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This essay will explore the advantageous and disadvantageous aspects of computer games for children, teenagers and adult and argue for its positive and negative health and social implications of this trend. Computer games are becoming increasingly more and more popular, and, in some situations, essential in our society. First, computer games provide a wide range of educational activities and encourage different aspect of imagination, learning, exploration and creativity. The use of computer games has been around for several years, and it is well documented through disease, disabilities, learning skills and entertainment. The benefits that come from computer games are heralded to change the lives of many millions of people. By being able to treat disorders, disabilities, educational functions, fun, entertainment and provide numerous helpful benefits. According to Knight, W (2003) The society should consider the aspect of playing computer games as it indulges in our lives, recent research suggests that computer games would be even more beneficial form of VR treatment treating people with phobias, this treatment method is known as exposing people to the source of their fear in a controlled environment which may lead to a cure. Computer games often have the software tools in which players use to build new levels or custom tournament, research suggest that such tools contrast phobia-fighting virtual environment for patient. With this research in place, its shows with the aid of using VR treatment it stimulates into patient particular fears by providing highly realistic graphics and it’s increasingly being used and found as a cure in several people. According to Griffths (2005) it states that computer games are usefu... ... middle of paper ... ...rs, adults and children becoming violent in the world as it linked to the amount of time they play computer games. Works Cited Knight, W. Computer games can treat phobias. (October 2003). (Online) Available from: New Scientist [Accessed 16/ 08/ 2010] Griffiths, M. Computer game play 'aids health'. [July 2005]. (Online) Available from: Bbc News, [Accessed 16/08/2010] Bradford, S. and Crowe, N. How gaming is all work and no play [2006]. (Online) Available from: Bbc news [Accessed 18/08/2010] Griffiths, M. Computer games 'do have benefits' [July 2005]. [Online] Available from : Bbc news ,< http://news.bbc.co.uk/1/hi/health/4682801.stm> [Accessed 19/08/2010]
Researchers, however, have found that gaming may not be completely bad for adolescents. A recent study by Paul J.C. Adachi and Teena Willoughby points out that video gaming may satisfy the same criteria for positive youth development as traditional organized activities such as sports, music or clubs. In direct contrast to this analogy, they demonstrate that there may be significant social benefits of gaming, that adolescents are motivated to play video games and that this type of play requires concentration and mental effort (Adachi and
“Most reported effects of videogames – particularly in the popular press – appear to centre upon the alleged negative consequences… Research has consistently shown that playing computer games (irrespective of genre) produces reductions in reaction times, improved hand-eye co-ordination and raises players’ self-esteem,” (Griffiths p. 47), states Mark Griffiths in his article, “The educational benefits of videogames”. When people think of video games, they often tend to think about the negative side effects that video games can have on a person. Will Wright in his article, “Dream Machines” also defends video games by providing positive effects that video games have on those who play them. Wright presents
When I was growing up there were very few computer games that could be used as learning tools. As a child I did have computer class, however this class was used to practice typing or for playing recreational games such as Frogger. When thinking about what to write this paper on I thought of one game that has been on the up rise with children as well as adults. This game is called The SIMS.
The average adolescent spends a major part of the normal week watching or interacting with some form of the media’s products. Video games are one of these media based mediums and have become increasingly popular since the 1980’s. According to a report in Archives of Pediatrics & Adolescent Medicine, "Female gamers spent an average of 44 minutes playing on the weekdays and one hour and four minutes playing on the weekends, and male gamers spent an average of 58 minutes playing on the weekdays and one hour and 37 minutes playing on the weekends" ("Video Game Play Among Adolescents"). What can we understand from this evidence? The fact is that adolescents, male or female, are spending tremendous amounts of time each day sitting in front of a screen with a controller in hand.
The controversial topic of video game addiction is what I have decided to focus my multi-genre research project on. Although a multitude of people do not even know of the existence of such a problem in today's society, I can assure you that this is becoming an increasingly greater problem effecting people around the world of all ages. Through my multi-genre project, I intend on proving the uselessness and detrimental qualities of playing video games, and I am going to explore some healthy alternatives to such a problematic habit.
3. “Video Games” by Chris Jozefowics. Published by Gareth Stevens Publishing 2010. Pleasantville, NY 10570-70000 USA. Produced by Editorials Directions Inc.
"Interest In Gaming Grows With Focus On Competitiveness, Engagement And Critical Thinking. (Cover Story)." Electronic Education Report 14.12 (2007): 1-3.
...ain and the health. In fact, violence video games influence children’s behavior badly, thus the child led to be aggressive. Many parents suffer from video games, due to the influences of it on their children. It is a really important topic because many parents are suffering from the influences of video games and I personally know a friend who had epilepsy from playing video games for a long hours daily.
Nowadays, video games are frequently accused of having detrimental effects on children and adolescents. The main arguments against video games are that they lead to addiction, that they provoke violence, and that they impair social development. Whether or not such claims are true has not been determined with certainty as scientific studies have produced contradictory results. Nevertheless, video games also have beneficial effects, which tend to be underrated, as they do not receive the same level of media coverage that adverse ones do, and are thus unknown to the general public. Some of the positive effects of playing video games on mental development include: stimulating analytical thinking, improving concentration, and encouraging planning and anticipation (“Video game controversies”).
Elise, A. (2013, November 22). Video games have no effect on children’s behavior, new study finds. International Business Times. Retrieved 26 March 2014 from http://www.ibtimes.com/video-games-have-no-effect-childrens-behavior-new-study-finds-1482630
"Video game play may provide learning, health, social benefits." American Psychological Association. February 2014, Vol 45, No. 2
Within this assignment I will describe the impact on computer games on society. Over the past twenty year, the influence of gaming development has both negative and positive effects on society. One of the impacts which affect the society is that the games will continue to develop and grown for the users to continue to pay and play the games which are released. For example, gaming hardware has to consistently grow and change for the direct effect on the users. This also has an impact on the gaming industry because the change in the technology.
In recent years, technology has developed very rapidly. This has led to many arguably both positive and negative changes in our everyday lives. One such change was the increased accessibility of personal computers and gaming consoles as well as the introduction of numerous video games. Due to their entertainment value, these games gained popularity among children and teenagers. Although many concerns have been voiced related to playing video games, especially those that are violent, [e.g., increases in aggressive behavior in children (Anderson & Bushman, 2001)], this paper will argue that certain video games also have beneficial effects. They should thus be played by children, teenagers and adults alike albeit with caution.
The focus of this debate is whether gaming on hand held devices are beneficial to young children. Watching TV and playing games on a computer or hand-held devices comes under the category of technology and digital media. In the twenty-first century technology has interwoven itself into the structure of developed societies and are now seen as a basic necessity in the negotiating life. According to Gunter and McAleer (1997) technology such as television has integrated itself on to the domestic scenes and is now seen as a piece of furniture practically every house hold owns one. It today’s society It is common place for various forms of technology to be used in daily life even by children.
Over the years gaming has become a widely popular aspect of our culture. Kids and teenagers have replaced riding there bike or playing with dolls for video games that connect people together all over the globe .We have all been there at one point and time, there are games for just about anybody. Video games are for all age’s yes us adults love to play them to. Playing video games are fun but not a lot of people realize the impact video games can have on the body physically and mentally. Excessive playing of video games can cause decreased social skills, deterioration in health and increased aggressive behavior.