muse-13-bliss said:
this article has me confused...
in the beginning, i thought the author was trying to point out the positive aspects that gaming had on a child's imagination, and it seemed like she was going to angle towards the dumbing down and lack of ingenuity in todays gamers,
but then she turns around and switches her entire point of the article (or rather what i thought the article was going to be about) and joins the numerous journalists in their ever lasting quest to prove that video gaming is inspiring violence among kids.
The idea of the article seemed jumbled and confusing to me..
I found that as well, but not the same reasons. I found that the article was talking about how much videogames have influenced children's imaginations in the past compared to the gamers of today, and then she goes off saying that games of today are actually just as influential. Apart from that, I found the article good to read.
As for my opinion on this, the first ever console I had was an original Playstation. I got it in 2000 and I think I still have it today, I just don't play it. But it was after playing that that I got hooked on games. I would think up games (most- alright, all of them were copies of Crash Bandicoot 1, 2 and 3 with made up characters) and would run about, making sounds and actions. I think it was a bit of a sad thing for a 12 year old to do, looking back upon it now.
Anyway, the significance of me saying that is because I came from a later generation, and I can say this. Videogames do have an effect on the imagination, but it's not the videogames of today that have changed how much they effect the imagination, it's the audience they're aiming those games at. A lot of the audience of videogames during the 8-bit era were kids. Kids are a target market who would be influenced more deeply by flashing lights and weird sounds than other age groups. That's why they had such a big influence on the imagination back then. If you look at games nowadays in comparison, most of them are aimed at the young teen/ adult audience who are:
1. A more serious audience.
2. An audience who's imagination is less influenced by videogames.
The result being that they would have less influence on the imagination. Also, bear in mind that they're aiming at teens instead of children, so games would be less influential on children anyway. The only games that are influencing children and always have been influencing children, are the ones aimed at children, such as
Ratchet & Clank, as you said. They're not changing how they inspire the imagination, they are just selling them nowadays to a different audience, who in turn have their imagination influenced differently.