CCT300_Lab+1

The Year 2001 was “year one” for computer games in academics. Now, being in “year nine” of its status as an art form of its own with a reserved place in academics, has spurred some major debate about where are we going with this and especially how did we get here. The computer game industry and game studies are fuelled by a multimillion industry that has established vast audiences to sell this new media art to. That happened as the media savvy generation Y embraced the endless opportunities of this exciting time in history by both participating in creating and advancing computer games as well as enjoying in its fruitful results-gaming. Games` immense penetration is due to several unique characteristics they offer to gamers: interactivity; ultimate immersion; decision making; stimulation of fantasy and creativity; simulation of reality; ability to vent out; to tell a narrative; to encounter with the unknown in first person i.e protagonist /villain role- many of its unique characteristics unlike many of its media predecessors thus no matter what computer games are here to stay. However, the ethical debate games put forward is inevitable. Games are seen as game changers, they are condemned for creating violence, obesity, for hindering cognitive abilities, changing moral judgements and etc. in children and young adults gamers. In a nutshell, all of its controversial possible effects have appeared in research findings, in which however the struggle is around establishing causation between exposure and effects with 100 certainty due to inability to isolate the effect of multiple factors. Nonetheless, common sense is in favour of the fact that computer games DO create some form of societal changes. But do its negative effects outweigh the significance of its art? Interdisciplinary research is crucial to keep games evolving and adapting to changing times and audiences. Many faculties have researchers that study the psychology, sociology, art in its making as well as its multiple discipline related effects on the users, generally studied trough media theories. In order to be able to have peer groups oversee games creation as well as their media effects is crucial to keeping them what they need to be-another art form that calls for appreciation in the user without compromising integrity. Thus, people need to always come first, technology second, money third.
 * Computer game studies **