Mankind has sought to cure many diseases throughout history and often times this has proved to be a challenge so important to our species that without adequate advancements on the forefronts of medicine, the human race could have very well been met extinction. In the past the advancements in the medical community have come from great science sources such as researchers in experimentation at expensive laboratories, strenuous and creative hands-on attempts at everything from witch craft to spiritualism, and more. In the technological age, it is not surprising that a major innovation has come in the way we now attempt to solve these challenges, using computers.
What may surprise many is that the emerging combined art of video games have come to the forefront of this battle for man's health in a new and innovative way. The invention of a digitally connected society of people who all share a passion for cinematic creative works, interactive motion picture experiences (video games) to be exact, has changed history by allowing the fight against disease to be taken to new levels previously thought to be impossible.
Interactive motion picture experiences, commonly referred to as video games, have come such a long way since they were first invented as a cultural pass-time in research facilities and military outposts. They have branched out to become a massive cultural phenomenon surpassing many other entertainment arts in terms of revenue, technological advancement, and impact on society. The debate still rages on as to whether or not these creative works can be considered art. Even though these works are cumulatively comprised of acting (both voice and physical), architectural design, graphic design, musical composition (often performed by orchestra), and even more creative fields that have yet to be completely defined, some find it hard to define them as art.
Challenged by this social stigma, video game producers have sought to take their cinematic value to new heights with each passing generation. Leading the way for advancing technology to be put to good use in creative ways that entertain a growing number of hundreds of millions of people worldwide. In the process of bringing the level of artistic value in the video game realm beyond what was once imagined, a culture has been created that is now being recognized as a large demographic of people that can identify with these interactive experiences and each other.
The invention of PlayStation Network and Xbox Live has been a big part of bridging the gap between what was once a hobby for isolated individuals into a thriving, connected society of fine art collectors who share an increasing care for their fellow man. As many people grow up with the Internet as a massive part of their lives, they are now finding these places to be the new home and meeting grounds for intellectual discussion and debate.
So many great topics have come from the society dubbed “gamers” such as questions of freedom of speech as an unalienable right that should be protected but also should not be abused, to the various parenting questions of what should a child be allowed to experience and is it their fault if a parent is unable to distinguish what is right or wrong for their children, and much more.
But perhaps the greatest advancement mankind has gained from this new society of gamers is their willingness to give back to the world that they live in. From charities that sponsor an individual to play video games as hard as they can in order to earn funds for starving families, sick and injured children, and more, to the increasing awareness of what is going on in the world and why we need to love, care for one another, and end racism to become internationally one with our fellow man.
The absolute embodiment of this concept is “Life with PlayStation” which is a center for gamers on the latest gaming machine out to read journalism from around the world and learn about everything from the culture of others to the problems that we all face as a global society. This has helped to tear down the walls of each country metaphorically speaking and bring a sense of urgency to help our fellow man fight against the problems that we face as a world together rather than separately.
“Folding @ Home”, which was introduced by Stanford University, is a piece of software that runs in the background while gamers read the journalism and view the photography gathered from around the globe in “Life with PlayStation” and what this does is actually the most amazing part of the service. Thanks to the large culture that surrounds gaming and its impact on the world of art, which is a growing influence, many millions of people join together to read journalism from all over the world and Stanford University benefits from this by being able to solve diseases at a far more rapid rate.
Thanks to the invention of the video game society and its Internet gaming networks, diseases are able to be fought at a greater rate than ever at the same time as journalism and photography promoting freedom of speech and care for others, regardless of race, creed, or nation, reaching millions of people every day. Thanks to this, gaming machines worldwide all combine their power together to help save lives by potentially finding cures to diseases such as Cancer. If it wasn't for the invention of this society's Internet networks, PlayStation Network and Xbox Live, the art of journalism and photography would have never reached these new emerging generations of people the way that they have.