Introduction
As computers and smartphones continue to evolve from the slow, and small phones to powerful 8GB smartphones with unimaginable capabilities, video games are also evolving. The videogames had been imagined as a dying genre. However, some of the loyal gamers believe that video games will also evolve in the more interactive, immersive and entertaining. despite the diverse opinions about the future of video games, it is quite clear that video games are here to stay as there is a constant uptick in the number of videogames players, developers, platforms and storyboard makers (Martinez & Tjahjadi, 2014). Many of the video games being produced today were never imagined in the past two decades because the hardware and software supporting the latest video games were not imagined. There is also pressure from the ethics comities who are against video games because of their perceived impact on the behaviors, and emotions of the players especially the teenagers below 18 years of age (Gutierrez, 2014). To stop the development of video games and people from playing video games, there will need to develop stringent policies and laws that can deter people's inspiration to play video games. This study will, therefore, investigate the future of video games in the content of the current technological changes.
Research Questions
- How often video gamer rage quit?
- The future of video games
Research Methods
This was primarily a descriptive study. A decretive research design allows the researchers to explore the phenomenon without manipulating any variances. The goals are to deceive completely the persecution of the stakeholders in developing, marketing and playing the video games. To meet the objective of the study, 14 researchers collected data from the sample of 30 adults between the age of 18 to 50 who were invited to participate in the study abolitionist their perception about the future of video games. The participants were invited to complete online surveys and a link sent to them after informed consent was received (Karimpur & Hamburger, 2015). The misstructured qualitative was designed with 10 questions on the top of interest. The researcher collected the primary data through non one sieve. the data collected include both qualitATIVE AND Quantitative data as was allowed by the design of the research instrument. The researcher observed all the institutional review board requirement for the ethical commiseration in research by allowing the researchers to particulate freely without coercion. The researcher also ensures that then respondents participated anonymously to protect the identity for respondent security and privacy.
Data Analysis
The data collected from the study was analyzed differently depending on the type of data. For example, quantitative data were analyzed using the statistical techniques while the qualitative data as analyzed using the thematic content analysis.
Research Findings
The research shows that out of the 30 people who were samples, the oldest was 56 years old, and the youngest was 18 years old secondly, the average age of the video game players was 33 (N=30, SD=11.16).
The cumulative frequency of the gamers was also conducted to determine how many hours the games spend playing video games. The researcher found that most of the players (18 players) spend attest 4.6 hours (83.33%) followed by 2.8 hours (23%) of a few people. Only 1 player spent more than 8.2 hours.
To determine if the players every had video game player rage, the researcher asked if the players had ever experienced video games range and how many times in their lifetime. The researcher found that on average, the players experienced the games rage 1.3 times with the highest number of times being two times and the lost number being once. The outliers were removed but the researcher believes that there are those who experience the games rage more than 10 times per day.
How Many Times Have You Ever Experienced Games Rage
A regression analysis of the relationship between the number of times a game rage is experienced the number of hours spent playing video games was conducted. The researcher found out that only 2% of the point in the number of rage times is explained by the number of hours spent playing video games which shows that the game rage is not determined by the number of hours spent playing the video games. Video games do not change the personality of the players but only enhances the personality. This also answers questions about the relationship between video games and violent because playing video games does not make people violent.
Conclusion
The researcher set out to answers the question about the relationship between video games playing and video games range and the future of video games. The researcher found out that playing video games does not cause video games rage but enhances the personalities associated with rage (Robinson, 2012). Secondly, the researcher found that video games are playing by people of all ages from 18 years to 56 years which mean that video games will not die soon. Developers will create more immersive and interactive video games including virtual reality which means that the younger video games players who are 18 years today will continue to polyvidone games until they reach over 56 years. The future of video games is not as grim as people make it appear because video games will be playing in many more years to come.
References
Gutierrez, E. (2014). Video Games and Gender-based Violence. Procedia - Social and Behavioral Sciences, 132, 58-64. doi: 10.1016/j.sbspro.2014.04.278
Joseph L. Martinez, J., & Tjahjadi, K. (2014). Integrating Physical Card Games with Digital Video Games through RFID Tagging. International Journal of Future Computer and Communication, 71-75. doi: 10.7763/ijfcc. 2014.v3.270
Karimpur, H., & Hamburger, K. (2015). The Future of Action Video Games in Psychological Research and Application. Frontiers in Psychology, 6. doi: 10.3389/fpsyg.2015.01747
Robinson, N. (2012). Video Games and Violence: Legislating on the 'Politics of Confusion'. The Political Quarterly, 83(2), 414-423. doi: 10.1111/j.1467-923x.2012. 02271.x
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