ITECH 1100 - Digital Revolution: Potential Impact of Computer Games

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Added on  2023/04/04

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This report examines the potential impact of computer games on traditional board games, highlighting the digital disruption caused by the shift in consumer preferences. The report discusses how computer games have created new career opportunities, while also diminishing social interactions associated with multiplayer board games. It further analyzes the ethical and legal considerations within the computer game market, including piracy and copyright issues. The report contrasts the pre-implementation phase, where board games fostered social interaction and strategic thinking, with the post-implementation phase, where computer games offer enhanced interactivity and save points. The document concludes by contrasting the process models of board games and computer games, and emphasizes the role of gamers as the primary actors in the digital gaming landscape. Desklib provides access to similar reports and solved assignments for students.
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Running Head: POTENTIAL IMPACT OF COMPUTER GAMES ON BOARD GAMES
POTENTIAL IMPACT OF COMPUTER GAMES ON BOARD GAMES
Name of the Student
Name of the University
Author Note
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1POTENTIAL IMPACT OF COMPUTER GAMES ON BOARD GAMES
Table of Contents
Part 1..........................................................................................................................................2
Part 2..........................................................................................................................................2
Part 3..........................................................................................................................................3
Part 4..........................................................................................................................................3
Process model diagram..............................................................................................................5
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2POTENTIAL IMPACT OF COMPUTER GAMES ON BOARD GAMES
Part 1
Computer games are considered as the regular house hold in the families that have
been kids and youth present. Playing of computer games are one of the major pass time that is
used by today’s society. Board games have been a part of regular time pass few decades ago,
after the introduction of the computer games board games have lost its significance and hence
is replaced by the computer games. The main reason of this process is that computer games
provide higher interactivity with the gamers as well as provide them with better graphics
incorporation.
Part 2
3 ways that computer games will be providing digital disruption are as follows: -
Computer games have been a major source of income for the gamers and hence
providing them a separate career options. This has been making their life easier. No
parallel can be drawn.
Board games have been getting replaced since the introduction of the computer
games. As computer games that are in market are generally solo games the main
issue that is present is that the relationship that was present earlier while playing a
multi-player board game gets diminished (Scharkow et al, 2015). This has been
making their life harder.
Several desktops and laptops are being manufactured keeping in mind the gaming
aspect. This indicates a separate industry is started and hence proper several.
Companies are making this aspect their main goal of manufacturing. This has been
making their life easier. No parallel can be drawn.
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3POTENTIAL IMPACT OF COMPUTER GAMES ON BOARD GAMES
Part 3
Market: The computer games have been providing high benefits in the market sector.
This imbibes the fact that there are ethical issues as pirated games are launched and hence the
original games that are quite costly are not bought by the regular gamers. This enhances the
fact that ethical issues stays (Butler 2015).
Law: In computer games laws regarding the geographic locations that are included are
needed to be followed. Graphics implementation cannot be performed as per the business
management. Hence crack versions of the games face copyright issues and ethical issue
arises.
Architecture: The architecture of the game imbibes the fact that development of the
game is performed after following the laws and norms and in case the architecture of the
game is not highly robust the main issue that is faced includes data breaching (Seo & Jung
2016).
Norm: Social ethical issues are present. Having a social relationship gets mismatched.
Part 4
Before implementation
Event: Board games were the major source of time pass. This ensures that board
games were in trend. This also imbibes the aspect that better management of the entire
process gets functional and hence a coordination among the friends or people playing the
game stays content (De Mul 2015).
Activities: The activities or task that are included ensures better understanding of the
game that is being played. After understanding of the game, the board game starts. In case
any mistake is committed in the board game it cannot be resolved (Beavis, Muspratt &
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4POTENTIAL IMPACT OF COMPUTER GAMES ON BOARD GAMES
Thompson 2015). Once the result is received cannot be altered and hence the once the payer
loses cannot be changed
Decision Points: decision point of the section ensures that each and every step of the
game is vital as no step can be revived and hence each and every steps are considered as a
decisive part (Richter et al, 2016).
Actors: Players participating are the main actors.
Outcomes: Outcome of the game has been performed as per the processing of the
steps that are taken while the playing the game.
After Implementation
Event: This event is focused with the games that are played via the laptop of
computing architecture. This is one of the major aspect that will enhance the processing of
the games that are played requires high end technology based computing devices. Another
aspect that is taken into consideration is that in case of multi-player devices, the main issue
that will be taken into consideration is that team work will be performed. This is one of the
major reason that better understanding of technologies regarding the commencing of game
play
Activities: Setting up of the computing device as per the project is also stated. This
ensures that better playing of the game can be performed. Games are installed and then the
gaming process starts.
Decision points: The games that are played are stored in milestones. This is one of the
major aspect that the games can be saved even after getting knocked out. This will allow in
starting of the game even after getting defeated since the last saved place.
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5POTENTIAL IMPACT OF COMPUTER GAMES ON BOARD GAMES
Actors: Gamers are the main actors of the project. Gamers play the game. Solo games
have single actor while multi-player have multiple actors.
Process model diagram
Board game
Figure 1: Process model diagram
(Created by author)
Computer games
Figure 2: Process model diagram
(Created by author)
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6POTENTIAL IMPACT OF COMPUTER GAMES ON BOARD GAMES
References
Beavis, C., Muspratt, S., & Thompson, R. (2015). ‘Computer games can get your brain
working’: student experience and perceptions of digital games in the
classroom. Learning, media and technology, 40(1), 21-42.
Butler, Y. G. (2015). The use of computer games as foreign language learning tasks for
digital natives. System, 54, 91-102.
De Mul, J. (2015). The game of life: Narrative and ludic identity formation in computer
games. In Representations of Internarrative Identity (pp. 159-187). Palgrave
Macmillan, London.
Richter, S. R., Vineet, V., Roth, S., & Koltun, V. (2016, October). Playing for data: Ground
truth from computer games. In European Conference on Computer Vision (pp. 102-
118). Springer, Cham.
Scharkow, M., Festl, R., Vogelgesang, J., & Quandt, T. (2015). Beyond the “core-gamer”:
Genre preferences and gratifications in computer games. Computers in Human
Behavior, 44, 293-298.
Seo, Y., & Jung, S. U. (2016). Beyond solitary play in computer games: The social practices
of eSports. Journal of Consumer Culture, 16(3), 635-655.
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