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Word for addiction to video games
The effects of games in society
General effect of video games in society
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“Just One More Game…: Angry Birds, Farmville, and Other Hyper Addictive Stupid Games” summarizes what today’s society focuses on. Sam Anderson, the writer of this essay, talks about his viewpoint on the impact of video games and smart phone games on our society. Sam Anderson starts his essay by telling us where games like Angry Birds, Farmville, Tetris, or even Fruit Ninja came from. Nintendo, one of these games was the first big release that originated in Japan and globalized very quickly. This game was only the beginning of a generation of games formed, that have transformed the lives of the American people. Anderson expresses his opinion very clearly by calling the nature of these games “stupid.” He seems to think that the modern day world
“Most reported effects of videogames – particularly in the popular press – appear to centre upon the alleged negative consequences… Research has consistently shown that playing computer games (irrespective of genre) produces reductions in reaction times, improved hand-eye co-ordination and raises players’ self-esteem,” (Griffiths p. 47), states Mark Griffiths in his article, “The educational benefits of videogames”. When people think of video games, they often tend to think about the negative side effects that video games can have on a person. Will Wright in his article, “Dream Machines” also defends video games by providing positive effects that video games have on those who play them. Wright presents
The author primarily appeals to the audience using logos. He brings statistics and data from research studies throughout the essay. He either provides background information on why the studies are misleading or just presents a fact. For instance, “According to a 2001 U.S. Surgeon General 's report, the strongest risk factors for school shootings centered on mental stability and the quality of home life, not media exposure” (Jenkins, “Reality Bytes: Eight Myths About Video Games Debunked”). He provides data like this through the essay. He is strongly trying to appeal to the audience’s sense of logic and
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...
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
Kent, S. (2001). The Ultimate History of Video Games. New York City, New York: Three Rivers Press.
Will Wright is the guest editor at Wired magazine and cofounder of Maxis, a game development company. In April 2006 he wrote the “Dream Machines” story in Wired, which expressed his opinion on video games. He wrote about his vision on them and he defended the opinion that video games are not that bad as a lot of people think. In his article, he discusses how games have positive effects on children and teenagers’ minds. For example, he shows that children use a science method to understand games’ rules; before they find the right button they make a lot of mistakes.
... sources of media accelerating the world’s decline into aggressive stupidity. Does a seven year old child really need a game about blowing the heads off of rebel soldiers to make them happy? Is it going to help them relate to the other seven year olds in their class at school, or help them learn how to take a math test? No. Fact is, the damage of exposing developing children to violence at early ages outweighs the advantage of giving them easy entertainment. If anything, it makes one wonder what the video game world will have disintegrated to in ten years if this is what the kids are playing now.
Wright’s topic is video games, an area he knows well in, and in his article, “dream Machines”, he explains how video games has helped today’s youth b creative and imaginative. He says games help the youth develop more, for as children we would have our own games and set rules and goals. But technology such as “computers have been understood as an extension of the human brain” (Wright, 4). And so imagine what video games, a more complex device then computers, can do when people are given the chance to decide their own. For video games were once simple when they first started out but as time and technology advances, so did the video games. Thy have become more elaborate, more graphic causing the player to think outside of the box to try to achieve new ways to let out their imagination roam free and help them in the process of playing. While many adults have a negative view of video games, and is they have, they have played it and gotten angry at it for they did not understand the concept of the controls of the game. Which what makes the youth of today much more open in playing for they don’t need to understand or read the manual to play, its trial and error to them. They learn and understand as the play along. They know that can try again. They understand that it may be difficult but they still try and they keep their mind open for new outcomes. Thiers minds are open and accepting to new information and ways of thinking. Which is what makes the youth of today different from past generations who were taught one way of thinking and being
Rockstar Games are known for three things: Open world video games, strong protagonists, and extremely controversial games. Rockstar’s best selling video game series, Grand Theft Auto, is perhaps the most controversial game series of all time. The original GTA sparked so much controversy that is was condemned in Germany, Britain, France, and Brazil. Whether you’re torturing innocent victims, killing civilians on the streets, or going to a strip club, Rockstar Games makes sure to pack their games tight with content that gets people talking. This policy holds true in Rockstar’s most recent addition to their extensive video game catalog: Grand Theft Auto V. Along with enormous success, GTA V also sparked enormous controversy. Whether it was the game’s depiction of torture, its not-so-subtle hints at sexism, or its overly (sometimes unnecessarily) violent gameplay, adults (especially parents) around the world were, and still are, outraged. Many parents feel that the content of the game is not appropriate for children, and that it is polluting the youth. Of course, being the best selling video game of 2013, there are still millions of people who adore GTA V in all of its bloody, violent, sexual glory. These people are diehard fans of the franchise, and when put in a room with an anti-Grand Theft Auto activist, heads are sure to butt. There are countless articles online arguing for, or against Grand Theft Auto V, but it seems like everyone is missing the point. Rockstar Games doesn’t force people to purchase their games. Rockstar Games creates the game, and puts it on shelves, but it is up to the parents to choose whether or not to purchase the game for their child.
Whether they be first-person shooters like Call of Duty, sports games like Madden or Fifa, racing games like Forza or Mariokart, or even games and apps on your phones, there are quite a bit of gamers in here. According to the Entertainment Software Association, about 59% of American play some sort of video game, so gaming isn’t all that uncommon (Entertainment Software Association, 2014). As such, there must be some sort of effect on the audience of this growing form of entertainment.
3. “Video Games” by Chris Jozefowics. Published by Gareth Stevens Publishing 2010. Pleasantville, NY 10570-70000 USA. Produced by Editorials Directions Inc.
In the 21st century, society is noticing a drastic change in the new generation. Going outside has become a thing of the past for some and many parents struggle to get their children to stop playing video games. Submersed in the world of violent video games, society has started to scorn the idea of them. Though video games seem to have a lot of drawbacks, other parts of society encourage the development of video games. While many believe that video games are detrimental to society they actually hold many benefits for all age ranges.
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 are electronic sports which involves user interface and user interactivity. They generate a visual response which helps to provide excitement and entertainment. Video games are played on computers, televisions, or any kind of device with a display screen. People play video games for fun and also because some games are more productive and useful. With growth in technology video games have become very popular in children. Those games can be informative and a brain-builder for children but at the same time it may be so violent that they not only become the reason for the children to be destructive but also vigorously increase anti-social behavior.
Several years ago, technology and child’s play were not such as extremely developed as today. Thousands of teenagers have video game as their primary form of entertainment at home. The disagreement about violent video games is because they focus on several subjects such as violence scenes, pornographic content, racism and other resources. For many years, researchers have been debating if video games can cause dependence or not. However, an expert, Jack Flanagan believes video games have a really negative effect on a person’s life and even for children. Jack states that video game addiction exists, and can have the same effects as drugs and alcohol (Netzley 36-37). This shows that video game addiction can be like other addictions