Tuesday, October 19, 2010

Objective. *Frederick Moysey

      It is undeniable that videogames is a popular cultural phenomenon. There are TV shows for gamers such as G4TV or X-Play, huge annual gaming expos such as the Tokyo Game Show (TGS), Electronic Entertainment Expo (E3), and the Global Gaming Expo Asia (G2E Asia). Besides that, there are also articles on the industry and various games in magazines devoted to videogames and hundreds if not thousands of internet sites related to gaming. (Berger, 2002)
      The objective that I have carried out relating to the action-adventure videogame genre is the content present in most action-adventure videogames and how does it affect the players’ behaviour relating to the topic. Today, most action-adventure videogames are associated with violence such as gore and vulgar language. My objective is to research on how these violent action-adventure videogames affects the gamer, especially those who are in their teens and how does it apply in the cultural aspect.

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