http://bldgblog.blogspot.com/2009/05/evil-lair-on-architecture-of-enemy-in.html

A communal blog for the study of Computer and Video Games as part of the History and Analysis 4 module
Gamer and Gaming culture has never been at the foreground of society but still plays a large part in todays’ world.
In this essay I will be looking at the evolution of Gamer and Gaming culture from its roots in the old school arcades to its modern day living room counter part in order to document and analyse the changes that have occurred to it over the last few decades.
In order to fully understand the evolution of a new culture I will look into several aspects of it which include the people involved, the taboos & commandments, the effect on popular culture and the rate of change.
Due to the industries growth and the application of high end technology and innovative interaction methods gaming culture has changed to span a broad spectrum of peoples some who take part intentionally and some who are a part of it just by starting to enjoy games.
Essay Structure:
Research and define key generations of gaming culture where the most impact was made
Find statistics describing the average amount of people in the
Compare each advancement in culture and technology for each generation and how these two areas affected by each other.
Research on advances in technology and gameplay.
Describe how gaming culture has merged into todays popular culture
Compare taboos within society from today and several years ago. Describe how the changes in general society occurred and give opinion on why it happened.
Conclusion
Conclude with overall findings and come up with a fact based opinion about the evolution of gamer and gaming culture.
History and Analysis by Ravelle Leacock
I am going to discuss the impact of the gaming industry today, and the innovations which have paved the way for easier accessibility for the unconventional gamer. I shall be asking the question: (Casual Gamer: True or False)
Within the essay I will be identifying the notion of fads that gaming may have had, and whether those fads still exist.
From the past ten years, the way that gaming has evolved has been extremely positive, a lot of that success was due to technology progressing, whether it be graphical and processing power or hardware interfaces.
Structure of the Essay
Compare each console from old gen to next gen, and highlight each consoles’ demographic.
Compare major titles for each console and highlight each games’ demographic.
Look at technology used for gaming and look at technology used for non-gaming i.e. films CGI.
Take out a survey between hardcore gamers and causal gamers and identify a general consensus between each.
Here is a brief abstract of the topic I will be researching this semester.
Video games have for many years been researched as activities that promote the learning of an individual as they can allow for personal, meaningful experiences and developmental growth. Virtual worlds are increasingly having a more significant impact upon society as an effective method of aiding in human development and learning through the participation in an activity that many class as fun and entertaining. The real world value of video game play cannot be underestimated as further study into the theory and practice of creating a game allows for increasingly more accurate representations of important aspects intrinsic to positive human development. This does not even take into consideration the abundance of games intentionally designed to promote learning that are now being crafted for specific purposes, allowing individuals to have a truly interactive and experiential method from which to learn skills. While there are certainly stories of people allowing video games to impact their lives to their own detriment, in general and with regards to the vast majority, video game play promotes the development of the individual. It is through participation in video gaming as a voluntary activity, that a person becomes challenged to overcome obstacles and in many cases is not only developing personal skills but is also learning what can be classed as the virtual embodiment of cultural and social practices.