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educational benefits of playing video games
educational benefits of video games mark griffiths
educational benefits of playing video games
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Outline Gaming, Not a Waste of Time Anymore Thesis: With enhancements in the gaming genre being created every day, many industries, experts and educators are seeing the benefits of using this technology in ways outside of just entertainment purposes. • History of gaming, where it originated • Gaming and technology today and the kids that use them • History of the in home game systems • What the Game Industry has done for the economy o How it has evolved o How the gaming industry has impacted careers • Presidential recognition of the industry • Concept of gaming used in other professions o Military/armed forces o NASA o Health Care o Education • Other devices used for gaming other than computer and console • Conclusion Gaming, Not a Waste of Time Anymore The concept of gaming, while sounding modern technology , goes further back in history than just a couple of years. With recent discoveries from ancient civilizations like Egypt, Rome and Mesopotamia, the human race has enjoyed playing games for centuries. Games like Senet from ancient Egypt, The Royal Games of Ur from Mesopotamia and Nine Mens Morris from Roman are some examples of games that have been discovered. According to the British Museum Exhibition on Across the Board; “Games have been played throughout the world since ancient times” (Museum). Whereas the games from a lost time were only board games, gaming of today has significantly evolved with the change in technology. Due to the rapid and ever changing field of technology, the simple idea of playing a board game has been catapulted into a digital world created by inspired and creative programmers. Console and computer games should not be considered just a wasteful activity for children and adults to discard... ... middle of paper ... ..., Marc. Digital Natives, Digital Immigrants. 2001. . Reagan, Ronald. The America Presidency Project. 1999-2014. . Simmons, Nathan. "Simulator Solution Enhances Training, Saves Money." Military.com 01 August 2012: 1. . STRI, PEO. U.S. Army PEO STRI. n.d. . Terdiman, Daniel. CNET. 27 November 2009. . Vargas, Jose Antonio. "Virtual Reality Prepares Soldiers for Real War." Washington Post 14 February 2006: 3. .
Ø Greater Baltimore Committee (1997, February) GBC report on gaming: executive summary. Retrieved April 14, 2004, from http://www.gbc.org/reports/gaming/html
An examination of videogames in popular culture is a complicated one. There is a large debate as to what is the very first video game. The supposed earliest known video game was created by Thomas T. Goldsmith Jr. and Estle Ray Mann on a cathode ray tube in 1947. The game was a missile simulator similar to radar displays from World War II, and overlaid sheets of paper were used for targets since graphics were unknown at this time. On May 5, 1951, the NIMROD computer was presented in Britain. It used a panel of lights for its display and was used to play a game called “NIM”. Later, in 1952, Alexander S. Douglas made the first compu...
67% of U.S. households play video games. In 2012 north of $20 billion was spent on video games, with the amount vastly increasing each year. The worldwide video game industry exceeds $76 billion. It has well surpassed the movie box office industry and is becoming a serious contender with the entire television/film industry. What started off as a diversion for the few has quickly sparked into a mass medium, helping people live, learn, work and of course, play (Galarneau). Video games are now more than just mere games; they hold large influences over society and are almost ever-present in the modern day. In Ernest Cline’s fiction novel, Ready Player One, the future is heavily intertwined with a virtual video game simulation called the OASIS. In the story, the
Video games can be seen in both a positive and negative light. Video gaming has become a popular activity for people of all ages, yet many fear the aftermath they can ensue. Many children and adolescents expend large amounts of time playing them. Video gaming is a multibillion-dollar industry – bringing in more money than movies and DVDs. In fact, the PlayStation 2 was the first video game system to integrate DVD mechanics. It was originally intended to exist as a CD add-on to complement the Super Nintendo, but due to licensing difficulties Sony chose to develop the PlayStation as its own distinctive system. Video games have become very sophisticated. Some games connect to the internet, which can allow children and adolescents to play online with unknown adults and peers. The
Video games first appeared in the 1950s and were urbanized all through the 1960s. They came to importance in the 1970s and established an original and unlike entertainment industry in the world. These games have evolved notably with time and have become a culture on their own. Nevertheless, questions were raised about their effects on people which led to debates in societies about whether or not they should be banned. However, video games should not be banned in this age and time.
"Interest In Gaming Grows With Focus On Competitiveness, Engagement And Critical Thinking. (Cover Story)." Electronic Education Report 14.12 (2007): 1-3.
The world we live in has changed dramatically over the last thirty years with the invention of the internet, smart phones, and video gaming systems. The world we live in now was unimaginable and the technology advances we have made are remarkable. Video game consoles and how we as a society play them has changed dramatically since the beginning of gaming in the 1970’s. Over the last decade there have been many arguments concerning video games such as too much violence, obesity, addiction, social wellbeing, and many other health related issues. Video games also have some advantages to include hand eye coordination, a strategic mind set, educational and teach life lessons to the players. However, video games do cause more harm than good because the negative outcomes out weight the positive aspects of playing video games.
3. “Video Games” by Chris Jozefowics. Published by Gareth Stevens Publishing 2010. Pleasantville, NY 10570-70000 USA. Produced by Editorials Directions Inc.
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.
We should develop games that people want to spend time on that are also educational, increasing the attention span of people, visual acuity, and multitasking abilities of all generations. The author very effectively portrays her message of by connecting with her audience charismatically, visually, personally, and logically. In the age of technology we must come to terms with the changing hobbies and daily activities around us. Rather than passing them off as bad campaigning for them to be cut back, censored, we should be focusing on the good that is already done by video games and how we could continue to improve
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.
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.
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
The experience of game play can be described as an activity in which the player is virtually embodied in the game world. Anyone who has experienced the world of gaming knows how the engaging experience can manifest itself with “sweaty palms and chills down the spine” (http://www.eludamos.org/index.php/eludamos/article/viewArticle/80/147) when coming face-to-face with alien creatures; or with the adrenaline rush we get when racing a high speed automobile head-to-head with a friend. Gaming is an excellent source of entertainment. It provides an opportunity for social growth, provides a meaningful form of exploring expression, and provides heightened sensitivity.