Impact of Video Games in Society

A video game is an interactive computer that displays a video signal, allowing you to play thousands of games on your television or handheld video game device. (Wikipedia, Video Game) We have came a very long way since the very first type of video game console was invented by Ralph Baer in 1967. From the very first console, the “Brown Box” to the more interactive video game consoles such as the Wii, Playstation, XBOX or the handheld Nintendo DS. Regardless of which video game is being used, it has made a huge impact in life’s of many children, as well as adults today.

In the beginning, the games were user friendly and parents did not have much to worry about if they purchased a video game for their child. Take Pac Man for example, a very simple game where the player “Pac Man” eats dots and tries to avoid getting touched by an enemy. Now in 2012, we have games such as Call of Duty which focuses on killing members of the opposite team. As we as a society became more developed in technology, the video game systems became more and more high tech. For today’s generation, playing a 3D interactive video game is normal.

The manifest function of video game systems of today is the ability to connect the console to your television and even internet and play virtually with friends online. In 2009, it was reported by the Entertainment Software Association that nearly sixty-eight percent of households told have at least one gaming system. There are many video games aimed at children today that can be used as a learning tool. However, the amount of violent games greatly outweighs the educational ones. There are many sociological impacts from video gaming systems today.

Gaming systems are a very popular way of keeping children and teenagers entertained. Teenagers and children are becoming more and more addicted to these gaming systems everyday, which could lead to many issues such as poor school work or childhood obesity. Instead of doing homework or playing outside as we did before video games became popular, children are spending hours a day sitting on the couch due to the addictiveness of these games. Many of the games being sold today are full violence and teaching children bad morals such as sexuality, drug trafficking and even rape. According to Dr.

Craig Morrison, a professor of psychology at Iowa State University, even if children are playing games without violence, these children are forty percent more likely to show aggressive behavior after playing. The latent functions of these video gaming systems are quite clear. If we continue to allow children to play them it will lead to childhood obesity, violence as they grow older and even lack of motivation to communicate with the real world. In 2007 a sixteen year old boy in Ohio killed his own mother and shot his father simply because they took a game away from him, “Halo 3. According to the boy’s lawyer, he was injured in an accident that did not allow him to go anywhere, so he focused all of his time, energy, and mostly anger on playing this video game. When his parents decided the game was too violent, they took it away, causing the boy to snap. This is just one example of how video games can unintentionally lead to violence, and in this case death. The University of Texas performed a study on the relations of childhood obesity and video games.

Results were found to be that video games, due to their addictiveness were the cause of the children’s overweight status, and not linked to watching television as some may argue. It was found that children with a high weight status spent more time inside and less time performing outside activities, such as sports or riding bicycles. Perhaps the parents are to blame for allowing their children to do this; however, many parents today are of the working class group, sometimes being forced to leave their children unattended to do whatever they please. Each and every video game is required to have a rating. There are seven total.

Early childhood being the most non-violent and inappropriate. The rating Adults Only, requiring the purchaser to be eighteen years or older. Titles in this category usually include scenes of intense violence and or graphic sexual content and nudity. Even with the ratings, these video games are still getting into the hands of children. As our society and technology begins to grow, the problem will continue to worsen.

Citations: (Iowa State University Newspaper Article) http://www. public. iastate. edu/~nscentral/news/2007/mar/vvg. shtml (Cleavlead. com Article) http://blog. cleveland. com/metro/2008/12/boy_killed_mom_and_shot_dad_ov. html

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The effects of violence video games

The research topic that we have chose is violence video game on teenagers. The reason of this research is conducted is because teenagers spend a great deal of time with violent video games at exactly the ages that they should be learning healthy ways to relate to other people and to resolve conflicts peacefully. Because video games are such good teachers, it is critical to help parents, educators, and policy- makers understand how to maximize their benefits while minimizing potential harms.

This research is an academic research and this is to study the effect of teenagers n playing violent video games and to study the impact of violent video games on individuals differently. The question of whether teenagers’ participation in violent video games can lead to an increase in violent thoughts, emotions and behaviors, this study will provide this answer are based on statistical comparisons between large groups of teenagers who do or dont play violent video games. RQI : What are the effects of violent video games on Teenagers? RQ2: How do violent video games affect teenagers?

