ITECH 1100: Impact of Computer Games on Board Games Analysis

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Added on  2023/04/04

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This report examines the significant impact of computer games on the board game industry, stemming from the digital revolution and the introduction of advanced technologies. The report explores the creation of new career opportunities and the growth of desktop and laptop companies. It also addresses the ethical considerations surrounding pirated games and the robustness of infrastructure, including the potential for data breaches. The analysis highlights the benefits of computer games for both gamers and manufacturers, as well as the financial advantages for game developers. References to relevant research papers support the arguments made, providing a comprehensive overview of the subject. The report fulfills the requirements of the ITECH 1100 course, focusing on emerging technologies and their impact on the gaming landscape.
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POTENTIAL IMPACT OF
COMPUTER GAMES ON
BOARD GAMES
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Introduction
Computer games have been one of the major aspect that will be
providing higher convenience to the gamers as interaction of the
computer games are very high. Board games are getting obsolete due to
the introduction of the computer games
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Changes brought due to Computer
games introduction
Several career opportunities are created
Desktop and laptop companies are growing
Board games are getting obsolete
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Ethical aspect
There are ethical issues and the issues are as follows: -
Pirated versions of the games are taken into consideration as ethical
aspect
Robustness of the infrastructure might not be very high. This insists
the fact that personal data of the gamer might get breached.
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Conclusion
It can be stated that computer games introduction in the society has
been very beneficial for the gamers as well a s the manufacturers of
the devices that are required for playing games. Developing team of the
games are also financially benefitted. Ethical constraints are present in
the computer games
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References
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.
Boyle, E. A., Hainey, T., Connolly, T. M., Gray, G., Earp, J., Ott, M., ... &
Pereira, J. (2016). An update to the systematic literature review of
empirical evidence of the impacts and outcomes of computer games and
serious games. Computers & Education, 94, 178-192.
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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