Lab+1+-+Discussion+on+Computer+Game+Studies,+Year+One+by+Espen+Aarseth

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After reading Espen Aarseth peer-reviewed journal, “Computer Game Studies, Year One”, it has become apparent that computer game studies have been tied into capitalism for years and because of that it is not seen as an important area of study to gain knowledge from and more so just a waste of time. Aarseth emphasizes that it was only in 2001, when computer game studies was recognized as an academic field of study, which to me seems very shocking to say the least. Although computer game studies have been integrated into education some post-secondary schools, there are still some constraints that the area of study faces. There are many issues surrounding actually defining computer game studies as a distinctive area of study. It seems that it is an ongoing issue because only limited post-secondary schools offer students computer game studies. As Aarseth stated in the article, computer game studies is often getting categorized into cinema and art history, which I believe, are very different disciplines of study. Studying computer games in conjunction with cinema or art history does not give a student an enriched and in depth look at the foundations and fundamentals of computer game studies. With that in mind, I strongly believe that post-secondary schools should offer distinct computer game studies to students and I agree with Aarseth when he emphasizes the significance of computer game studies in today’s society and culture.

 Through the studies of computer games I feel that a student can become very familiarized with the semiotics behind the games, which can lead to prospering organizations and businesses. For example, by understanding computer games organizations can improve marketing and planning of their games. In the media, computer games have been emphasized to only have negative effects, for example the boy that was between the age of 5-10 that tried to drive his parents car after playing a racing car game. This could have possibly been prevented through the study of computer games; organizations can learn how to improve games to ensure that the games do not leave negative impressionable results on those who play the games.

Lastly, computer gaming has become a collaborative system for individuals to communicate and interact with one another and has become a social and cultural trend. Therefore, it only seems suitable for post-secondary schools to incorporate computer gaming studies. In conclusion, as our social and cultural society evolves we should continue to adapt to these changes.