RQ3: Are violent video games a negative effect teenagers social skills and interactions ith others? RQ4: How teenagers’ participation in violent video games can lead to an increase in violent thoughts, emotions and behaviors? This research will utilize both qualitative and quantitative research tools. The purposes of this research is to observe the behaviour and attitude of the teenagers before and after when they spent their time to play the violent video games through observational studies and sample survey. The target audiences that we are researching are teenagers who are age in between in 13 years old to 18 years old.

The reason of the audience that we are targeted is because at the age of 13 to 18 years old, teenagers generally spend more time on the video games as compare to some other category group. The media text in this research are video game and specific in violent type of video game. There are two different groups of research sample. The first group are formed by 5 female and 5 male who are teenagers. These group will be tested in experimental room and we are providing them a few genre of video games, example of the games are Call of duty, Grand Thief Auto (GTA) and others.

The teenagers will be observed while they are playing the violent video game. The finding will be base on their reaction and behaviour during they play, their temper and attitude as in before playing the game and after playing the game. The second group are 100 people and comprises of 50 male and 50 female, the sampling process will be based on randomly select for 50 people regardless male and female to ensure for the reliability and fairness of the method. The second group will be given them with the questionnaire and the location that we are selected is in the cyber cafe or digital mall.

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The Effects of Video Games

Video games effects on social life Many people have always been looking for some type of entertainment, and it has been through many forms, from playing with toys, to playing cards, to playing sports, and etc. However, nowadays with so much access to technology and everything that it offers. Various entertainments are way more exciting and sophisticated. Among the new electronic inventions, the 21 the century has revealed video games, a new exhilaration creating a virtual word on computers, on TV and different platforms like smartness.

Which can be very useful in a dull, vague or boring situation. Video games have turned to be an amazing source of entertainment because of their diversity, their innovation, and their capacity to be so close to the reality. It has been shown that video games were developing skills for gamers and were a great social instrument. Nevertheless, videotapes have always been a subject of controversy and seen by a lot of people/parent’s as dangerous and a bad influence, causing addiction, bad behaviors, or even violence, which is true! However there are many Positive effects as well.

In this essay I will explain the causes and effects of video games on an individual such as myself; and how I tend to abuse good things without moderation. I state many opinions that embrace new technologies and see it as a great social instrument; But overall explaining how playing Video games can create and cause some positive and negative effects on my lifestyle. The usefulness of good things has always been a problem for me, causing me to drift and abuse certain things, which is becoming a self-disciplinary problem, not to mention creating dictions.

An addiction can be defined by a physical or psychological need for a habit-forming substance. And that substance for me is playing video games, so in other words playing video games gives me the comfort and excitement that I need. But also distracting and causing me to develop badly habits but however, is that a good or bad thing? Many times it creates bad habits and causes me to develop laziness, affecting my schoolwork or work performance.

Consequently, I tend to lack assignments and time management, for instance, turning in my assignments late or implementing them at the last minute because I’m up all night trying to complete a level on a certain game and when I start a new level I can’t sleep until its completed. So for several cases I would say it’s a bad thing. In some cases playing video games gets out of control because I tend avoid many social activities with my family and friends because it has most of my have my attention. Once I’m in my gaming habitat its hard to pull me away from it. It’s sort of like a drug. At times I feel as if I am in the game and I can’t get out.

Sometime my family and friends don’t call me to do social activities because they think my answer is always going to be no! Although, Sometimes it aggravates me because there are times where I’m not playing video games and I want to go out and the times I call them to go out they say there busy. So avoid social activities; it creates a mental warfare and selfishness, affecting me in negative ways for to perform, succeed, pursue, and socialize. As a basketball player, I personally play a lot of video games to keep my mind “in the game” and still having a ay to practice while I am resting.

Video games are a great entertainment source to me, it helps me learn and develop different skills. However some games are a great simulator of life and are really efficient for athletes with games like NAB K, FIFE, and Madden Football sometimes giving me the ability to learn and then go out there and practice. Because it creates self-motivation, causing an athlete like myself to get better. They develop notably a better hand/eye coordination, a high level of focus, repetition, and fundamentals Thus having some positive effects.

