Final Project: Toxicity in Gaming

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Writing

Description

This class takes as its mission two specific goals:

1. For you to learn more about how rhetoric relates to gaming
2. To explore toxic game communities and think through what that toxicity means for the games industry, gamers, game studies, Esports, etc

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Explanation & Answer

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Running head: TOXICITY IN GAMING

Toxicity in Gaming
Author’s Name
Institutional Affiliation

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Toxicity in Call of Duty

Games serve an important purpose in our lives. Sometimes, people engage in gaming
activities to relieve their stress. The modern society has been influenced by the presence of
video games for the last thirty years. The gaming arena has turned part of our daily lives. More
games are being released every day, and with the fast-growing technology, individuals are
connected from various parts of the world. Typically, technology has turned out to be a society
constant, thus making the presence of video gaming more intense. With the introduction of
classic games such as space invaders and ping pong in 1972 and 1978 respectively, the gaming
culture has revolutionized. Now people can play games together in a virtual world.
Research shows that over seven generations of video games have passed in the last thirty
years. The gaming world has evolved into a reality and a day to day job for many businesses. On
the other hand, people connect from various parts of the world. Online gaming as well as virtual
reality are the mainstream game environments where individuals connect using computers, and
other gadgets designed to serve the gaming purpose such as Xbox.
Videos have helped to influence the history of many nations. For instance, the creators of
Grand Theft Auto developed a game that tried to display the Iranian revolution. The historical
battle that led to the establishment of the country as a republic. Furthermore, developers are
using the virtual world to maintain the historical events happening around the globe. This is
evident through games such as Call of Duty series ("Audience Research," 2013). The game aims
to reflect the war and terror situations experienced in nations like Iraq, Afghanistan, and Iran.
The research papers majors to discuss the negative phase of games. In particular, the
study considers the toxic nature of the virtual world created by games (modern games). To aid

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the research, Call of Duty is taken as the game of choice, where it helps dig into the gaming
world and extract information to aid the study ("Call of Duty: WWII Review," 2018). The study
characterizes the target audience for the game. Understanding the targeted age bracket helps the
study identify the flaws in the community (fans and players) engaged in the game, thus ensuring
a unique research paper. Furthermore, the study quantifies the toxicity of the game and the effect
of its fan base on the issue. The research is evidence-based by evaluating the interaction between
games in online communities, gaming stations, and other related avenues.
Call of duty

A. An analysis of the game (think about our rhetorical analysis project for a sense of
how to do this) where you look at how the game is created, for what audience, what
assumptions it makes, etc.
The target audience for the game
The games targeted demographic is important. According to the development of the
game, the game is rated 18. Motion picture systems regard the game as suitable for people aged
18 and above. This helps to ensure that young people below the age of eighteen years are not
exposed to the violent world created by Call of Duty. Since the game is an illustration of the
actual warfare happening in the world and in the precise depiction of countries that are
constantly fighting. Exposing children to the extreme killing incidences would demoralize the
young age. Thus the game is developed for adults. The law also ensures that nobody younger
than ‘18' is allowed to see a film rated 18 in a cinema. The act would not only be offensive, but it
would mean developing insecurity and exposure to the experiences of adult content, which

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would result in bad parenting. Similar to the cinemas rated 18, Call of Duty bundles violence,
extreme gore, and explicit content, which is unsuitable for the younger people.
According to research on the game development, it is evidenced that the game was
developed to target an audience and more importantly prepare for a new life experience of the
actual wars ("Call of Duty: WWII Review," 2018). Also, the game is char...


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