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Video games correlation to violence 2018
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Video Games and Society
Are video games really meant to be for society? Are they really as corruptive as most studies make them out to be? There is without doubt video games have made an impact on society. According to ProCon.org, “97% of 12-17 year olds in the US played videogames” (“Video Games”). You could ask nearly any teenager of the streets if they have played a video game, and their answer will most likely be yes. But is this a bad thing? Video games can help society in many different ways, more entertainment for all people and creating new inventions. Though people have questions of either way videos cause violence to children. Adults mostly see the games that are considering violent and figure that those sorts of games, endorse violence, especially when a tragic event has occurred, however, events like those show no correlation between video game and real life. Videos games have a lot more potential than most believe them to have. For instance; they help the economy, they can help maintain the body mentally and physically, and help develop people psychologically.
First, our economy is the very basis of our lives. Marketing has been through our world for centuries. If our new inventions never were to be, marketing would go down. “Funded by a $1.4 million grant from Bill & Melinda Gates foundation, Crystals and a second iPad game, called Tenacity, also developed by Games+Learning+Society” (Harold). A problem in the world is the market. Sometimes the market goes down and people can not make much money. Video games create a new part of that market and bring it up as a new invention. Even Bill Gates, chairman of Microsoft, supported a game by investing money towards it. His company is not just a company; it is a company tha...
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... a Weekly Reader Publication. Mar. 2012: n. pag. Opposing Viewpoints in Context. Web. 30 Jan. 2014.
Burke, Katie L. "Interface Facts: Video Games Allow People All over the World to Do Scientific Research." American Scientist. November-December 2012: n. pag. Opposing Viewpoints in Context. Web. 30 Jan. 2014.
"A School's Video Game-based Curriculum Is Blurring the Line between Work and Play." Current Events, a Weekly Reader Publication. 1 Nov. 2010: n. pag. Opposing Viewpoints in Context. Web. 7 Feb. 2014.
Harold, Benjamin. "Researchers See Video Games as Testing, Learning Tools; Place Used to Gauge Noncognitive Skills Viral Video Embed." Education Week. 7 Aug. 2013: n. pag. Opposing Viewpoints in Context. Web. 30 Jan. 2014.
"Self Determination Theory." SelfDeterminationTheory.org. N.p., n.d. Web. 2 Mar. 2014.
"Video Games." ProCon.org. 5 Feb. 2014. Web. 20 Feb. 2014.
It is often believed that children are better off spending more time reading books and less time zoning out in front of their video games. People claim that video games sanction and promote aggression and violent responses to conflict; and that most games are an immense waste of time. Steven Johnson, the author of “Why Games Are Good for You,” appreciates the virtues of reading books, but argues that playing video games may not be a complete waste of time. His purpose for writing this essay is to explain the impact of cybertechnology on human perception and communication, in which he defends the value of computer games. In his essay, Johnson fluctuates between the pros and cons of reading versus gaming to appeal to skeptics who believe video
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.”
Video games have become a hot topic recently. There have been a lot of controversy over whether to play or not to play. The controversy is due to them being arguably more captivating than all other forms of entertainment. Video games narrate an epic tale like no other form of entertainment can. You can become immersed in video games, because of this they are both a highly entertaining escape from the real world and a complete waste of time.
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.
The video game world is full of wonders, fantasy worlds, and even real life scenarios that we see on television. There are games based off of television shows, popular movies, and even comic book universes. In David Perry’s speech and presentation, “Are Video Games Better Than Life?” he brought up a lot of points about gaming both from its humble beginnings to where we are today. However, he made it clear that the discussion was to be about the video game world. Are video games better than reality? This is a hard question with various and diverse answers. It is something that people from just about all walks of life have an opinion about. Through the use of a media presentation, he showed the diverse evolution of games; how since 2008, they started to become more realistic despite the fantasy storylines and worlds. Even in our world, video games have found a way to make things more realistic from the comfort of your home and television. Video games such as, NBA 2K8, The Matrix, Half Life, and Need for Speed: Underground show that reality is merging steadily with the video game universe. It was also a relevant factor that he showed the effect of more realistic games and their evolution on an actual person. It was stunning to see this person, Michael Highland, talk about how he went from an outgoing, energetic child to an almost reclusive person addicted to video games. Still, where does that lead the question of what the effects of video game violence? Is it a therapeutic outlet that gamers use to vent daily frustrations or is it something detrimental that is warping the minds of our youth to commit violent crimes?