In conclusion I say that I really enjoy playing video games and I definitely think it is an amazing creation, I am still wondering how people can be able to create such a sophisticated entertainment and I am also totally aware of the risks that I take. And I know the feeling of wanting to play a little bit more and ending going to bed at Sam while I have to wake up at 8 to go to school the same morning. I am learning to overcome my addictions and bad habits and evolve in the smart way and apply simple solutions that I intake and maybe help people with similar problems.

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Benefits of Video Games

Whenever a new technology surfaces into the modern world, there will always be debates on the effects they bring to individuals and to the society in general. Though video games are hardly new, there have always been arguments whether the images they show have a huge harmful impact to people since video games are frequently associated with violence. So often people only see the negative side of what video games bring that we disregard the advantages they give.

Children may be often pleaded by their parents to do anything rather than playing games. This may be because parents do not pay attention to the benefits we can acquire from video games. When playing video games, certain skills and abilities develop. Our body parts, specifically the hands and eyes, are required to work together for we perform various commands on the controller by our hands depending on what we see on the screen. Thus, it results to the enhancement of our hand-eye coordination.

Video games require critical thinking. A gamer must not only memorize information but also analyze, conceptualize, and infer data gathered from the virtual environment. One key to complete a game is to study patterns and to use it into one’s advantage. This vital skill is utilized when creating strategies, tackling problems and making decisions. Most games involve quick reaction time and split-second decisions that can mean virtual life and death. Video games enhance people’s decision-making skills.

Virtual reality is like a practice field for gamers to improve their cognitive ability, for them to be ready in the real world. With this, people are more likely to decide correctly, quickly, and accordingly depending on the situation. Gamers are often stereotyped as people sitting in front of a screen for long hours and are uninterested in social interactions. But video games often encourage players to interact with other players from around the world, with the help of the internet, and work together to accomplish tasks.

This can help build social relationships and enhance people’s socialization skills. Some games’ objective is to become victorious above others. It gives a sense of competition and eagerness to win a battle. When one loses, his willingness to win intensifies the next time around. Video games stimulate people to do better and achieve the best. Video games are games. They are created with the intention to give pleasure and enjoyment to whomever they may serve. They accompany us when we are lonely and depressed. They help us pass time when we have nothing to do.

They give us a taste of admirable graphics design and creativity. They offer some benefits like those of what outdoor activities give. Nothing is wrong with playing video games. But excessive hours of playing will bring anyone no good. It is necessary to keep things in moderation. The next time your parents tell you that video games will only make you violent, inform them thoroughly what good things you can acquire from playing. You can even invite them to play with you. Who knows? It could be the solution for their stress and depression.

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Video Games Can Have Bad Effect on Children

Video games can have bad effect on children Nowadays, more and more children play Video games because there is a computer at almost every home. Moreover, the number of Internet shop has increased and playing games becomes easier. However, I believe that Video games are not beneficial for children but they have an negative impact on them. This paper, therefore, will argue that Video games can have bad effect on children First of all, computer games take a lot of time of the children.

If you want to play and become a big part of any games, you have to invest many hours per day. Besides, computer games have a strong power over children making them play many hours per day. This makes many children don’t have enough time to finish their homework and they grades in school become weaker over time. For example, my 15-year-old nephew used to play computer games approximately 4-5 hours per day. When his parents got his grades they realized that his performance was not satisfying.

My nephew’s teacher told they parents that he could not concentrate during the lectures and he rarely did his homework. Secondly, with some games, children who playing these games usually have a violent tendency. It’s because they’re still young and cannot distinguish where is the real and unreal world. Consequently, they usually have the strange actions like in their games. In the worse case, if we do not control them early, they will do wrong things in some days. In television news program last night, a boy was stabbed to death by his friends because they scramble for game items.

Finally, being addicted to games may lead to many social issues such as stealing. I’ve read a lot of newspapers showing that many children who lack of money for playing games decided to steal and lie their parents for money. In conclusion, children are future of the world, therefore, parents need to care and look after them as best as possible. Playing computer games is not prohibited, but we must control our kids usually. Give them more activities and limit the time playing game is the thing that parents should do.

