Professional Documents
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Migdon Ferido
Professor Campbell
UWRT 1103
19 February 2016
Topic Proposal: The Future of Gaming and its Effects
Introduction/Overview
I am interested in the future of video games and the effects it will bring into to the
public. In my opinion, video games and the culture behind it has taken its rightful throne
in the hierarchy of pop culture. It is a form of art overlooked by many who do not
understand the process of its creation. My goal is to predict gamings future by analyzing
the impact it had before and the impact it has today, tomorrow, and so forth on media. I
aim to use the predictions that I will make as a reference for those curious about how
gamers can be used as an advantage to society and how video games can help become a
resource.
The video game industry has been rapidly evolving in the past 10 years. Tech
culture has taken over the public by storm whether its the newest model of car that can
drive itself for you, or the newest model of iPhone that Apple managed to crap out.
Along with the technological advancements lies a form of technology, the video game.
According to fastcompany.com the first video game ever created came to American TVs
in 1972. The game consisted of two 8-bit vertical bars on opposite sides of the screen
that one to two players can control. The objective of the game is simple. In between of
the two bars lies a pixilated ball in the shape of a square that each player has to bounce
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off each bar. When a player fails to deflect the ball, eventually making the ball reach the
edge of the opposing players screen, the winning player gets a point. The player with
the highest amount of points wins. This game was called Pong, a simple game, yet
complex in its nature.
The game was possible through the Odyssey, the first ever gaming console created
by Magnavox, an American electronics company. Pongs simplicity masked its overall
technological potential. The video game (and its console) was a milestone in the history
of American technology (pong-story.com). Watching a virtual image on a television
screen was an immense advancement itself but the concept of actually controlling,
playing, the images on the screen before you is an innovation that would soon influence
other innovators of many varieties. Without realizing its potential, Pong ignited the
flame of the gaming world. It delivered a light of inspiration in the darkness of virtual
representation.
Every invention ever created by mankind always came with side effects. Video
Games will evolve into different genres and attract a diverse audience. Gaming will
influence and/or mold the nave minds of children. As a consequence, video game
ratings came to be in effect, regulating what could be played and what couldnt. Video
game addiction will become an issue. Different video game companies will soon rise and
compete with one-another on who gets the most cash out of gaming culture. Electronic
Sports or E-sports will soon change the definition of competitive sporting. Clothes,
toys, and food will soon be influenced by video games. In the future, computers will
become a vessel for gaming itself rather than just hardware for data input and
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programming. Media will no longer just be TV shows and movies. Media will be
influenced by video games.
The future of gaming has many surprises in stock. It has transformed from a basic
objective standpoint and more into a complex, narrative-driven standpoint; providing a
bridge towards a vision of the multitudinous titles that have yet to arrive. I can imagine
the broad spectrum of gaming getting broader. The future will bring an outcome that
could alter our thoughts and perceptions in both a micro and macrocosmic way. I just
want to know if the alterations will be positive or negative.
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that I personally value as an artist and a consumer. The idea that the simple origin of
gaming, like an acorn that fell to the ground, has the infinite potential of becoming
something greater than society tries to perceive, as the acorn grows into a tree, fills my
body with hope and determination.