Get help from the best in academic writing.

Impacts of Globalization and Gaming

Video game franchise has taken the world by storm. It is design to trigger human emotion by satisfying one need to kill, venting of frustration and anger. Video gaming is used to de-stress, educate and kill time. People would spend hundreds of dollars in the gaming sector and this has make gaming the primary platform of entertainment and lifestyle.
Impact of globalization and gaming
The media has played the primary leader in re-shaping our future by imprinting images on how things should be. Images shown on advertisement, commercials, the covers of magazine and newspaper prove to have impact and stir up interest among consumers. Thus, making media consumptions as a form of manual for Life – A guide to live your life
Here, I am making a distinctive connection between the influences of the video game market, game production sales, game demograph and global culture.
The major and leading players in the gaming industry would be the U.S and Japan. Business competition has stir up due to many other nations eager to get involve and follow the footstep of both big players. This shows how important video gaming industry has become and how it conquers the centre stage of globalization. It is predicted to posses a huge growth in coming years. Statistics shows a steady yet gradual growth in the gaming sector from the year 2002 – 2007 (image 1.1), overtaking other media market such as film and music.
Leading franchise, Mario, created in Japan, has yield over 200 games since original release date back in 1981. Mario has then become the official mascot of Nintendo. With help from the media, everyone from every corner of the world will know who or what is Mario. It has turned itself global by its iconic representation of video game.
A side from technical statistics, market has showed distinctive trends. It is obvious how our male counterpart dominant the gaming market but what is more startling is the growth and impact of girls and woman showing interest to this market over the recent years. (Image 1.2)
In late November, president of Nintendo America, Reggie Fils-Aime presented several data points outlining the current gender breakdown of console play in the U.S. Reggie estimates there are 45 million people playing video games as the primary players in the U.S. Of those, Nintendo is estimating 26% are female, or roughly 11.7 million. – Wanda Meloni, Gamasutra
Factors such as online gaming and PC gaming are the key contributor, especially with the existence of social networking site such as Twitter and Facebook, Apart from your ordinary 2D-Planes of your computer screen, gaming console took a leap in providing both sharing and social networking into their programs. Sharing movies, pictures, music and gaming has never been a breeze while doing it in the comfort of your own living room. Such experiences have turn into a lifestyle and morphed itself into a global culture. With tool like the Internet, people from all over the world are able to communicate, share and learn other cultures. That is how the existence of game production catering to certain culture and country originate. It is evident on the gaming box art. (Image 1.3)
Issue
Despite these positive activities stir up by the gaming market, there are still problems that need to be addressed. Base on the research I have undergone, it is evident how gamers or consumers are not aware of the upcoming games. Surveys that I have done showed almost eighty percent of gamers surveyed are not aware of the latest games that are on sales. (Image 1.4) Advertising of the games has proved to be unsuccessful. Alas, most consumers who were surveyed claimed they found out about new games releases through word of mouth or the Internet. Website such as Gamespot will show weekly game releases. (Image 1.5)
Gaming Experience
Your heart is beating out of control; your hands are covered in blood, your eyes staring straight at him, with your finger on the trigger. This is your final stand, should you open fire? But he is a human being? Will he kill you? Or is this all a dream? The deafening sound of silence abrupt the surrounding, now its kill or be killed. You pull the trigger. He lay before you, dead. Before you know it, he slowly fades into the background. He disappears.
A typical scenario for every gamer who plays combat war game. The only difference between reality and virtual reality is the hesitation to kill a person in a game. Virtual reality has set emotions wide apart from reality. One is more likely to kill a person in a game compare to a real life event. Why has gaming eradicate every emotion in a person when it comes to killing another player? Well, the explanation is simple. No one dies in a game.
Virtual reality is design in a way that it will feed off most of our emotions without us worrying what are the consequences. Unlike reality, gaming allows players to redeem back their mistake by restarting the game.
It fascinates me how game design has the ability to create fantastic visual effects; immersive graphics and beautiful environment that consumed one and let gamers live their character through computer games. Amazing how this two-dimensional generating image let users escape reality and let them live a pseudo character. How or what about this moving images let us, gamers, experience this out of body experience? How can something that is not physical enable and leave a memorable marking of its existences in our mind.
Case Study
Virtual Guggenheim Museum designed Asymptote has designed a physical virtual world in a space. Challenged to break free from the standard web site layout, Guggenheim requested a virtual space to compliment its striking New York Museum.
Debut as “a perfect hybrid of electronic space and physical space”, Hani Rashid claims “virtual spaces are designed with the same attention to detail as real physical buildings”.
The design inspiration comes from the idea of three-dimensional spatial traversable space on the Internet and real-time interactive elements located at various Guggenheim locations. Guggenheim Virtual Museum will be the first virtual building of the 21st century to fully show the relations of art, space, commerce and architecture.
