Assignment 1
A1
Future of Video Games
I have mild inspirations and many skills in the field of Video Games. This culminates to great enthusiasm to explore explicitly in the area. First, my motivation is geared towards being a member of the research team in the community. Research has several opportunities that not only allow one to gothrough various resources and materials but also to access a broader range of data which are pertinent to knowledge expansion and career development. Gaming has a splendid future in various inventions that are taking place in the technological advancements such as virtual reality; that allows gamers to enjoy a wholly immersive experience with the gaming. Other technological advancements such as augmented reality and evolution of 3D have adversely shaped gaming (Oliver et al., 2016). However, the area still requires proper research to reduce the multiple challenges that are facing the field to restore a long-lasting solution which is more suitable.
Secondly, the future of video game is a motivational platform for the novice artistic as well as researchers. The immersion benefits make the games look perfect. It gives the videos a compelling story, a high-quality technical execution as well as a decent challenge curve which are essential for technological advancement (Kooiman& Sheehan, 2015). Similarly, it makes us thinks of promotions amidst technical capabilities such as realistic landscapes, higher-quality sound, and better graphics. Additionally, immersion is significant because it enables the players to have restrictions on the videos the play from the rest of the world.
Generally, as an ICT student, I am quite aware of all these necessities for advancing and developing video games. Mainly, I have designed a unique gaming software ides which aims at improving the gaming installations and graphics. However, it isonly the technological laws that still limit this advancement as well as the future of video games. Therefore, these policies should be reviewed accordingly to reduce the real complication in the field of video games.
Assignment 2
A2
Research Questions Based on the Future of Video Games
How could purposeful video game design create constraints that are useful in skill development and tactical understanding through adaptive technological advancement and distributed cognition?
What is the practical implication in the technological advancement of the video games and theeffects of such developments in creativity and innovation of gaming?
Key Words and Phrases that are related to the Topic
Content-Specific Databases that Contain some Future Video GamesMaterials
Relevant studies on the Future of Video Games
Articles for citations and literature review
Edery, D., &Mollick, E. (2008). Changing the game: How video games are transforming the future of business. Ft Press.
Kooiman, B. J., & Sheehan, D. P. (2015). Interacting with the past, present, and future of exergames: At the beginning of a new life cycle of video games?. Loisiretsociété/Society and Leisure, 38(1), 55-73.
Oliver, M. B., Bowman, N. D., Woolley, J. K., Rogers, R., Sherrick, B. I., & Chung, M. Y. (2016). Video games as meaningful entertainment experiences. Psychology of Popular Media Culture, 5(4), 390.
Shaffer, D. W., Squire, K. R., Halverson, R., & Gee, J. P. (2005).Video games and the future of learning. Phi Delta Kappan, 87(2), 105-111.
Has your search caused you to narrow, expand or otherwise change your research focus? Please state any revised research problem.
The focus of the future of Video games relies on not only the technological advancement but also the rapid growth in the community teamwork as well as in the content specific database which has several materials about future improvements.
Developinga Working Title for your Project
References
Kooiman, B. J., & Sheehan, D. P. (2015). Interacting with the past, present, and future of exergames: At the beginning of a new life cycle of video games?. Loisiretsociété/Society and Leisure, 38(1), 55-73.
Oliver, M. B., Bowman, N. D., Woolley, J. K., Rogers, R., Sherrick, B. I., & Chung, M. Y. (2016). Video games as meaningful entertainment experiences. Psychology of Popular Media Culture, 5(4), 390.
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