Sports- Themed Video Games
Transcript: Team Work Values can be directly applied to real life situations. Through this increased knowledge and interest in sports related video games, players have also been found more likely to participate in more physical playing of sports and have a greater self-esteem overall. It has been suggested that these players “may find the sports fun and enjoyable, learn the rules and strategy of the sports, and experience the thrill of victory and thus an involvement in real life sports may be bidirectional, in that adolescents who play sports more frequently may be attracted to sports video games” as well (Adachi 330). In sports-themed games, narrative is certainly helped, if not facilitated, by how many sports- themed games follow the career or franchise path of an individual athlete or team. For instance, from 1997 onwards Madden NFL video games have included a franchise mode that allows gamers to manage a team over several seasons, as well as make out-of-match decisions, such as player drafts and trades. (Crawford 58) This form of Story Mode is also found in the NBA series where players create their own athlete and go through the process of being drafted and receiving offers/ endorsements. Moral Values Values Knowing a particular player’s statistics or successful plays for the particular sport can help player’s achieve their game goals. Additionally, being exposed to more players, various plays, and other important aspects of the game can also help to increase a player’s knowledge of the sport even more. Hard Work Graphics Knowledge of the Game Elements such as player’s choice, character creation and development, and graphics are what help to make these games so successful. The idea of working together is evident in games such as Madden and the NBA series where you play as a whole team, rather than one individual player. As you pass the ball, the controller switches from the first player to the receiving player, teaching the gamers the importance of looking at the team as a whole and relying on other players for a victory. Players cannot have a truly successful experience relying on one character, similar to real life team collaboration. Sports- Themed Video Games These games often teach their players to practice and work hard at their skills in order to achieve higher rewards. This is true of the NBA series. Here, players must reach certain achievements in order to get better at their sport. Without these advancements, their players would never excel in the necessary ways. Additionally, if a real athlete had a successful year in their professional field, their character will also yield positive results in the game. This realistic aspect of these games proves the importance of hard work. Elements These can include issues such as teamwork and collaboration with others, working hard and proving dedication through practicing, knowledge of the game, and real life applications that can be exemplified through the social interaction and motivation to physically play these sports in real life. Works Cited Character Development “Fans of specific sports teams are highly likely (approximately 70 percent) to play the SVG as their favorite teams and are highly identified with their favorite team” (Cianfrone 186) Players can choose their favorite team, decide their jersey, and many other choices to make the player feel more in personable. Most importantly, the player can design their character to look like themselves, or any other way that they please, and can even name it after themselves. Real Life Application “Fantasy elements such as the ability to create one’s own player roster, make managerial changes, or determine one’s own play or lineup, are strong motivational factors” (Cianfrone 186). Player's Choice Games such as Madden and NBA 2K15 both offer the player the opportunity to choose what plays the players will follow. For each down or possession of the ball, the players get to choose what strategy and course of action the team, of customized offenses and defenses, will follow. “ A motive of gamers was the ability to apply and showcase their sport knowledge. SVGs that allow gamers more opportunity to control or apply sport related knowledge, such as increasing game strategy-style gaming, might lead to more game consumption” (Cianfrone 186). Adachi, Paul J. C., and Teena Willoughby. "From The Couch To The Sports Field: The Longitudinal Associations Between Sports Video Game Play, Self-Esteem, And Involvement In Sports." Psychology Of Popular Media Culture 4.4 (2015): 329-341. PsycARTICLES. Web. 4 Dec. 2015. Cianfrone, Beth A., James J. Zhang, and Yong Jae Ko. "Dimensions of Motivation Associated with Playing Sport Video Games." Sport, Business and Management 1.2 (2011): 172-89. ProQuest. Web. 4 Dec. 2015. Crawford, Garry, and Victoria K. Gosling. "More Than A Game: Sports- Themed Video Games And Player Narratives." Sociology Of Sport Journal 26.1 (2009): 50-66. SocINDEX with Full Text. Web. 4 Dec. 2015.