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Effects of video games on the youth of today
Effect of video games on those who play them
Effects of video games on the youth of today
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ENC 1101 Cause and Effect Essay 06/12/10 Turnitin ID: 140507651 Word Count: 1015 The Rise of Video Games in Today’s Society (Zach and Herb) “Anger is a killing thing: it kills the man who angers, for each rage leaves him less than he had been before - it takes something from him” - Louis L'Amour. Video games, quite possibly the most popular form of entertainment in today’s society and one of the few industry that are seemingly immune to the current economic situation, offer an invaluable outlet to countless individuals. The power to do or to be anything, the primary allure of video games, leaves little doubt as to why this median of entertainment has become so immensely popular. (Herb) For instance, video games can be an escape from a bleak reality, when everything is at its worst and the world around seems to be crashing down unto the ground; one can always pick up a controller and enter an entirely different universe. A universe where you can be what you want to be with a mere touch of a button. From, the President of the United States who plans to actually do something right, to a 3 headed dragon hell bent on world domination, there is nothing that cannot be done in a video game. As you immerse yourself into this strange new world, thoughts on your current situation drift away. They no longer are on the forefront of your mind. Rather, you begin to have fun and think of ways to accomplish goals in the game you are playing. What truly gets to someone though is when the goals and missions that you have accomplished actually make a difference. They empower you and make you believe that you have no limits. That you can do whatever you want whenever you want, there are no boundaries and no morals of society stopping you. If you... ... middle of paper ... ...ething stupid with your friends, get in big trouble or get hurt. Video games can cure this boredom, all you have to do is turn on your console, pick up your controller, and presto! You’re now entertained and no longer of thinking of doing something you will regret. (Zach and Herb) To sum it up, video games are something that will be in our future for generations to come, as technology advances and kids continue to dream, the demand for video games will continue to grow. There is no limit to the potential of the video game industry, imagination is a limitless resource, and that’s all you need to make a truly great game. When one can be whatever they wish whenever they wish, the possibilities are endless. It all starts with a child and a console, his imagination blossoms, and he becomes inspired to make video games of his own. The video game industry will never die.
Imagine for a moment, a world of death. For 200 years your family has been sealed away with a thousand other people, to protect you from the dangers outside. Now your father has disappeared, and it’s up to you to find him. After a harrowing escape from your subterranean home, you walk through a tunnel to the outside world, past dead bodies, stretched out in front of the door, as if to say “don’t leave us out here to die!” As you walk through the gate to the outside, and as your eyes slowly adjust to the sun you have never seen, a wasteland emerges before you. The world is devastated, destroyed and annihilated. Broken twisted hunks of metal lie next to a sign on the side of the mountain saying “scenic overlook” on your right, the broken remains of the interstate bridge stand as a monument to a destroyed culture. Petrified trees are all that remains of the local fauna. Off in the distance, all that remains is destruction. While you may think of this stunning visualization of a wonderful novel, this is actually one of the opening scenes from Todd Howard and Bethesda Game Studios’ “Fallout 3.”
In 2008, 97% of twelve to seventeen year olds in America played video games, thus fueling the domestic video games by $11.7 million. Ten out of the top twenty best-selling video games contain violence. Many of these violent video games have been accused of incidents that include crime, bullying, and behavior problems. As the popularity of violent video games increase, more people become victims of behavior problems such as depression, aggressiveness, and addiction. Although video games were intentionally created for entertainment purposes, through studies and experiments it has been established that they are factors of behavior problems because of the active interaction people demonstrate while playing video games.
As we evolve into a more advanced species, so does our technology, and along with our overly advanced technology, comes video games. They’ve have certainly come a long way since they were first introduced to the main stream audience and have been slowly creeping its way into many daily lives, making them a lot more entertaining and less dull. Video games’ one and only purpose is to entertain. However, it is indeed true that everything is fun and games until somebody gets hurt, and that is exactly what has happened over the years in video games. With the help of our technology, being more developed than ever, video games have also become increasingly sophisticated and overall more close to reality than
Children today are exposed to more graphic violence in video games compared to any past generations. This is because the media finds that making a profit, surpasses the lives of the adolescents that play these games. However, over time two set of views formed from the violence in video games. James D. Sauer, is a graduate of the School of Phycology. In his article, “Violent Video Games: The Effects of Narrative Context and Reward Structure On In-Game and Postgame Aggression,” Sauer, describes that adolescents gain forms of aggression and violence after playing certain games. Not every video game causes post game aggression, but documented in his article, “Players who enacted in-game violence through a heroic character exhibited less postgame
In support of the belief that video games benefit people intellectually, there is a claim that game play provides cognitive, motivational, emotional, and social benefits (Granic, Lobel, Engels). In partial response, video games cannot offer cognitive benefits because they do not offer real life lessons. Yes, game play may allow someone to gain knowledge that will later be applied to the video game, but there are no positive real world techniques to be obtained. Playing video games will not increase and individuals motivational skills. The defense is made that failure within video games is intended to serve as motivational tools, providing multiple chances to reach success (Granic, Lobel, and Engels). While the feeling of success may be prevalent when an objective is completed, this fe...
