Article 180 - The Passive Beneficial Architecture of Computer Gaming

The Passive Beneficial Architecture of Computer Gaming

This essay examines the nature of the Architecture of Computer Gaming.

It examines the media comments, political comments, crime figures by year, controversial games series and sales data of computer games in order to establish if there are correlations between the use of computer games, violent computer games and criminal intention or activities.

Conclusions are then drawn.

Media Comments

The internet index has been searched to establish a Media view.

The search has produced no specific view only a series of contradictory comments.

Political Comments

The internet index has been searched to establish a Political view.

The search has produced no specific view only a series of contradictory comments.

Crime Figure by Year

The recorded crime statistics from the ONS were examined between the years 1898 and 2015 to establish if there were any correlations between crime and computer video games.

It was established that

Crime existed before computer games existed or were sold to the public.

Crime has increased and decreased from 1898 to 1952 without the influence of computer games; until the first computer game is created in 1952.

The first controversial computer game did not appear until 1973.

Crime figures had been increasing before this game was created, marketed or became controversial.

Crime has increased and decreased from 1952 to 1973 including the influence of computer games; until the first popular computer game is marketed in 1984.

Crime has continued to increase and decrease from 1984 up to the present; 2015. Independent of any reference to computer game creation or distribution.

Controversial Games Series

The first computer game series that created controversy occurred in 1996 with the Pokémon Series of Computer Games.

‘The series was also attacked by fundamentalist Christian groups, who argued that it promoted Satanic themes. In response, the Vatican broadcast its public approval of Pokémon in April 2001, claiming that the game was based on "intense ties of friendship" and lacked "any harmful moral side effects.’

Source: https://en.wikipedia.org/wiki/List_of_controversial_video_games

Sales Data of Computer Games

The sales data for computer games indicate that the most popular computer game was ‘Tetris’ dating from 1984. It has sold 495 million units. The next most popular was in 2009 with ‘Minecraft’ selling 107.8 million units then in 2006 with ‘ Wii Sports’ selling 82.78 million units, then in 2013 with GTA 5 selling 65 million units.

The sales figures indicate that the pre-occupation of the majority of the world population in relation to computer games is not related to criminal or violent pursuits but rather with a beneficial ‘tile matching puzzle game’ that can, increase brain activity, increase brain function, increase cerebral energy consumption, promote efficient brain activity, boosting of cognitive functions; critical thinking, reasoning, language and processing; and increasing cerebral cortex thickness.

Source: https://en.wikipedia.org/wiki/Tetris#Effect_of_Tetris_on_the_brain

The next most popular computer games relate to puzzle solving, environment, resource and energy use and sports and fitness.

The last type of game; GTA 5; an open world action adventure. The player controls the activities of the characters in the game. The level of passivity, benevolence, violence or criminal activity is up to the player.

The crime figures were rising and falling before the period of the games release.

Conclusions

There is no correlation between the crime figures and the creation, distribution and use of computer games.

There is no correlation between the crime figures and the nature of computer games.

There appears to be a positive benefit to playing the World’s most popular computer game ‘Tetris’.

The nature of the Architecture of the most popular computer game; ‘Tetris’; can be described as passive and beneficial to human beings.

Ian K Whittaker

My websites:

https://sites.google.com/site/architecturearticles

Email: iankwhittaker@gmail.com

04/11/2016

14/10/2020

627 words over 2 pages.