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Argument Against Video Games

English 102 12 March, 2013 Argue in support of or against the statement that video games have “a redeeming social value. ” Do violent video games have “a redeeming social value? ” You could get many different answers to this question depending on who you ask. Is there any good that can come from video games? What harm can come to people and society from video games? Is modern culture being affected either negatively or positively by today’s video games and those that play them?

Are young, impressionable, people affected by playing video games for hours and hours during their impressionable, developmental years? These are a few of the questions I will attempt to answer as I argue that video games are playing a big role in the downfall of modern society. It is now the law of the United States that video games are art. ”It is now the law of the United States that video games are a creative, intellectual, emotional form of expression and engagement, as fundamentally human as any other” (Schiesel, NY Times, 2011, p. 1). Like the protected books, plays and movies that preceded them, video games communicate ideas – and even social messages – through many familiar literary devices (such as characters, dialogue, plot, and music) and through features distinctive to the medium (such as the player’s interaction with the virtual world),” Justice Antonin Scalia wrote for the Supreme Court, in a case that arose from a California effort to ban the sale of violent video games to minors. “That suffices to confer First Amendment protection” (Schiesel, NY Times, 2011, p. 2). And now video games – as vulgar, crude, disgusting and thoroughly unredeeming as they often may be – have finally been fully recognized as a worthy element of our culture” (Schiesel, NY Times, 2011, p. 1). “There is statistically significant evidence from the studies within the fields of psychology and sociology to indicate that violent video games have a negative impact on a child’s behavioral development as he or she matures into adulthood. These studies approach the issue from a variety of perspectives, some analyzing the effects of video game usage on academic achievement and others that focus on usage’s effects on violent tendencies.

Regardless of how these effects are measured, evidence is accumulating in favor of the position that they are not good for childhood development. Short of recommending alternatives or ways of preventing the kind of excessive video game use targeted in these studies as adverse, what is conclusively known is the prevalence and results of violent video games. Nevertheless, there are valid objections and concerns about these conclusions that shall be addressed in turn; none of these counterarguments or critiques of the research literature hold much weight.

The arguments from scientific findings can be supplemented with academic philosophy, specifically in the area of ethical philosophy where some argue a non-distinction in moral terms between killing an imaginary character and killing an actual person. From this broad base of studies and research into the effects of violent video games on maturing children, it is conclusive that the negative effects of violent video game usage far outweigh any alleged positive effects” (Meyer, Yahoo! Voices, 2011, p. 1).

Modern culture is being affected negatively by today’s violent video games and those that play them. The people that have played these games and then gone out to commit violent acts have affected society in a very negative way. The impressionable, mentally disturbed, people that cannot distinguish between killing an imaginary character and killing an actual person have committed terrible acts of violence more often in recent years. When these young people are in their maturing years their minds are conditioned in a very negative way by playing violent video games.

One cannot help but think that these people may not have done these violent things if they had never played the violent video games. “Whether you play video games on a portable unit, a television or the internet, excessive gaming can affect your personal and profession life. Video game addiction can be as problematic as gambling and affects players as young as eight years old, notes Kevin Baker, director of Smith and Jones Addiction Consultants, in an article for Brigham Young University’s NewsNet. Be aware of the effects of a video game compulsion to keep the hobby in check” (Drea, Livestrong. com, 2013. p. 1).

If you spend all of your free time playing video games and skip meals or lose sleep because of your excessive game play, a video game addiction can negatively impact your health. “The Mayo Clinic notes that children who spend more than two hours a day in front of a television or video games in lieu of participating in physical activity may suffer from childhood obesity. In addition, the University of Texas at Dallas notes that the addiction can lead to such medical issues as backaches, headaches, eyestrain and carpal tunnel syndrome – pain and numbness that you may feel in your wrist, hands, shoulders and elbows” (Drea, Livestrong. om, 2013. p. 1). Relationships with friends and family members may suffer if you’re spending more time gaming than you are talking to or going out with loved ones. “The On-Line Gamers Anonymous website notes that gaming may be negatively affecting your life if you only want to talk about video games, lie to cover up the amount of time you spend playing, forgo intimacy with your spouse in lieu of gaming or argue with loved ones over your excessive gaming” (Drea, Livestrong. com, 2013. p. 1).

