Navigating the Complex Landscape of The Games Industry
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Navigating the Complex Landscape of The Games Industry: The Interplay Between Perception
and Psychological Study
.
Introduction
:
This article presents a comparison of two studies, Games' #MeToo Moment and the
Relationship Between Movies. Games and mental health exercises. The first deals with bullying
and discrimination in the gaming industry and shows people competing in real life. It explores
the link between gaming and mental health and uses academic methods to understand this
relationship. The purpose of this review is to identify the specific ideas that each article uses to
introduce its topic, providing evidence to support it and compelling readers to draw conclusions
about real-world conflicts and act quickly by showing that a real revolution is needed in the
gaming industry. According to Author _Id the relationship between video games and
psychological function has a neutral and academic tone and explores the relationship between
video games and psychological health. Despite their differences, these two statements provide a
better understanding of various aspects of the gaming industry and its impact on mental
performance.
Evidence:
Games' #MeToo Moment is in specific examples and behind the scenes of Ubisoft's controversy. Real-world events like top players leaving and the promise of cultural change confirm that there are problems in the gaming industry according to Usher. The Relationship 1
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Between Video Games and Depression builds on academic evidence using the AICA-S scale to assess gaming behavior and statistics to investigate the relationship between video games and mental performance according to Potenza et al.
Road-Map:
This article will carefully analyze each article, carefully analyze its recommendations, evidence and conclusions. The strategies used to convey meaning, examine the evidence that supports his claims, and evaluate how each text conveys its message. The aim is to use this text to make comparisons and contrasts in the complex field of the gaming industry. The Impact of Real-world Change.
The introduction to "The Game's #MeToo Moment" immediately plunges the reader into the
horrific events unfolding on Twitter, from forced dating to workplace issues like harassment(Jckson,Sarah ,et al ).The focus on Ubisoft's controversy has increased the urgency of the problem; Ubisoft CEO Yves Guillimot promised a culture change. Quoting directly from the article: A post on Twitter last summer sheds light on the game(Moretti). This narrative-based approach sheds light on the work of fighting against bullying and discrimination, paving the way for discussion of long-standing problems and important issues." A radical change is urgently needed. Relationships between Action Video Games and Depression:
A study of the popularity and intellectual benefits of video games. The guide takes an objective approach and aims to explore the relationship between gaming and psychology. To quote directly from the article: Video games have become fun and very popular among adults according to Stemper and Stemper. This study provides a comprehensive review of
the findings, research revealing common problems with video game use, reasons for playing, and
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how games are used." A type of interest in understanding the relationship between video games and mental performance. Pace of Change and Lack of Understanding. The outcome of "gaming's #MeToo Moment"
raises questions about the adequacy of the industry's response to gaming. #MeToo moment.
Emphasis that need for radical change and acknowledged that gradual change could lead to
flooding. As the games industry confronts the #MeToo era, the question arises: Are the answers
enough? According to Sotamaa and Svelch. On the other hand, the relationship between games
and Challenges together create research and advocacy for better understanding. Create
interventions and preventions by recognizing individual differences in play and support."
The results of this study lead to a better understanding of the relationship between video
games and the brain. Real world and Academic Research show two books of gaming Different
roles and different voices are used in the gaming industry. "Gaming's #MeToo Moment" Taking
on a confident and emotional tone, highlighting real-world situations and calls for urgent
change. This narrative-driven research uses real-world situations to focus on the industry's fight
against bullying and discrimination. The Relationship Between Video Games and Psychological
Functioning takes an academic approach and reviews research results to understand the effects of
video games on psychological functioning according to Dienlin and Johnnes. This empirical
study relies on correlational data to demonstrate the link between recreational behavior and well-
being.
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Conclusion
In summary, two articles, Games' #MeToo Moment” and The Relationship Between Gaming and Professionalism, provide an in-depth insight into the intricacies of the gaming industry and recruitment strategies, highlighting their content according to Sotamaa and Svelch (Game Production Studies). “Games' #MeToo Moment” used a narrative-driven approach to engage readers in the global conflict in the games industry and passionately advocate for urgent change. This approach helps illuminate common issues like bullying and discrimination, forcing readers to recognize the urgent need for real-world change. On the other hand, the Relationship Between Video Games and Psychological Function takes an academic and research-oriented approach to provide evidence supporting a better understanding of the good relationship between
video games and mental health. to understand(Hermassi et al). This approach leads to unbiased exploration of the subject, recognizing the importance of academic research in uncovering the complexities that arise at the intersection of the play and disease brain. Importantly, both methods contribute to our understanding of the challenges facing the gaming industry, highlighting the need for change and providing insight into the relationship between video games
and mental health. Together they talked about the many events taking place in this beautiful region and asked the participants to solve the problem as soon as possible. This comparison therefore illuminates the different methods used to analyze the gaming industry and supports the call for change.
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References Author_Id, Null. “AI and the Future of Skills, Volume 1.” Educational Research and Innovation
,
2021, doi:10.1787/5ee71f34-en.
Dienlin, Tobias, and Niklas Johannes. “The Impact of Digital Technology Use on Adolescent
Well-being.” Dialogues in Clinical Neuroscience
, vol. 22, no. 2, June 2020, pp. 135–42,
doi:10.31887/dcns.2020.22.2/tdienlin.
Hermassi, Souhail, et al. Assessing Physical Fitness Components, Obesity, Motor Skills, Health
Outcomes and Academic Performance of Schoolchildren
. Frontiers Media SA, 2023.
Jackson, Sarah J., et al. #HashtagActivism: Networks of Race and Gender Justice
. MIT Press,
2020.
Moretti, Alessandro. The Rise and Rise of Illegal Ticket Touting: An Ethnography of Deviant
Entrepreneurship
. Taylor and Francis, 2023.
Potenza, Marc N., et al. The Oxford Handbook of Digital Technologies and Mental Health
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Oxford UP, USA, 2020.
Sotamaa, Olli, and Jan Svelch. Game Production Studies
. 2021.
---. Game Production Studies
. 2021.
Stemper, Anica, and Genia Stemper. 21st Century MAY DAILY COMPREHENSION: High
Interest Reading Activities
. Remedia Publications, 2022. Usher, Ann Danaiya. “The Global COVID-19 Treatment Divide.” The Lancet
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10327, Feb. 2022, pp. 779–82, doi:10.1016/s0140-6736(22)00372-5
.
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