[History and Theory of New Media] Video Game Philisophy
I chose the video games/virtual world genre of new media for my path of inquiry because it was of personal interest to me, and because it seemed like a good topic to cross over into information design. My current field of study at ESC is a B.S. in Interdisciplinary Studies with a concentration in Business and Media productions - while it may not seem to fit into that category initially, the reason for my degree is that I self-publish my own stories as an author. The degree I’m pursuing is to further that end - however, as a gamer, I also have an interest in writing for video games someday.
I wouldn’t say my particular study of the History and Theory of New Media changed my understanding of the future of New Media - as a fan of science fiction, the possibilities of science and technology going into the future is something that’s always interested me, and the exponential growth of technology is fascinating. Particularly the cyberpunk genre, which relies heavily on real life science and technology, and tends to explore how technology changes us as people - and what it means to be human in the first place.
Cyberculture itself has made people question personal identity as well as societal norms in general - the internet lets people across vast geographical distances meet in the same virtual space and share ideas and information instantaneously. Some people can be so addicted to technology that they start to ignore the real world entirely, disappearing into games and other virtual worlds. Many modern media warn of a future where the virtual and physical world are so analogous that it’s hard to tell the two apart.
On the other hand, classic shows like Star Trek show a future where technology has made world peace possible by ending the resource race. Where the medical field has progressed to the point of being able to diagnose and treat most illnesses with ease, and humans traverse the stars. Games, stories, and historical events can be experienced in person inside of holosuites that project hard light.
Video games and virtual worlds can be a dangerous escapist fantasy - but they can also be a creative exploration of ideas and ethics, or a political statement. They can be works of art, and narrative masterpieces. However, as with all technology, society seems to blame the technology itself for how people act while using it. While this is not a new understanding for me, it is important to stress that how people act inside of virtual worlds is their own responsibility.
Creators of a technology have a certain amount of social responsibility as well, but ultimately, it is users that shape what is and isn’t acceptable behavior. New Media doesn't just appear on its own - people make it, and usually with a purpose. The future is quite literally in our hands, and personally, I can’t wait to see what it brings.
I wouldn’t say my particular study of the History and Theory of New Media changed my understanding of the future of New Media - as a fan of science fiction, the possibilities of science and technology going into the future is something that’s always interested me, and the exponential growth of technology is fascinating. Particularly the cyberpunk genre, which relies heavily on real life science and technology, and tends to explore how technology changes us as people - and what it means to be human in the first place.
Cyberculture itself has made people question personal identity as well as societal norms in general - the internet lets people across vast geographical distances meet in the same virtual space and share ideas and information instantaneously. Some people can be so addicted to technology that they start to ignore the real world entirely, disappearing into games and other virtual worlds. Many modern media warn of a future where the virtual and physical world are so analogous that it’s hard to tell the two apart.
On the other hand, classic shows like Star Trek show a future where technology has made world peace possible by ending the resource race. Where the medical field has progressed to the point of being able to diagnose and treat most illnesses with ease, and humans traverse the stars. Games, stories, and historical events can be experienced in person inside of holosuites that project hard light.
Video games and virtual worlds can be a dangerous escapist fantasy - but they can also be a creative exploration of ideas and ethics, or a political statement. They can be works of art, and narrative masterpieces. However, as with all technology, society seems to blame the technology itself for how people act while using it. While this is not a new understanding for me, it is important to stress that how people act inside of virtual worlds is their own responsibility.
Creators of a technology have a certain amount of social responsibility as well, but ultimately, it is users that shape what is and isn’t acceptable behavior. New Media doesn't just appear on its own - people make it, and usually with a purpose. The future is quite literally in our hands, and personally, I can’t wait to see what it brings.

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