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Sexism in the gaming industry
Sexism in video games essay
Effect of video games on those who play them
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One is able to escape to a world where they are challenged. The intriguing graphic designs lure people in for hours. The levels, characters, and objective of the games gives one a sense of purpose to strive to do their best. Video games are a leisure activity that people play during their free time, but for those who are unemployed, it can become a major distraction that can hinder one's real life challenges such as finding a job. In “Are Video Games Keeping You Unemployed?”, Allan states that as technology becomes more advanced; video games are also doing the same. In the past two decades, video games have gone from small handheld devices with simple games such as Tetris, to complex and more visually appealing games that can be shown on a television. This shift has caused more people to start playing video games, and these numbers increase …show more content…
However, towards the end of the article he refers to a video game that he would love to play frequently if he had the time. From this statement, one can infer that the author is a gamer himself. There is also the possibility that this article is a reflection of what he learned through personal experience. Nonetheless, his claim is that video games negatively impact young men who are unemployed. The author suggests that his agenda is to bring awareness to this issue and to inform people that how you spend your time is a determining factor to your success. It is important that the author brought attention to this problem, because it is something that most people do not regard. Most people know that there are very committed and serious gamers who spend numerous hours behind their TV screen. However, they are unaware of the effects that it can have to your professional life which are too significant to ignore. At the same time, the author wanted to notify the readers that playing video games is not bad as long as you ensure that it is not detrimental to your professional
Researchers, however, have found that gaming may not be completely bad for adolescents. A recent study by Paul J.C. Adachi and Teena Willoughby points out that video gaming may satisfy the same criteria for positive youth development as traditional organized activities such as sports, music or clubs. In direct contrast to this analogy, they demonstrate that there may be significant social benefits of gaming, that adolescents are motivated to play video games and that this type of play requires concentration and mental effort (Adachi and
“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
Video games do not make us more intelligent. They may however, make us more prone to violence and sex. Video games are preventing us from screening out distractions and making thinking deeply a difficult task. Our brains become overwhelmed when multitasking. Moreover, Johnson states “... a modern video game can take forty hours to complete”. Forty hours keep kids from homework and as Rachael Rettner states in livescience, “The results show that boys given a PlayStation II are slower to progress in their reading and writing skills and have more learning problems reported by their teachers than those not given a system”. The sole reason studies come back positive for video games being productive is due to the fact that they test a regular video gamer with a non-gamer. Regular video gamers will do better in the study because the more they play, the better they get. Not many realize the effect of these “fully realized imaginary worlds”, it is making it harder for people to differentiate their virtual life with their real
Video games have become a hot topic recently. There have been a lot of controversy over whether to play or not to play. The controversy is due to them being arguably more captivating than all other forms of entertainment. Video games narrate an epic tale like no other form of entertainment can. You can become immersed in video games, because of this they are both a highly entertaining escape from the real world and a complete waste of time.
Finally, video games addiction should be taken seriously because it affects gamers’ lives. Each individual should take prevention measures for this community problem and help people who are struggling with this addiction in order to avoid the harmful consequences. In time when computers are taking great part of our time we should try to keep in touch with the reality regardless of the appeal of the virtual life.
The second reason video games are an issue is that videogames have been linked to a variety of mental and physical ailments. The most common physical health problems tend to be arthritis from barely moving the fingers while using a keyboard or game controller, and a variety of eye problems due to constantly staring at the game screen. The most frequently occurring mental problems range from delusions to schizophrenia and becoming desensitized to violence. Keegan says that "repeated exposure to violent images can make people less sensitive to the effects of violence" (1). All of these ailments, both mental and physical, can and will occur in many people, but this statement only holds true if the player spends much of his or her free time playing video games. The essay “Violence and the Media: A Psychological Analysis,” shows how the number of hours spent watching a television program may be more influential than the nature of the program itself (Javier 4). While this statement refers ...
This journal article is entirely credible and written by two women who know what they’re talking about. This article discusses how video games form stereotypes about both genders and that they impact both gamers and non-gamers. Men are portrayed as aggressive and women are unsurprisingly portrayed as sex objects. A main issue with this is that video games are mostly played by the younger generation meaning these are the ideas being imbedded into the youth of the world. The...
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 accused of making youth violent and aggressive, making people isolate themselves from society, and for lowering the attention span and the ability to concentrate in youth. These claims have yet to be supported by several well organized studies and have never been more than a correlation to any of these claims, and in fact have been disproven on several occasions. Adam Eichenbaum (2014), author contributing to the American Journal of Play, concluded a discussion on the research on video games say that “Today’s video games are much more than entertainment. They are also weapons in the fight against declining mental capacities in old age. They promote job-related skills. And they are a model of how to teach children complex and difficult tasks and abilities. As with any technology, video games are neither intrinsically good nor intrinsically bad.” (pg. 67) Video games are not the waste of time that they are accused of being, nor are they damping the development of today’s youth. If anything is to be said about video games is that in them lays a great potential for good; that video games serve as tools for people who want to make a change in society, whether the changes are positive or negative lie in the hands of those that choose to use video games as tools. These are not unrealistic or histrionic claims; video games, after all, are more than just
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.
There are several negative stereotypes associated with video games and those who play them; some of these may often hold true. However, there are plenty of learning opportunities in video games. While the direct purpose of some games is to educate or train, other games that do not directly have this purpose can still become a learning experience for the player. As Ntiedo Etuk, president of the educational video game company Tabula Digital said, “The traditional view of video games has been that they are distractions from the task of learning” (Electronic Education Report 1). Video games are an effective tool for learning and retaining skills both inside and outside the classroom environment. The basic cycle of game play--the introduction to the game, game play, collaboration, improvement of these between each round, and evaluation at the end of the game (Klievink and Janssen 159)--are nearly parallel to the traditional classroom learning cycle of reading a textbook or listening to a lecture, taking a quiz, studying, focusing on items missed on the quiz, and taking a test or exam. Within this cycle, there are many opportunities to develop and perfect both educational, life, and occupational skills.
Some students have played violent video games to have fun with their friends or siblings while they are online and offline. Plus they play to try to release their stress, frustration, and pressure after having a hard time doing their homework or in class. Video game developers goal is to make fans happy when they are playing their games. Video games are meant to have feeling of adventure, enjoyment, and excitement. It is helping the player to play video games without harm. Video games also help players to...
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...
Video game have been claimed as addictive, a waste of time, and a distraction. While this does apply to some people, others have found the benefits to playing video games. These benefits include simulating working environments, helping people escape working environments, and giving great experiences. Although these benefits seems to be beneficial, it still stands that video games are a waste of time in which other things can be more productive.
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.