This virtual museum will be an ideal space to convey art and experience through interactive digital medium. Element such as the sound, image and dynamic fluid environment unlike any physical space are able to respond to the direction of the user without hindering its contents.
As highlighted in image 2.2 and 2.3, galleries structure are wire-framed to emphasise on transparency and opacity. This movement is base on where the viewers move in the space
Ultimately, architects think spatially and where there’s a spatial issue we’re the ones trained historically to figure out how to make people understand and feel the emotional, physical and artistic side of a space – Hani Rashid
Designing Virtual Reality to Reality
Time and space does not exist in a game. Distance cannot be measured and mass cannot be weighed. The physical manifestation exists only if we perceive it. Virtual reality is a warped space. Through this, I am inspired to design a permanent exhibition space in relation to the gaming cycle of life and death. It is base on the dynamic movement in a game and experiencing two-dimensional visuals into three-dimensional. This space will address the issue that was mentioned earlier; Promoting and creating awareness to new game releases to the mass.
Base on the definition of Utopia, both living and dead spaces will fully illustrate the position of bliss. Some see death as a paradise while other sees fear in death. Imagine walking through a space that fully depicts death as a form of Utopia, a paradise and an unforsaken world that detach itself from reality. Walking through a dark narrow passage with nothing but the shimmering star that brightens your way. A journey nobody has ever experience. A psychological journey that let users experience death in both euphoric and frightening state, far from tranquillity. It is a momentary journey that makes users of the space ponder and reflect upon their own well-being
The design approach is divided into three primary journey, reality, life and death. Reality is design to be grounded to the ground in which illustrates how our lives are tie down to our beliefs. Life is depicted to be hovering in between death. While death is describe as the answer to our entire question in life and reality that were left unanswered. Death space is design to overview the whole space.
Designs using three way planes, the planes are a representation of life, death and reality. It consist of lines overlapping each other, depicting how life, death and reality overlapping each other to form and create dimensions, depth, gravity and volumes. All this planes will merge into one core area that illustrates the gaming cycle. The different hierarchy of spaces and planes creates a weaving journey that makes users move in and out of spaces.
Life and Death Cycle Through Design
The journey begins with two entrances that were place base on the human traffic directions. (Image 4.1) As you walk through the narrow path of the dimly lighted surrounding, you are greeted by this massive, rustic metallic structure that seemed to be hovering. Struck with curiosity, you can’t help but to venture into this foreign, alienated space that awaits you. As you walk in through the narrow tunnel, you could hear the surrounding of the environment starts to quiet down. Suddenly, the pleasant sound of silence hits you, the thought of a broken clock gives birth to tranquillity and an escape from reality you’ve been waiting for. It feels as if you are in a different world where time does not exist.
A long flight of glass staircase awaits you on the other end of the tunnel. (Image 4.2) With precarious footing on the steps, you climb the flight of stairs wondering where it will lead you too. The sight of the staircase seems endless. You never know what it is like to walk on glass. It feels as if you’re hovering on the glass staircase as you see stranger climbing the staircase on the other side of the glass wall. (Image 4.3) You stop mid-way through the journey as you feel the transition of space varies from where you were from. The surrounding becomes vast as you see the exterior environment of the space. Move further up, you be greeted with a dark narrow space.
You question your surrounding and it finally struck you that you’re in a gaming environment. The metal rustic wall, the lights, the intense bold feeling you get from the dimly lighted space that is clad with perforated metal walls makes you feel as if you’re in a combat science fiction game. From the perforated wall, you could see the people outside the space. Alas, the people from the other side of the wall could not see what is happening in the space.
As you bask into the environment and take a new control of your journey, you see another staircase. Wondering where it will go, you decide to take the chance and proceed down the steps. As you place your footing, one foot at a time, you realised you are detached from the pervious space. You are back to reality. (Image 4.5)
It feels as if you’re taking a break from an alter reality space and the decision for you to immerse back into gaming or get back to reality is left unanswered in this space you are currently at. As you explore the space, you stumble upon another staircase hidden behind this massive structure, leading you to the ground floor. You decide to proceed down the staircase. You are back to reality and proceed on with your daily life.
Conclusion
Various views on impact of globalization and gaming have been presented. It shows how gaming can change ones culture and behaviour but ultimately, the gaming experience one indulge in is nothing compare to reality. It helps escape reality for that spur moment. This let one rejuvenate themselves and continue on with life, just like how gaming enable us to restart a game when we failed to complete certain task.
This design will help to create awareness of the existence of gaming and its impact on a physical stand. Thus, helps both gamers and production companies establish a more prominent relationship with its consumers. It is not the impression; it is the experience that counts.

