for this debate into the criticism. This discussion, which is similar to the problems of music industry and film industry, continues to persist and remained so far unresolved.
The video game is not accepted further as art form beside film, music, forming art etc. This likes on the side at the unequally small spreading, for which is appropriate for unequally short history and often very technology-referred and contents fixed on bare maintenance, whereby these besides very technically improved repetitions of older titles with hardly new contents, often bare with new titles, are. On the other side for it also the name video game has responsibility itself, which works like a Pejoration - thus devaluing -. This implies a similarity to a toy, which has only maintenance value, but no contents mediate. Possibly the penetration of an alternative designation will lead to a change in the acceptance of the video game as art form. On the other hand such "language reform" caused the opposite within other ranges of the language rather, i.e. that the new term got soon the same unwanted sound as the old.
As in the painted art or the music structures exist also in most computer games, after which they are developed by their developers. In the Pop music rough defaults exist such as introduction, Refrain and Strophen. A cubist picture requires for Eckigkeit and rectangular, square forms. A surrealistisches picture however contains the representation of or reality-absent conditions.
Compared to video games likewise many main category developed, after which one can categorize video games.
It was established in many Jump'n'Runs that opponents can be defeated by "up the head jumping". Affecting a computer opponent from downside or from the side means usually "energy departure" for the play character, not however for the computer opponent. The fall into an abyss, or affecting "needles" or "lava" means however frequently immediate death. By collecting power Ups or (outside of its video game context rather skurril appearing) the 1Ups one can improve the own play chances. Into classical 2D-Jump'n'Runs those are from left to right gone through level, until one defeated the all-last final opponent at the conclusion, and the princess, the people or the entire world saved.
Ego Shooter however are characterised by a I perspective. Most Ego Shootern finding of ever stronger and better weapons is common in the course of the play, in order to be prepared the increasing degree of difficulty. The ammunition of the best weapons is normally only very rarely at hidden places. Firing the best weapons is recompenced by furios cracking and graphically opulentes "fireworks". The standard pistol, occupied on a very low number key, is however rather modest and boring. The selected weapon is mostly represented in the lower right display area, in order to suggest a fusion of the own person with the computer game. The convention in Ego Shootern to represent the selected weapon fairly right down was broken however in particular in the standard configuration of the help Life Mods Counterstrike. Many players get accustomed only with difficulty to this default, and prefer the conversion to the used being right lp announcement (left-handed person however can have been pleased, have been considered also once in a Ego Shooter).
Conventions such as 1Ups, "on the head of opponents jump", or damage by affecting opponents are not in Ego Shootern usually.
Strategy and structure plays such as COMMANDs & Conquer or Warcraft are regarded and steered by the bird perspective. With the pointer of mouse the own controversy units are directed, and buildings are developed in the own territory after selection from a side menu.
The default of play category and their associated, established conventions limit. Likewise these conventions can be able to be used in addition, in order to let from variation new play ideas result and to take new attractions up for itself. In former times, into the 1970er and the 1980er years, it still another regular feature, completely new play concepts was to be developed and presents. This process was to be expected also due to the still small quantity of competitive computer games. With the progressing of the developments crystallized however main category, which meant much fun, and also much money for the developers. For the 2000er years only sporadically never been, "revolutionizing" play category emerges. Everything seems to have been already, new play ideas can be found only difficult, then it seems. Many play category seem to have also meanwhile become extinct. In addition the classical 2D-Jump'n'Run counts or the Sidescroller Shooter. There are current developments for this category as well as no more, and if nevertheless, then rather from the interest of the Retrospiele.
New developments have frequently the Potenzial to become the cash hit. In addition the development of the Tamagotchis end of the 1990er counts years. As a successor of the Tamagotchi principle, "care you for your virtual character", can the computer game the windshield frame section be regarded, which likewise ranks among the most successful computer games of all times. Since then however also for this category within shortest time many "copies" were developed, which take much to the original development their originality.
An important debate released by modern video games is those the force glorification in video games and in films. Here however one differentiates, since computer games are classified by the large measure of interactivity as clearly more dangerous than films. The psychological background remains here still nearly completely unlighted.
There are plays, which have almost exclusively violent contents, like Doom or unreal Tournament. A history, a red thread, steps here into the background or is not existent even.
Critics give to consider that Amok runners could be motivated as in case of the school tragedy by Erfurt or to the Columbine Highschool in Littleton by brutal video games. Players hold against the fact that the plays make a "abreacting possible" from aggression. In addition the high number of players in the comparison to the frequency of such speaks rather against a direct motivation by plays.
At present video games are classified under Germany - similarly as films also - by a self-check of the industry (see USK) and for certain age stages released and by the federal inspection station for youth-endangering media on force-wonderful-end or examined and if necessary indicated illegal contents. To the tragedy in Erfurt it came into Germany to an aggravation of the protection of children and young people laws.
Whether the work of such an institution singular in the west is at all meaningful like the BPjM is further controversially discussed and can a large influence have, or whether this limits only the right to free expression of opinion.
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