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Created on: March 05, 2009 Last Updated: April 08, 2009
Video games have evolved immensely over the past couple of decades. If you don't believe me just look at the amazing graphics on Metal Gear Solid 4 and Resident Evil 4, or the innovative gameplay in Little Big Planet, Endwar, and Gears of War 2, or the expansive worlds of Fallout 3, Oblivion, Mass Effect, or even the expertly crafted storytelling of Blue Dragon, Bioshock, and Grand Theft Auto IV. Video games are becoming much more mainstream and are not only becoming a part of our everyday lives but also transforming the way we think and act. Video games are starting to become more and more like other media in the sense that they are becoming as much about entertainment as they are about conveying the creator's ideologies and opinions to the gamer.
Bioshock is an excellent example. It shows a world that was created based loosely on the Objectivist principles outlined by Ayn Rand in her numerous novels and essays. This world ultimately failed and the player is left to deal with the horrifying consequences. The average gamer won't see the philosophical implications of what destroyed this world, ironically named Rapture, but the fact that the idea is their to inspire thinking shows how powerful a medium video games have the potential to become. In the coming years people will begin to slip political, philosophical, and social agendas into our entertainment experiences. What does that mean for consumers? For parents, it means looking at more than just the rating but also some background information on these games to see what lessons they teach their impressionable kids. For adolescent gamers, it means they must learn to recognize these messages and separate facts and opinion as well as make sure they have a firm understanding of the difference between fantasy and reality and make educated choices about what they choose to believe. And for adult gamers, it means a new era.
An era where video games are considered the most dominant and influential form of entertainment since the first books. No longer will video games be looked upon as the preoccupation of the young, but as a serious form of entertainment. Whether this shift is positive or negative depends on your view of games and the culture associated with them. But no matter what your opinion, video games will become catalysts for change in all areas of our lives. The only question that is left is, Are you ready?
Learn more about this author, Terrell Newbill.
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