Video games bring 21st-century twists to age-old debates about the ethics of media
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The advent of television led to it being criticised as the “idiot box” that would lower educational standards.
One of the earliest criticisms of new media came from Plato’s description of Socrates expressing concern that writing would cause one’s internal capacity for memory and thought to deteriorate, as one comes to rely on written records.
Unlike passive media consumption, gaming demands engagement. Players make decisions and navigate complex environments. This level of immersion creates a fundamentally different relationship between the medium and its audience
45 per cent of Singapore respondents reported playing video games for over an hour a day in the past six months.
The interactive gameplay means that games are not linear narratives like films or novels, as they allow players to become protagonists and make decisions, altering the narrative and world around them
rise in video games that get players to reflect on difficult themes.
Neopets, a virtual pet game with an audience that primarily consisted of children during its heyday, faced criticism over how it embedded extensive advertising and marketing into its gameplay through “immersive advertising”. The game sparked debates about ethical marketing to minors in interactive spaces where the line between content and commerce blurs.
For social media qns....
Qn: ‘Online advertisements use increasingly sophisticated methods to target consumers.’ To what extent does this bring more harm than good? (Cam. 2024)
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