CCT300+Lab+1

It is rather interesting that video games have been around for half a century, yet have received little scholarly attention. Perhaps it is because video games are seen as a past time from which little to no useful skills can be acquired through them. Realistically speaking, I would find it very hard to believe that a hardcore gamer could use their Quake skills in the workforce. However, video games are a cultural product, just like film and print, and can therefore create cultural paradigm shifts. It is this influence that games can have on culture that needs to be studied and researched. Is all the violence in first person shoots changing cognitive structures in our children by desensitizing them from blood and gore? Or is it allowing them to vent on virtual characters and therefore reducing the chances they would be violent in real life situations? These are the types of questions that need to be raised. The gaming industry is obviously in it for the profit, and it fairly evident that violent video games are top sellers. The Grand Theft Auto series, and Call of Duty are excellent examples of this. By treating video games as a self sustained independent academic field, more attention can be given to improve this field for both the industry and consumer. The industry could benefit from the research and tailor video games based on the scientific literature to more specific audiences. The consumer would benefit from an overall more enjoyable experience. However, as the author of the article mentions, there isn't too much optimism in influencing a multi-billion dollar industry.