Childhood Obesity: Causes and Treatments

Back few decades, the question of childhood obesity was not an issue to be argued. Our grandparents and parents never inquired the weight of their children at school age, their children, school fellows or any other child they came into contact with. Their children ate healthy foods from the table and played the whole day outside. The matter of childhood weight has altered enough since that time. With the coming of fast foods, play station and Xbox games, our kids live inactive lives and as a result, have become very obese. The epidemic of childhood obesity is quickly growing throughout U.S. In just two decades, the frequency of overweight United States children ages 6 to 11 has doubled up. Obesity has been related to several disorders and conditions in adolescences, such as diabetes, heart disease and cancer. On the whole, about 25 million United State children and adults are obese or nearly obese. This discovering is very distressing to many Americans and has instigated many debates on how to control the rising sizes of our youngsters.
The objective of this paper is to investigate the obesity issue in the children in the age they are attending their schools levels.
Childhood obesity, you hear about it far and wide. There are advertisements about it on electronic media. It’s a very famous issue on mainstream talk shows; even Oprah has an episode about it at least once each term. We all know at least one obese child, and unhappily that rate is rising all the time. Obesity is described as an extreme accumulation of fat that raises body weight by twenty percent or more over ones ideal body weight. Childhood obesity can be instigating by physiological, emotional and familial factors. There is, nevertheless a small ratio of genetic features that can also cause childhood obesity such as problems of the thyroid. While, the main cause of obesity is simply the fact that children eat too much and don’t exercise enough. (Okie, 2006)
Many factors, generally working together, raise a child’s risk of being obese. Eating a large amount of high calorie foods, like baked goods, and vending machine snacks and fast foods surely contributes to weight increase. When purchasing foodstuff, the parents should concentrate on purchasing more vegetables and fresh fruits and stay away from the convenience foods that are high in sugar and fat. Healthy food and drink should always be available and food should never be used as an incentive or a penalty. Children should not be given sweets as a incentive for eating a meal, because this teaches them to place a higher value on desserts and may make desserts more attractive to them rather than the healthy foods.
Having an inactive way of living is one more factor that causes to weight gain. Figures show that kids spend at least six and a half hours a day with some type of media, such as playing video games, chatting on the internet and watching television. Children require having at least 1 hour of physical exercise each day and cutting down the media to about two hours a day. The simple way to get children to exercise is to just get them to play games that will keep them physically active like hide and seek. Kids need to be kept active not only to sustain their weight, but also to support healthy bone and muscle growth.
Childhood obesity influences the child psychologically as well. Overweight children tend to have lower self respect and therefore pick on other overweight children to compensate for it. They also have the trend to have more nervousness and have poor social expertise as well. In some cases, their overweight can affect their functioning at school and their nervousness may cause some to want to perform out in class, while others become more socially aloof.
Children need to be supported to lose weight and maintain a healthy way of living. They should be reminded that their lives do mean something and that there’s still punishment of time to make a change in their lives for the better. The earlier they are capable to understand this, the more leaning they are to want to make a change. Parents and caretakers need to be extra helpful particularly at the point where the child is beginning to make small changes at a time.
Causes
The increase in childhood obesity has many reasons. The main reason of obesity is surely children in school age is eating too much and/or not performing usual physical activities at homes or schools or being inactive. The additional calories that are not capable to burn up through physical activities or exercise will translate into fat, and when this fat becomes excessive and more, one will become overweight. This significance results in weight gain and will vary from kids to kids that was due to few factors such as health issues, physical inactivity, genes as well as psychological problems also reason to weight gain and may be what the causes of obesity are. Even though the main reason of obesity is underlying disorders, however, it is also intimately related to people way of living as well.
In the pass, kids like to play sports more frequently, enjoy external activities as forms of entertainment and walk to school. But in these days, children are totally reverse from the past. The sports our children like to do these days are playing computer games, surfing internet, chatting, watching television and any game they select while exercising only their mind, head and hands only. When you combine the poor selections in food and the lack of exercising, there is a high chance that childhood obesity will finish up lead to disorder.
Genetics and DNA have been found to be a contributing part in the causes of childhood obesity. Unluckily, some kids are unsurprisingly predisposed to obesity. The environment too performs a role in the reason of obesity. The family home is a significant place to learn about proper nutrition and enough exercise. Habits, Attitude and beliefs about food choices and how to spend family leisure time are crucial factors to forming a healthy relation with food. Kids spend a lot of time in school, their food selections at school become significant and it was influenced by the school eating environment. Contemporary way of living has enhanced our quality of life but also contribute very much too physical inactivity. Cars are utilized for short trips, and the number of walking trips the average American children takes each year have reduced. Nowadays only about 10 percent of public school students walk to school evaluated to the large no of student a generation ago.