Video games have been connected to raising a range of skills. within the article “Video Games lead to faster decisions that are no Less Accurate” a study created by the University of Rochester, tested a variety of eighteen to twenty five year olds that aren't video gamers, one group competed in a quick paced action game, whereas the opposite group contended with a slow moving strategic game, they then had to accurately answer questions about the action that was happening on the screen. The result found that the action gamers were twenty five percent quicker at creating choices than the individuals who were strategic gamers. This shows that gamers who played action games were ready to create decisions quicker and more accurately than non-gamers. This may additionally facilitate with daily activities like multitasking, driving, reading tiny print, keeping a look out of friends during a crowd, and traveling around places.
There have been so many experiments and studies to try and figure out if video games have a negative or positive effect on our children. A growing body of research is linking violent video game play to aggressive cognitive, attitudes and behaviors (D.A. Gentile, 2004). The 'Path of the 'Path of the 'Path of the 'Path of the 'Path of the 'Path of the 'Path of the 'Path of Video games can obviously be dangerous for our children, causing aggression, bad performances in school and obesity. Although we cant blame all of these problems on the use of video games, there have been many studies to prove so.... ...
There is an ongoing debate about whether video games are corrupting our society and our children. Video games are not corrupting our society and this can be proven by analyzing the facts. People claim that video games contain obscene content, cause mental and physical health problems, and lead to violence.
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.
First video games are not harmful to the public quite the contrary actually. Many video games encourage social behavior and team work whether that is the two player cooperative shooter game that two brothers play together working as a team inspiring positive feelings overriding the negative ones as stated in the study coauthored by David Ewoldsen. Or a family on game night all playing a game together and having a great time and bonding together because of the experience. And many games today don’t stop there at just play together and have fun. Many games promote teamwork skills through puzzles which can be solved together, or enemies that the players must work together to defeat. These positive social effects are not limited to one’s family but extend into online play, where one can converse and enjoy his time with others, creating entire
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 have been an influence part of our society since the early 70’s. The bad named that they are given is false, the only reason they have this bad name is because kids like games, so anything that is fun is bad for you. If a child loved playing chess he or she would be rewarded but it to is a game. Video games can help the learning process and should be incorporated in to the school system. If a child loved playing chess he or she would be rewarded but it to is a game. Video games can help the learning process and should be incorporated in to the school system.
There have been several studies conducted on learning and serious games, for example, a recent study by the Office of Naval Research found that video game players performed ten to twenty percent better in perceptual and cognitive ability than non-game players, and that video games helped adults process information faster(Steinberg,2012). Another study by the Federation of American Scientists found that students re...
There are several negative stereotypes associated with video games and those who play them; some of these may often hold true. However, there are plenty of learning opportunities in video games. While the direct purpose of some games is to educate or train, other games that do not directly have this purpose can still become a learning experience for the player. As Ntiedo Etuk, president of the educational video game company Tabula Digital said, “The traditional view of video games has been that they are distractions from the task of learning” (Electronic Education Report 1). Video games are an effective tool for learning and retaining skills both inside and outside the classroom environment. The basic cycle of game play--the introduction to the game, game play, collaboration, improvement of these between each round, and evaluation at the end of the game (Klievink and Janssen 159)--are nearly parallel to the traditional classroom learning cycle of reading a textbook or listening to a lecture, taking a quiz, studying, focusing on items missed on the quiz, and taking a test or exam. Within this cycle, there are many opportunities to develop and perfect both educational, life, and occupational skills.
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.