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As Bany-Winters (2000) points out, games are a fun way of learning how to perform, whether you’re a musician, a corporate manager or an actor. Games teach rules, participation, personal achievement, and precise skills. This is why games are often employed in the corporate environment for training purposes. Many view game shows as a natural electronic progression from games played as children. The reason they work is that they are familiar. The difference is that game shows have distinctive adult features.... 5 Works cited. jvGamShw.rtf
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teach rules, participation, personal achievement, and precise skills. This is why games are often employed in the corporate environment for training purposes. Many
view game shows as a natural electronic progression from games played as children. The reason they work is that they are familiar. The difference is that game shows have distinctive
adult features. For example, they often play on greed (Ebenkamp 22). This is not to say that game shows have no value, for one, they are a reflection of the
values underpinning the contemporary culture around them, including the diversity of that culture. Cultural Aspects of Game Shows Through History
According to analysts of the game show phenomenon, the game show is a media requiring interaction from both its participants and its audience. Both the
game show hosts and the audience become interested in the participants savvy by comparing the participants success at the game to what they believe their own success would be. In
this way, it is more individualistic than competitive sports, and therefore, has a definitive individual reward to the observer. Sometimes, if a particular game is too tough, then another game
can be found to replace it. Observers not only see the individual advantage but enjoy the same type of participation they have cheering their favorite sports team on, only in
this case, the reward is generally financial or intellectual. This varies because game shows reflect the cultures of their times. This was true
from the first Pop Question Game on the radio in the 1923 (Brown) to Fear Factor in 2004. In the 1950s, for example, To Tell the Truth had a "stalwart"
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