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“There are plenty of skills I’ve learned from playing video games. It’s more interactive then watching TV, because there are problems to solve as you’re using your brain.” This quote was said by the famous US athlete Shaun White. (Quote 1) Video games started in the late sixties and early seventies. (History 1) Later down the road, companies such as Sony and Nintendo came out with bigger and better consoles. “Sixty-three percent of parents believe that games are a positive part of their children’s lives.” (GCP 1) While video games can promote violence and cause adolescents to be lazy, video games are beneficial to adolescents because they help reduce stress and anxiety, they provide a fun way to learn, and they make exercise more appealing.
First, video games are beneficial to adolescents because they help reduce stress and anxiety. Video games help reduce stress by giving everyday people an escape from reality. In an online reality call “Chore Wars,” the missions you have to complete are revolved around cleaning tasks you would see every day. (Real 1) For instance, by escaping reality, even for a short amount of time, you can release stress by killing bad guys in “World of Warcraft” or focus on different angles to get everyday tasks completed. Video games can also help reduce anxiety through taking a different approach to problems people face during their lifetimes. Alternative realities can help people when they get sick or hurt by helping them stay optimistic and set real goals for themselves to achieve. (Real 2) Reality worlds can also help a person build a support barrier by inviting them to play a game instead of asking for help outright. (Real 3) Since the creation of games many different genres have shown up, including fa...
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...The Ultimate History of Video Games: From Pong to Pokémon and Beyond: The Story behind the Craze That Touched Our Lives and Changed the World. Roseville, CA: Prima Pub., 2001. Print.
McGonigal, Jane. Reality Is Broken: Why Games Make Us Better and How They Can Change the World. New York: Penguin, 2011. Print.
News, ABC. "The Benefits of Video Games." ABC News. ABC News Network, 26 Dec. 2011. Web. 26 Apr. 2014.
Rigby, Scott, and Richard M. Ryan. Glued to Games: How Video Games Draw Us in and Hold Us Spellbound. Santa Barbara, CA: ABC-CLIO, 2011. Print.
Wilson, Lee. "Video Games Are Useful Educational Tools." Media Violence. Ed. David M. Haugen and Susan Musser. Detroit: Greenhaven Press, 2009. Opposing Viewpoints. Rpt. from "Getting It Wrong: Slaying Myths about Video Games." Technology and Learning (15 Sept. 2007). Opposing Viewpoints in Context. Web. 25 Apr. 2014.
“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
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
Bissell, Tom. "Extra Lives: “Why Video Games Matter.” They Say / I Say 2nd Ed. Birkenstein, Cathy, Russel Durst, and Gerald Graff New York: W.W. Norton & Company, (2012). 349-361. Print.
Adachi, Paul J.C. and Willoughby, Teena. “Do Video Games Promote Positive Youth Development?” Journal of Adolescent Research 28.2 (2012): 155-165. Web. 12
Videogames are amazing they promote creativity, team-work and social interaction. Video games actually work to increase how good your eyesight is. One study done by scientist’s Daphne Bavelier and her team found that playing five to fifteen hours of action games (e.g., Call of Duty) a week increased how good the participants vision was in two ways "The first way is that they 're actually able to resolve small detail in the context of clutter… The other way that they are better is actually being able to resolve different levels of grey”. Sure games have violence in them but honestly what doesn’t, films and TV are chock full of it, heck even Tom and Jerry promote violence and animal abuse plus there is a reason that those big shiny red “18” stickers are put on games so that it is clearly shown that children aren 't supposed to be given access to these specific types of game. As for the “waste of time” nothing is really a waste of time if you gain something from it such as
There is no doubt that video games have become a major entertainment as important as cinema, literary and theatre for modern people. Nowadays, people tend towards spending more time on playing games than ever before. According to Nielsen’s report, gamers age 13 and older spent 6.3 hours a week on any gaming platform in 2013 around the United States, and the time people spent in 2012 was just 5.6 hours per week (The Nielsen Company, 2014). 12 percent, rising is a clear message to remind people that video games should be taken seriously. Because, as an emerging mode of entertainment, it is being a part of our culture and has a tremendous influence in our daily life. An increasing number of people are beginning to realize that games should and
Did you know that 97% of kids in the U.S. Ages 12-17 play video games? Are video games good for you? The answer is no. Video games affect youths in negative ways. Imagine, the world without video games, kids would be outside way more often and there would be not as many obese people. Because of kids spending too much time on video games it can become addicting. Kids can go crazy because of getting mad at the game.
4. “The Link Between Video Games and Violence” by Rahul Massey. Published by Schorlarly Research Paper 2009. Published by Find Knowledge NY V127900. http://www.grin.com
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...
Johnson then makes the point that even though some games may have a lot of freedom and allow you to use your creativity, millions of guidebooks are sold to lead and direct players to their final goal. Readers on the other hand are given descriptions of setting and characters, but no actual vision of what these things actually look like. This allows the reader to paint their own picture with their imagination and let their mild run free as opposed to it being restricted to the visuals on the screen. At the end of the article Johnson reveals the potential science behind the addictiveness of gaming.
Video games have become extremely popular over the years as technology has advanced. However, with this rise in popularity also comes a growing concern in parents how the games may be affecting their children. Because of this, video games have gotten a bad reputation for increased violence or aggressive behavior in teens, antisocial behavior, laziness, and have even been linked to some crimes in the past. This has lead many adults to think that video games can only be bad for kids, however recent studies has suggested that the games may have potentially positive effects to them. In fact, some of these studies suggest that the positive effects of virtual gaming may outweigh the negative.
Many people believe that video games change people and mislead them to do bad things, such as drugs and alcohol, but it is the opposite. Gaming prevents people from such acts and actually helps to keep them away from the substances. Lots of people, mainly parents, believe that video games harm people so they try to keep their children away from them. In reality, video games make your life better. Video games can provide many benefits to your lifestyle as “numerous academic studies indicate that playing video games has many psychological and even physical benefits” (Guarini). Gaming helps stimulate the brain and advances your problem solving abilities. There are disadvantages to gaming, which is true, but the amount of benefits outweigh them by far.
Video games have been argued about for decades. Some people have argued that video games are linked to violence. However, new research shows that video games can be used for therapeutic purposes, exercise, stress relievers, positive interactive learning, hand eye coordination, and different types of patient treatment for people all around the world.
Annetta, Leonard A. “Video Games in Education: Why They Should Be Used and How They Are Being Used”. The Ohio State University. 6 July 2008.web.21 March 2014.
Interactive media and games increasingly pervade and shape our society. In addition to their leading roles in entertainment, video games play growing roles in education, arts, science and health. This theme brings together a diverse set of experts to provide interdisciplinary perspectives on these media regarding their history, technologies, scholarly research, industry, artistic value and potential future.