Video games that feature violent actions and scenarios may lead addicted players to be desensitized to the violence. “Richard Gallagher, director of the NYU Child Study Center’s Parenting Institute, states that players who become engrossed in first-person shooter-style video games, for example, may adopt a detached view of society or develop aggressive thoughts and tendencies” (Drea, Livestrong. com, 2013. p. 1). There are a few positive video games. Educational video games and video games that help to keep the mind or memory sharp are certainly excellent tools.

Using video games as flight simulators for our pilots and soldiers are also very helpful and educational. The people that use educational video games are not the people that are going out and shooting up schools full of little children. There is no way that a young person, whose brain is still developing, can become a better member of society by playing violent video games for hours and hours every day. The negatives far outweigh the positives when these violent video games are played. The impressionable young people are fooled into thinking that these video games are, in some way, real life.

The weak minded, young, impressionable, people that play these games can be very easily conditioned to become more violent members of society. No one ever played an educational video game and then went out and shot up a school. There have been people that played violent video games in excess and went out and did just that afterward. Nothing good can come from playing violent video games for hours and hours every day. Violent video games are a big part of the downfall of modern society. Violent video games have no redeeming social value.

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Research: Computer and Video Games

Chapter Two Abstract This research paper explores published articles that report on results from research conducted on how portable electronic communication gadgets affect a student’s study habit. The articles, however, may vary in their own point of view regarding the effects on the students. According to A. Saez (2011), it was pointed out that technology is an integral part of our day-to-day lives. Other articles included in this paper elaborated positive and negative effects of gadgets. According to Admin (2011), electronic gadget devices can have positive and negative effects on youth.

Also, According to Jessy Norman (2009), computers and other related technologies have become an enormous part of our daily lives. They have altered our sense of people, space, and time. shadow66 (2006) has pointed it out that the main problem is the proper use of this gadgets or the knowledge that are easy to be accessed. Introduction Electronic Communication gadgets are essential to society and to people’s everyday lives. These gadgets have benefits but as well as drawbacks. Take modern technology as an example to elaborate.

According to shadow66 (2006) Advantages and Disadvantages of Modern Technology; Technology can be defined as science applied to practical purposes. Nowadays, when the rapidness of development and research is so impressive, it is easy to think about the advantages of modern technology. On the minus side, there is weaponry which is the inseparable issue of the new technologies. Hence, the main problem is the proper use of this knowledge. Nevertheless, weapon engineering propels and provides a huge advance also the industry despite highly developed machinery pollutes the globe.

According to Admin (2011) What is the Effect of Electronic Gadgets on Youth? ; Electronic gadget devices can have positive and negative effects on youth. According to the National Institute on Media and the Family, video games can help children practice following directions and problem solving, and refine motor and spatial skills. Negative effects include social isolation, aggressive behavior, violence, confusing reality and fantasy, and poor grades. Signs of possible psychological addiction to computer or video game use among youth an include worsening school grades; choosing the computer or video games over family, friends or social activities; or restlessness and irritability when not playing a video game or on the computer. Signs of possible psychological addiction to computer or video game use among youth can include worsening school grades; choosing the computer or video games over family, friends or social activities; or restlessness and irritability when not playing a video game or on the computer. According to Australia’s media network ABC, Monash University’s research shows that children who sent text messages were faster on some tests, but also less accurate.

In a NetWorkWorld article, Text Message Language Won’t Affect Kids Spelling, Canada’s University of Alberta said that boys who used emphasized “text speak” were on average worse spellers, while girls who largely abbreviated were better spellers. A 2007 Pew Internet & American Life Project study revealed that strangers contacted 43 percent of social-networking teens online; 31 percent of social-networking teenagers have online “friends” they have never personally met. According to Jessy Norman (2009) Bad ; Computers and other related technologies have become an enormous part of our daily lives.

They have altered our sense of people, space, and time. From our living rooms, we can now talk to people, and watch events unfold in far-off places. Shopping, banking, and game playing are just a few of the other daily activities that have also changed. So many aspects of the ways we communicate and handle information have been altered by technological development. Cellular phones, answering machines, voice mail, fax machines, cable televisions, computer networks, satellite communications and e-mail are only some recent changes.

