Is it better to be cooperative or competitive? This is a question that has plagued people for generations. As you can see, it has very often come down to how the parties can both benefit in the best way possible for them. If you were to ask, some people might say that competitive nature wins out every time while others might insist that cooperation is key to survival in not only business, but as well in most aspects of life. It is probably prudent to mention that we are beings that have transcended the need for such a black-and-white argument. Yes, it is important to be competitive by nature, as that is a very tried and true method of getting ahead in this world. However, you can absolutely not do it on your own. Somewhere along the line, you will need to rely upon someone for even the most rudimentary type of help. Now, saying this, there is another question that should be brought up: is it proper to be competitive to the point that you alienate anyone that can help you?
Cooperation and competition are basic tenets of business. They have been around since the first cavemen traded for supplies or food that they absolutely needed. Nothing so dire and ultimately necessary occurs these days, but it is clear that you need a healthy mix of competitive nature and cooperation between parties in order to get something substantial accomplished in this world. This extends even to the video game world. UGO and IGN are two of the largest, if not the largest, video gaming sites on the web, bringing news, reviews, and opinion on the latest games to the masses. For a while, they were intense competitors. However, it seems like those days are over: they have announced that a partnership has been formed between the two. Please visit Time for all the details.
One of the few constants in the world of popular technology is that you can never truly anticipate or predict, with any appreciable certainty, what will be popular and what will not. For every iPhone there is a Segway, you could say. You cannot really tell how something will be received by the public, or in what way it will have an impact on both popular culture and the technology world in general. You find that sometimes the big-money, throw-everything-at-it initiatives will turn out just the way you expected them to, with big paydays and critical acclaim. However, there is a curious little phenomenon present with our new technology that has an interesting and much more close-to-home impact than you might realize. Sometimes, contrary to real life but bolstered by movies and pop culture mainstays, the underdog, the little guy, wins big. Sometimes, the out-of-left-field piece of technology changes the game in a big, big way.
Video game development companies spend millions of dollars every year to develop the next generation of games, playable movies that double as out-of-body experiences for $60 a title. We, as the game-playing and game-purchasing public, will go along with it. It’s a thing of love and loyalty, to both the games themselves and to the hobby in general. However, it seems that a shake-up is occurring all around us. One of the most popular, if not the most popular video game on the market today is a simple physics game that sells in the App Store for roughly $2. Of course, we are talking about that juggernaut Angry Birds. It has made Apple a great deal of money, and this looks to be the trend for the coming year. 2011 could see Apple reign in over $1.6 billion in video game sales alone. For more information, please visit Forbes.
It is a universal constant, perhaps the only universal constant that we as sentient beings can rely on, that things are going to change. There is absolutely nothing we can do to stop this phenomenon. There are too many variables, too many people, and too little time for any one person to stem the tides of change and progress. Even on an atomic scale, we are subject to a billion changes over the course of the day. The best thing that we can hope to do in response to such a harsh and unforgiving reality is to adapt, to attempt to recognize the coming changes and to alter our plans and actions accordingly. You have been doing this all your life, really. You have done it so much, in fact, that it takes reminders or reflection to realize that change is an absolute. It is a reigning factor in not only your day but also in the great overall, the big picture. Really, we are beings not of stasis but of absolute change.
As our environment changes, so too do we. As we change, so too do our constructs, our society, and our plans of action regarding how we approach these things. The onset of the Internet has done some amazing things for industries as diverse as manufacturing and entertainment are to one another. One of these things the Internet has done is to bring our entertainment directly to the consumer, and it seems that this practice has bled out into the real world. Redbox, the popular DVD rental kiosk in the United States has been a major player in the film business for the past few years. They are looking to move further into the entertainment realm by integrating video game rentals into their business model. For more information, please visit mlive.
How do we quantify or qualify something as a work of art? This is a question that gets asked quite a bit these days, and for good reason. Is it a work of art because of how it makes us feel in response? Does a good work of art, whatever the medium, allow for a succinct yet varied emotional response? Will a great work of art move some to tears and others to laughter? Sure, for that is what art can be thought of as: a medium by which emotions, thoughts, feelings, and viewpoints can be conveyed. There are any number of ways that one can do this, through graphic art or filmmaking or writing or through music as well as many others too numerous to list here. The point is, what we refer to as ‘art’ does not have a solid or set definition. Art is malleable. Art is ever-changing, yet retains the same basic tenets. What is considered art to some might not be considered the same to others. It is all in how you look at it.
On of the more heated debates raging in today’s entertainment world is whether or not video games could be considered works of art. There are those on both sides of the argument with valid, thought-out opinions, yes. However, it would seem that those in favor of considering this media an artform are gaining ground. With the release of Portal 2, gamers are seeing one of the most highly-anticipated titles of the decade become on of the most well-received games in history. However, it too has been dragged into the ‘video games as art’ debate by fans and detractors alike. For more information and a solid opinion piece, please visit Ames 24/7.
There has been, as long as they have been in existence, a crusade of sorts against video games. A very specific aspect of this crusade is focused on a very specific type of video game: those that promote and feature a great deal of violence. Now, it goes without saying that these video games are quite popular with the game-purchasing public. It seems that almost every game manufactured, distributed, sold, and played features some variation of the “space marine” focus, where players take control of grizzled strongmen out to eradicate a certain specific type of enemy, usually a grotesque and tyrannical species of extraterrestrial. Now, the popularity of such games goes without saying. Franchises such as Halo, Gears of War, and of course the terrestrial war games in the Call of Duty series, have set records upon release and have come through to great critical acclaim. This trend does not appear to be reversing or changing anytime soon.
However, there has been some debate as to the true impact of these games. Yes, these games feature a great deal of violence and gore, highly stylized and unrepentant. However, is there really a cause for concern here? Do these games and games like these have an impact on players, especially the younger demographics? There are very strong opinions on both sides of this issue, as is expected. However, opinions and feelings are not sufficient: you must back up your points with facts. A recent Supreme Court case regarding video game impact on young players has demonstrated the use of evidence as a powerful argumentative tool in this debate. For more information, please visit Psych Central.