Tuesday, January 7, 2020

Video Games The Consumption of Escapism - 1035 Words

In American culture, consumerism is both used to boost status as well as a stress reliever. People purchase items not only to add to their collection, but to use it as a distraction from their daily routines. To escape the stresses that accumulate from either a long day of work or the stresses of studying, people purchase goods that serve as a means of entertainment. Shopping in itself for items that are not particularly needed can be seen as an outlet to relieve stress, because it allows one to add to a collection that one has accumulated over a period of time, such as when a female has an assortment of shoes, or when a boy collects baseball cards. In today’s society it is not always about the collection, but the distraction that the consumer goods can provide, whether going out to the theatre to see a movie, immersing oneself into a novel, or playing a video game, American consumer culture thrives off of the purchase of items that serve as a distraction from one’s mundane continuation of everyday life. Throughout history the advancement of consumer goods that focus on escapism is evident, from the development of radios that broadcasted radio shows to the development of the television, and the plethora of televisions shows that have emerged from it. Entertainment, the ability to be able to lose oneself in the lives of fictional characters, has evolved into one of the hugest markets found in America, from blockbusters produced in Hollywood to bestselling authors thatShow MoreRelatedMedia Kids Essay1262 Words   |  6 Pagesyoung developing mind. It is well known that the first two years of life is when the brain undergoes critical development phases. During this time it is important that kids develop an accurate perception of the world they are growing up in. Over consumption of media (in general) presents a false reality that rewards for violent behavior, hinders mental and physical development, and promotes risky behavior. In response to this the American Academy of Pediatrics (A AP) has recommended that â€Å"kids underRead MoreVideo Games : The Video Game Industry1574 Words   |  7 PagesThe video game industry is one that continues to grow exponentially with consumers spending over $22 billion dollars on the gaming industry in 2014 (association, 2015). This popularity brings the opportunity to produce a stream of games that continue to expand in their nature and impact on their audience. Video games are now artistic, social and collaborative, with many allowing massive numbers of people to participate simultaneously (htt). The collaboration of the video gaming industry doesn’t stopRead MoreVideo Games : An Ideal Conduit For Feminist Discourse870 Words   |  4 PagesVideo games have long been a medium that belonged to the sectors of the population that felt as if they did not belong in their society. They are enticing games, from the arcade games of the 80’s and 90’s, to the PC and console games of the 2000’s, to hand held games and mobile apps that have become so popular in the past decade. Everyone from children to grandparents, and stay-at-home mothers to business men play video games or have played video games in their life times. They have been used asRead MoreThe Effects Of Pornography On Men And Women1246 Words   |  5 PagesPatrick F. Fagan, men are more than six times as likely to view pornography and spend more time viewing it when compared to females. Most males first view pornography during adolescence at age 13 and continue watching through adulthood. 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Wonder Woman serves as anRead MoreDisney: Marketing Analysis6567 Words   |  27 Pagesout into the Toy industry, offering all the latest toys from their movies. One of their all time best seller is the Mickey Mouse. Now the consumer market extends to everything with Disney brand, apparel, toys, home dà ©cor items and even interactive games for toddlers, children, and young adults. Disney also branched out to France, opening a park in Paris in 1992 known as the Disneyland Paris. Eagerly anticipated, the beautifully designed park attracted almost 11 million visitors during its firstRead MoreAnalysing the Black Cat Using Labovs Narrative Structure5713 Words   |  23 Pagescausally; each event is derived from the previous event. 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