Other manifestations of this change would be the location of where it is happening. Yes, it is everywhere, including the classrooms for the use of educating children. Technology is now becoming more popular in the presence of classrooms all around the world. Tomorrow’s future is in the hands of today’s students. According to Angel Lucifer (2009) What Are The Negative And Positive Effects Of Advance Technologies, Like The Internet, To Student’s Performance? ; One of the most compelling arguments made against the use of omputers by children is the risk of repetitive motion injury such as carpal tunnel syndrome. This problem may be greater for children than for adults because their musculature and skeletal systems are not fully formed and may be at greater risk for injury. Children’s risk of suffering repetitive motion injuries may be further increased because they tend to use computers that are sized for adults, placed on adult-sized furniture, and positioned for an adult user. Another possible risk of using computers is eye-strain, which may include dryness due to not blinking enough, headaches, and blurry vision.

To reduce this risk, it is important to limit the time spent staring at the screen; take frequent breaks, making sure to focus the eyes on distant objects; and blink frequently. It is also important to position the monitor sixteen to twenty-seven inches away and in a way that ensures that the user views it at a slightly downward angle. Following some highly publicized events in Japan, it has been suggested that there may be a risk of seizure for children playing video games containing bright flashing lights. Many video games include an elementary school student uses a computer in the school library while another students looks on.

The ease and facility with which children use computers comes from the ability children have for assimilating tools in their environment for their personal use. (O’Brien Productions/Corbis) a warning to this effect in their documentation. Fortunately, very few children are susceptible to this condition. For those who are, however, this is potentially a very serious situation. According to Alex Saez (2011) Bad Effects of Electronic Gadgets; Technology is an integral part of our day-to-day lives. People all over the world rely on it for things like communication, organization and employment.

Not a day goes by when you don’t encounter someone talking on his cell phone, tapping away on a laptop or listening to an MP3 player. While this technology is impressive, there are certain drawbacks in areas like health, public safety and education that should be addressed. Being aware of these dangers can help diminish or reverse these drawbacks. According to the website Healthy Hearing, one-third of teenagers own an MP3 player, such as an iPod. Dr. Craig Kasper, Director of Audiology at the New York Otolaryngology Group, warns that these devices can cause ear damage if used improperly.

If the volume is too high or if the individual listens for a long time, hearing damage can happen. Also, ear buds are more dangerous than regular headphones. Healthy Hearing recommends that listeners keep the volume below 70 percent and limit listening time to between 60 and 90 minutes. If you want to listen indefinitely, turn the volume down to 50 percent. Text slang, such as “ur” instead of “you’re” is commonly used through cell phone texting. However, a recent study shows that kids and teens are actually letting these obscure abbreviations seep into their normal writing.

A recent study by Pew Internet in 2008 revealed that 50 percent of students use informal slang in their assignments. Furthermore, 38 percent admit they have used abbreviations in their schoolwork like “LOL”, which stands for “laugh out loud”. Additionally, 25 percent say that they use emoticons such as “smiley faces” in formal writing. The problem has become so apparent that some U. S. politicians are concerned that the English language and sentence structure is being twisted, negatively affecting students’ learning. Electronic gadgets are now very essential to our society today.

We need electronic gadgets to do business, to have some recreation and help us get through our daily lives. For better or worse, technology has a significant influence on the study habits of students. In many ways, such as with computers, researching and fact gathering is made easier. However, whether you are a student, a teacher or a parent, you have probably found that the vice is often wrapped in the virtue, and that the same things that are beneficial can also prove to be distracting. References Admin, (2011). Electronic gadget devices result to positive and negative effects on youth. What is the Effect of Electronic Gadgets on Youth?

Lucifer, A. (2009). Use of computers by children is the risk of repetitive motion injury. What Are The Negative and Positive Effects of Advance Technologies to Student’s Performance? Norman, J. (2009). Computers and other related technologies have become an enormous part of our daily lives. Bad Effects of Technology. Saez, A. (2011). People all over the world rely on it for things like communication, organization and employment. Bad Effects of Electronic Gadgets. Shadow66, (2006). Technology can be defined as science applied to practical purposes. Advantages and Disadvantages of Modern Technology.

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