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Impact of video games
Video games and their effects on young adults
The effect of games on teenagers
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Billieux et al. (2012) announced that the computer games and video games have been one of the most prevalent leisure activities during last 30 years rapidly developed. Nowadays, computer games and videos game have played a crucial role in digital computer technology, which is called the new multimedia culture. The popularity of computer games and video games are demonstrated by its a mass of players. These players have different age groups, not only young people enjoy playing computer games and video games, some adults also like to play Video games such as parents who decide to play games when their kids go to school; and even elderly people use computer play board and card games at home (Stang et al, 2007). In 2009, BBC Audience Research states that there is nearly 98% of aged 6 to 16 children play computer and video games, and aged 16 to 24 the percentage approximately 85%. In 2012, 63 million console and computer games were sold in UK, after United State and Japan, the UK games market is the third largest in the world (Houses of Parliament, 2012). In one research, nearly 72% of male and 38% of female in aged group 25 to 29 play games, approximately 45% male and 35% female in aged group 30 to 34 play games, and about 50% male and 22% female in aged group 35 to 44 play games in UK (Houses of Parliament, 2012). Hence, the wide distribution of age groups player decides the computer games and video games can develop rapidly and become the one of the most popular leisure activities (Lindgren, 2010). 2. Research questions, aim and objectives Research questions: The key research questions relevant to this project were: (1) What are young adults’ information behaviours during play the games? (2) How do information behaviours influen... ... middle of paper ... ...some tasks or missions, and even create some specialized vocabulary to make the in-game communication easier (Steinkuehler, 2007). Moreover, the player-player interaction also includes some information behaviours outside the game. For example, players do not only communicate or discuss with others in the game, but also extend this interaction into the real life such as use email or text to contract with their game friends, even some player like chatting with others face-to-face. Another typical example of player’s outside-game information behaviour is establishing the game online forum. Players can create some special topics allow players ask and answer the question on the forum, share their good game experiences and knowledge, and discuss with other in order to figure out some challenges or create new knowledge about how to play game well (Steinkuehler, 2007).
In 2012, software and hardware sales in the video games industry raked up more than over $65 billion dollars in revenue in comparison to just $10 billion dollars seven years prior. These statistics indicate that the gaming industry is not only one of the largest and fastest growing businesses in the world, but showcase that it is also outperforming other similarly popular mediums of entertainment such as film, books, and music in terms of revenue and annual growth. In the short fifty years that video games have been around, they’ve quickly become an integral part of the lives of many and are only continuing to increasing in popularity. I’m sure that everyone can attest to knowing at least one or two people who engage in regular video game playing activity. However, despite being a common leisurely activity and hobby for many in today’s society, there is still a shocking level of stigma surrounding the medium. There are various stereotypes in place which attribute to the stigma - from the gaming community mainly consisting of young adolescent boys to gamers being socially inept individuals; these ideas and the way video games are unfairly scrutinized and misrepresented in the media (by those who
Communication is the sending and receiving of information. It is the “interactive exchange of information, ideas, feelings, needs, and desires” (Heward, 2009, p.297). The act of communication allows us to understand relationships between people, things, and actions. Types of communication include spontaneous requests, spontaneous comments, responsive requests, responsive comments, and imitation (Bondy & Frost, 2002). Receptive communication occurs when incoming information is interpreted, while expressive communication occurs when an individual conveys information (Heward, 2009). Communication requires a sender and a receiver of information. Thus, as humans, communication allows us to relate to our peers. We can express o...
The traditional way of socializing limits our ability to meet other people around the world. Virtual interactions offers a more possible means to communicate in today's society. Furthermore, the growth of the video game community such as in the genre of MMORPG (Massive Multiplayer Online Role Playing Games) allows for a high level medium that enable individuals to create small factions and perform social interactions. According to Bishop, "The existence of such communities is often brought about by people who share similar goals, beliefs or values, with such commonality forming the basis of an agreement to form and sustain a virtual existence" (1). Having shared similar goals...
Communication is a process where information is shared by two or more persons and has relevance for at least one of the persons involved. Further, communication implies that individuals
3. “Video Games” by Chris Jozefowics. Published by Gareth Stevens Publishing 2010. Pleasantville, NY 10570-70000 USA. Produced by Editorials Directions Inc.
In life people communicate every day through many types of responses and behaviors. There are plenty examples that have been expressed over time by people trying to explain these communicative behavior and analyze them in different ways.
Since the Early 70’s video games have been giving a bad name. Parents state that video games rot the minds of children and are influencing them do be violent. These accusations are far from the truth. In my research I found that there are many positive effects of gaming. Some of these effects are increased skills, creativity, general knowledge, and also help those in need. Parents can also take proper precautions and look into a game before buying it to see if it meets the criteria discussed in this paper.
Video games have been around about 50 years and they contribute a big part of the U.S. economy. People interact with video games every day throughout different ways, such as cell phone devices, computers, consoles or whatever which has a screen on it. In fact, it has always affected people’s lives. However, not so many people understand the benefits of video games. With video games, people can not only relieve themselves from stress and suffering, but it also improves people’s social experiences while they are exchanging and absorbing knowledge with other people; more than that, people can learn many other things from video games which can help them to achieve great things in lives.
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
Communicating online too much could hinder our ability to socialize effectively in the real life and interpersonal relationship. People in today’s generation love to communicate on the Internet. Due to the incredible convenience the Internet provides, people became socially dependent on it, therefore their time became preoccupied in front of the computer. Kids who grew up during the computer age show that they lack social skills. They would also feel uncomfortable and awkward when talking to people face to face. This is because they mostly isolate themselves in front of the computer chatting and meeting with people online. Due to lack of knowing other persons’ body cues, facial expression, miscommunication can occur. They are often unaware of the other member’s main idea and simply misinterpreting them.
During these past few decades, technology has advanced drastically, especially in the aspects of gaming. At one point in history video games could only be playable at home, but now with all these improvements in technology, games can be easily played on our mobile devices. Likewise, these advancements in gaming have created endless possibilities for people of all ages to participate in this activity. Consequently, video games have influenced society and have impacted us in various ways.
Communication is the sharing of information between two or more persons or groups to reach a common understanding. In the communication, the information or ideas conveyed must be understood. Effective communication allows participants to properly exchange ideas. Communication is the two way process of exchanging information. Communication can be done through oral, verbal and written communication. Information is transmitted as words, tone of voice, and gestures and postures. Information can be shared face to face or by telephone, fax, e-mail, text messaging, videoconferencing, electronic-portfolios, chat, memos, letters, reports, etc. The number and types of methods increase as information technology systems become ever more involving a great deal of worldly experience and knowledge.
Communication is used to interact with other individuals. There are a variety of ways of how people can communicate with one another. I would say in this day in age, the two most popular forms of communication would be face to face and virtual interaction. Face to Face interaction is when we are in real life and communicating. Virtual interaction is through a computer-generated source helping people communicate virtually.
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.
Conversation is defined as an “informal interchange of thoughts, information, etc., by spoken words; oral communication between persons” (“Conversation”). This informal talk gives people the opportunity to open up to others, analyze other’s perspectives, and share ideas and interests. Conversation is an intimate experience that initiates bonds between all who are involved. These bonds unite people, creating a sense of community. A community is described as a group of people that live in the same place or have common interests. In a community, people are proactive and are involved. Also, they truly care about the wellbeing of a common interest or activity. Conversation helps to bring people together in a community by giving a voice to all who are involved and uniting all as one.