Since the 1970 video games have become more popular than ever before. Generating 11.7 billions of dollars of sells every year or more, the video game industry is considered one of the largest industries in this century. However, video games have been a topic of controversy. With the sales of violent video games going up and the increased violence in schools and teenagers, video games are always to blame. Many people speculate that video games are the cause on why many teenagers have developed aggressive and violent behavior, are desensitize to violence, and the increase violence in schools and public places. In contradiction, video games have little or no fault in teenagers’ violent behavior and shouldn’t always be blamed.
Video games have come a long way. They have evolved from the simple game of Pong into a complex, multi-platform, multi-genre, multi-billion dollar industry.
Tommy scuffles through the front door, drops his book bag on the floor and plops down on the couch with a scowl across his face. As his PlayStation fires to life, he replays scenes from the day in his head of being shoved into the lockers by Billy, unable to form the words to impress Sussie, and sitting alone at lunch listening to the popular kids laugh and joke, ignoring him as if he did not exist. No one understands him. No one cares about him, because he is not strong, charming, or popular. All that is soon avoided as Tommy dives into a world where he controls everything and everyone either fears or loves him. If he fails, all he must do is reset. Here he can be anything he wants, and he can do and have it all.
There is no doubt that video games have become a major entertainment as important as cinema, literary and theatre for modern people. Nowadays, people tend towards spending more time on playing games than ever before. According to Nielsen’s report, gamers age 13 and older spent 6.3 hours a week on any gaming platform in 2013 around the United States, and the time people spent in 2012 was just 5.6 hours per week (The Nielsen Company, 2014). 12 percent, rising is a clear message to remind people that video games should be taken seriously. Because, as an emerging mode of entertainment, it is being a part of our culture and has a tremendous influence in our daily life. An increasing number of people are beginning to realize that games should and
In society’s current era of technological advancement, video games have gone a long way since they were first created. Video games in the twenty-first century are no longer just toys or junk in the lifestyles of the youth. They have become innovative inventions that not only entertain its users, but also help aid the people in both the academic field and in jobs. The influences that video games bring about in the culture of the youth today are, in fact, not the negative influences that most people think. Video games are actually this generation’s new medium for educating the youth. The information they learn are also mostly positive and useful things that they may apply in their future lives (Prensky 4). In a generation that revolves around technology and connectivity, developers and educators have already been able to produce fun and interesting games that can teach and train people. Video game developers and educators should continue to collaborate in order to create more positive, educational, and appealing games.
Video games are no longer the uprising form of media that ill informed parents and scientists used to fear; video games are now an established form of entertainment that is just as universally accepted as film or literature. The difference between videogames and mediums like film and literature is that they do not have the higher value that books have in exercising the mind and communicating information, nor do they have the value that films have to intellectually challenge an audience and to make people think. This is the general argument that can be heard voiced by leading intellectuals in various field as well as parents who are rising young children; both claim that videogames
To conclude, video games occupy a noticeable part of today’s society. While it offers many social, academic and also professional benefits, the controversial drawbacks are certain.
Video games have been argued about for decades. Some people have argued that video games are linked to violence. However, new research shows that video games can be used for therapeutic purposes, exercise, stress relievers, positive interactive learning, hand eye coordination, and different types of patient treatment for people all around the world.
In a society driven by technology, video games are becoming more popular each and everyday. People of all ages enjoy video games in their free time; these games allow the player to become an athlete, a soldier, or a professional fighter at the tip of their fingers. The biggest problem with these video games is that they are becoming too violent. In today’s society, children often brag about the new video game they bought, and the number of people they have managed to kill while playing these games. Video games have become realistic, causing them to intrigue a larger amount of children. Many of these violent video games encourage killing and fighting of enemies, or strangers in the game. Each year a new game system, and hundreds of video games are released, and millions of kids go out and buy them and spend hours playing. Video games have a large effect on school performance and time spent with family. Children would prefer to play their games than sit down and talk with their parents (Saleem, 2012).
...know that excessive playing of video games can cause decreased social skills, deterioration in health and increased aggressive behavior. That doesn’t mean video games are bad that just means when we our self’s play video games or our children we should take the extra step in preventing these possible problems. Children and younger adults love playing video games for an extended period of time so maybe it would be better taking short breaks during a long session of game play to prevent hurting your eyes. Also chop you up some healthy snacks so if you get hungry while playing your game you have something healthy to eat instead of just junk food. Always remember when playing a violent video game to leave everything you see in the game. These just maybe a few things to remember when playing video games and to prevent future problems that playing video games can cause.