The definition of the word “community” in a dictionary dictates the following “a group of people living in the same place or having a particular characteristic in common” (Oxford Dictionary). From such a definition, video games where the users are able to interact with other people can be considered a community. All the users of such games have a common characteristic: they all like the game. However, there are a lot of questions regarding this issue. For instance, what are the effects of such communities? Are those effects good or bad for us? Are video games changing the way we communicate? Are they affecting our personal relationships? In this paper, I will not only discuss these questions, but I also will talk about how important the face-to-face communications are in our lives. Some important numbers that need to be recalled are that 68% of the US households play video games and the average age of a gamer is 34 years old. This statistical data shows that contrary to the common believe that video games are for kids and young adults the gamers are mostly adults, therefore, the problems discussed here are relevant for the entire society. According to a study made at Brigham Young University by Laura Walker, faculty member, and Alex Jensen, undergraduate student, video games are highly related to poor human relationships. Their study consisted of collecting information of 813 college students from all over the country regarding the time spent playing video games and the quality of their relationships with friends and family. The results showed that as the video games usage rate was higher the quality of their relationships was poorer. The study was not focused to find a reason to those results but, if we think a little about t... ... middle of paper ... ...ommunities and face-to-face communications aside just because there is an easier way of doing it, forgetting about the importance of the role these kind of things play and will play during our entire life. Works Cited Brigham Young University. "Video Games Linked To Poor Relationships With Friends, Family." ScienceDaily. 25 January 2009. 24 February 2011. Dretzin, Rachel, dir. “Digital Nation.”Frontlie, 2010.DVD. Entertainment Software Rating Board. “Video Game Industry Statistics”, ESBR.com, 2010. Web. 2 Feb. 2011. Hartley, Deanna. “The Cultural Effects of Video Gaming.”Certification Magazine.Certfification Mag., Apr. 2009. Web. 24 Feb. 2011. Huggins, Kim. “Face to Face Communication, 5 Reasons Why it’s Still Important.” The Women’s Information Network. n.d.Web. 24 Feb. 2011. Oxford Dictionaries. April 2010. Oxford University Press.Web. 24 Feb. 2011.
Despite criticisms of video games in the media and among much of the general population, video games have many positive aspects. Walton points out that much of mainstream press tries to put forth the opinion that video games are a plague upon young people (and sometimes even adults) today—blaming such diseases as diabetes and mental issues like sociopathic behavior on video games. Rarely are the positive aspects of games shown—increased hand-eye coordination, development of social problem solving skills, increased attention levels, better collaboration with other students and better grades. (2012)
Adams, Jill. “The Effects of Video Games.” LA Times [Los Angeles] 3 May 2010: 1+. Print.
Gentiles explain the positive and negative effects of video games on children. Gentile warns that kids are spending more time playing a video game every day and parents need to do something about it before it goes out of hand. Gentile also does several types of surveys and experiments on children one that plays for eight hours while another plays for five hours. The author agrees that kids today are spending excessively much time in front of a game system and parents are not doing anything about it to stop it. Gentile also suggests that if parents do not do anything about it bad thing will happen to their kids including having aggressive behavior.
Video games have positive and negative aspects. Acording to a study, those who spend hours and hours in playing ‘civic games’ were found to take more part in different community services like social work, politics or protests, as compared to those who never took interest in vidoe games. Hence video games are proved to increase one’s social interaction skills. The kind of friendship and ethics that are learnt by the young gamers while playing video games provide evidence that they are not completely harmful to our society. (Heins, 62)
The first video game arrived on the scene in the 1950’s. It began as a rather simplistic form of entertainment including games like “Tennis for Two” and “Ping Pong”. Fast forward 50 years later and current games advanced extremely beyond the basic oscilloscope. Developed animations have lifelike characteristics; some even mimic the movement of the player’s body. Video games have evolved and with evolution come many concerns about its sometimes violent and immoral contents. This presentation serves to educate whether video games have a negative effect on the behavior of youth. We will highlight both negative and positive aspects of the practice and use statistics to help you make an inform decisions when selecting games for loved ones.
As technology continues to forge ahead concerns about its effects on the populace are raised. Whether it be microwave ovens causing cancer or cell phones causing accidents, people are always interested in researching, and often condemning, these new products. Such is this case with videogames. Ever since PongÒ swept the nation, scholars have been researching videogames' effects on children. The most popular aspect of videogame research is whether or not games increase aggression. A video game is any console or PC based interactive game, aggression is any thoughts or behaviors related with the intention to cause harm. Contrary to popular belief, there is no reliable correlation between videogames and aggression.
By far the largest concern of technology today is video games. 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). 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 game...
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.
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.
Social scientists have been examining the effect that video games have on behavior. From the introduction of video games in the 1980s, there have been numerous research studies to this effect (Andersen & Taylor, 2008). The issue has become even more significant in the modern context because these video games have become bloodier and more realistic than ever before. Even though boys play these games more than girls in America, the consumption of video games has generally been high. Carey (2013) indicates that 32% of these gamers are below the age of 18. Therefore, it would be crucial to evaluate the effects that these video games have on the behavior of such children.
Video games are often portrayed in a negative manner because they are seen as having an "addictive" quality. Addiction has been defined as "A primary, chronic disease, characterized by impaired control over the use of a psychoactive substance and/or behavior. Despite the wonderful benefits games offer as diversions, spending too much time, to the neglect of normal life duties, and social development with direct contact with others can and often does happen. Clinically, the manifestations occur along biological, sociological, spiritual and especially psychological. Some psychological effects that affect the behaviors are failure to play outdoor games, difficulties in work or school, telling lies to everyone, decreased attention to personal hygiene, decreased attention to family and friends, and disturbances in the sleep cycle. Many video game addicts have strug...
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
“The 2010 average gamer spends 8 hours a week playing video games” If you ask young people what is their opinions of video games, likely you will hear that they are fun and enjoyable. On the other hand, parents describe them as the polar opposite: violent, useless and costs lots of money. As technology advances and first generation gamers ( playing in the late 1970’s) begin to pass on their “gaming gene” to the second generation of gamers, are video games really harmful? This essay will explore both sides of the argument and reach a conclusion about how they affect people.
Most people think that video games are harmful and waste of time. As a result, the main question of the research is how video games can influence on children and many minor questions come to mind about video games: Do video games influence a child’s psychological development and make them more aggressive and violent? Do video games affect a child’s grades? What are the influences of video games on children? Many people don’t have much information about video games and how video games may effect on people’s behavior, health and mind.
Ever since the first video games was created back in the early 1960s, video games have become increasingly popular as leisure activities. About 98% of children from age 6 to 15 in United Kingdom and more than 69% of Americans play video games ( Stang et al., 2007).there are some history about the video games which are the online game playing were popular in 1980s and the 1990s were a decade of marked innovation in video gaming. It was a decade of transition from raster graphics to 3D graphics and gave rise to several genres of video games including first-person shooter and real-time strategy.other than that we also can play a video games in our mobile phone. In the early 2000s (decade), mobile games had gained mainstream popularity in Japan's mobile phone culture, years before the United States or Europe. By 2003, a wide variety of mobile games were available on Japanese phones, ranging from puzzle games and virtual pet titles that utilize camera phone and fingerprint scanner technologies to 3D games with PlayStation-quality graphics.