Treatment
Treatment and deterrence of childhood obesity is a constant effort on a lot of unlike parts. According to the Institute of Medicine of the National Academics (IMNA), the meaning of deterrence is “With regard to obesity, primary prevention represents evading the happening of obesity in a population; secondary deterrence represents early finding of obesity through screening with the reason of restraining its occurrence; and tertiary deterrence engages preventing the sequel of obesity in childhood and adulthood.” Such as parents who perform a role in treating and stopping childhood obesity. Schools can perform a role in the treatment and prevention of childhood obesity. Government management can also perform a role in treatment and deterrence of childhood obesity.
Parents can perform a significant role, because the children depend on the parents for daily feeding and constant activities. Some parents who have busy timetable and cannot afford to spend the time on cooking nourishing foods for either breakfast, lunch, or dinner generally just give the children fast food to eat. And when the children are at home the parents generally don’t spend time doing out-of-doors activities with their children.
In order to control obesity in children at school level Healthy People 2010 presents an inclusive, national health support and disease prevention program. It is designed to serve as a roadmap for increasing the health of all people in the U.S. during the 1st decade of the 21st century. Like the previous Healthy People 2000 initiative—which was driven by an ambitious, yet attainable, 10-year policy for improving the Nation’s health by the end of the 20th century— Healthy People 2010 is committed to a single, overarching purpose: promoting health and stopping sickness aroused by obesity. Healthy People 2010 focus to increase the health and well-being of all children by stopping childhood obesity and addressing the unique physical, psychological, behavioral, and socioeconomic features that affect children’s health. Take care not to isolate or ostracize obese children, and highlight the significance of healthy habits over cosmetic appearance.
Healthy people 2010 present that obesity and other chronic conditions continue to present a serious obstacle to public health. Violence and abusive behavior continue to ravage homes and communities across the country. Mental disorders continue to go undiagnosed and untreated. Obesity in adults has increased 50 percent over the past two decades. It also provides that nearly 40 percent of adults engage in no leisure time physical activity.
Healthy people 2010 emphasize schools to perform a main role in the treatment and deterrence of obesity in children. Because children are expending a lot more time in school than at home doing after school courses or children are in daycare. Children spend a lot of money in cold drink and snack machines in schools. According to the Institute of Medicine of the National Academics states that, “All food and cold drink sold or served to students in school should be healthy and meet an accepted dietary content standard. Nevertheless, many of the competitive foodstuffs now sold in school canteens, selling machines, school fundraisers and school stores are normally high in calories and low in nutritional value. At present, only minimal federal standards exist for the sale of competitive foodstuff in schools.
Schools want to propose more physical education in the children’s set of courses according to Healthy People 2010. If schools offer more physical activity in the set of courses and give a better option in lunch menus, then children would be more energetic in the activities that they do. Healthy People 2010 gives that there are some key particulars that schools can follow to assist children give healthy eating behaviors and regular physical activity: Develop and implement dietary standards for all competitive foodstuffs and drinks sold or served in schools; Make sure that all school foods meet the Nutritional Guidelines for Americans; make sure that all children and youth contribute in a minimum of half hour of moderate to energetic physical activity during the school time, containing extended opportunities for physical activity through classes; Improve school health curricula and the use of school health services for obesity deterrence efforts; make sure that schools are as advertising-free as possible; Conduct yearly evaluation of students’ height, weight and body mass index and make that information available to parents; Assess school strategies and practices connected to nutrition, exercise, obesity deterrence.
Conclusion
In conclusion, Healthy people give that our children for the future are being failed. Healthy living needs to be taken critically. Increasingly households have both parents working full-time jobs to provide shelter, food, and clothing for their families. Providing the basic requirements is not sufficient for a healthy family. Parents need to become more concerned in their child’s life. The health concerns of the youth today are instant and warrant urgent preventative actions. Preventing childhood obesity is a combined liability requiring individual, community, corporate, family and governmental commitments. The key will be to implement changes from many ways and at numerous levels, and through teamwork with and between many sectors. A more optimistic role by our nation’s parents should be taken to lead our children to a healthier future.
References
Susan Okie. (2006). Fed Up: Winning the War Against Childhood Obesity. New York: Joseph Henry Press.
Sandra G. Hassink. (2006). A Parent’s Guide to Childhood Obesity: A Roadmap to Health. New York: American Academy Of Pediatrics.
Ellyn Satter. (2005). Your Child’s Weight: Helping without Harming. Florida: Kelcy Press.
Donald Schumacher, J. Allen Queen. (2006). Overcoming Obesity in Childhood and Adolescence. London: Corwin Press.
Frances M. Berg. (2003). Underage and Overweight: America’s Childhood Obesity Epidemic. Chicago: Hatherleigh Press.
Denise Alexander, et.al. (2008). Challenges and Findings in Measuring the Behavioral Determinants of Obesity in Children in Europe. New York: Springer.
Billy C. Johnson. (2008). New Prescription for Childhood Obesity: Fight Childhood Obesity with Antioxidants

[casanovaaggrev]