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Research essay video games
Can video games be educational
Can video games be educational
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There exists a world where you can be or do something you’ve always imagined. You can fly in the sky or own a brand new custom Ferrari. You can be the central character and be hailed a hero or become a dreadful villain. You can do whatever your imagination wishes. What am I talking about? Video games. Now you may not believe it but video games actually contain a lot of reading, despite being action packed. Players have to read dialogues, hints, tips, help, paragraphs of information, narrations, explanations of various objectives, and more. Some games are even classified as visual novels. These types of games contain little to no gameplay but contain the most text compared to others.
As a kid, staring at pages filled with text was never my
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Persona 4 Golden is a game where I loved the storyline, not just the gameplay. There were so many aspects of this game that made it feel real. I could go to school in Japan, explore around Inaba, interact with virtual characters, make decisions of my own, etcetera….Everything was so detailed. The complex story captured my interest. The best aspect about this game was the amount of life lessons I learned. For example, there was a heavy emphasis on the bonds we have with others. Our bonds are our power and reason to overcome hardships in life. The game also made it clear that people tend to have facades in order to hide what they’re really feeling. A person could be living the life but be unhappy with it. I’ve learned to be considerate of others because they could be secretly facing personal issues. More importantly, I learned to accept myself for who I am. Instead of worrying about what I’m not, I appreciate myself for who I’m becoming. I will change as a person as I get older. There is no time in my life to worry about such petty things. I consider this game a masterpiece mainly from its compelling story and its relatable
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
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
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
Nowadays video games get nothing but bad reputations from people. There are people in powerful positions who are saying that video games have nothing but bad effects and they only promote violence which leads to children acting out in violent ways. Who are the ones listening to the people in these powerful positions; Parents. Some Parents have this misunderstanding that video games are bad and that they have a negative effects on their child’s minds and how they develop after playing them. The parents with that understanding are misinformed and need to understand just how beneficial video games can actually be for their children. Although, some parents think that video games offer nothing but
Video games. They provide an escape from reality to explore worlds and realms beyond our own. However there is a lot of controversy surrounding wether or not video games are good for you, many people are under the impression that video games turn kids and adults alike into mindless zombies hellbent on violence but in this essay I aim to convince you that not only is this untrue but that video games are actually beneficial. I’d also like to mention that too much of anything is bad for your health,for example extremely high quantities of broccoli can be toxic.
Video games are games that allows interaction with one user playing against the system or two or more players against each other on a video screen such as a TV or computer monitor. Video games are good ways to understand and master skills in the game. When comparing Madden and 2k, the two games are very similar in a way such as, they are both a physical sport. They are both controlled by a person behind an analog stick. The games have some of the similar controls. The games are very effective in our youth lives. This effect could be a good and a bad thing, because the game could keep the youth in the house and out of trouble, or it could cause damage in the long run because of the youth being in front of a Television for a long time.
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.
The topic of gun violence has become a great debate over the past couple of years. In relation to video games, the two have become linked together in the news of violent attacks. According to Christopher Ferguson’s Is video game violence bad, he states that “it is reasonable to suggest that cogent and honest arguments could be made both for and against the belief that violent games contribute to mild aggressive acts” (325). However, some studies suggest that those who are consumed with video games every day may begin to exhibit some violent behavior themselves. Therefore, in my own opinion I believe video games and gun violence are directly related to each other.
Sports video games, video games that replicate a real life sport, have been around ever since the first video game console was released . Magnovox Odyssey, one of the first video game consoles, consisted of a table tennis game. Atari’s Pong, another sports video game, one of the very first video games was also a replica of table tennis (Suellentrop 7). As the video games have become more realistic and more popular amongst sports fans, they have created a vast impact on the video gaming industry. FIFA, a soccer video game by EA sports, captured 10% of the 351 million video game playing soccer fans around the world (Consalvo vii). Today, sports are a popular hobby for many people, but
Since the beginning of the 21st century, video games have only become more graphic. On a near-normal basis, television airwaves are flooded with mass shootings at the hands of violent, enraged gunman. Violence and shootings affect hundreds, if not thousands of innocent people every year as well as the nation’s stability as a whole. “Seemingly with each mass killing- in places like Aurora, Colorado, Newtown, Connecticut, or Roseburg, Oregonattention refocuses on the role of violent media in such tragedies. Sociologists and psychologists continue to focus on the ways in which video games lead to aggressive behavior” (Newman, 2017, p. 138). Through research, reports often indicate that many mass killers were addicted to violent video games. Shortly after the Columbine High School massacre, both Eric Harris and Dylan
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.
Violent video games have become more realistic every year. Children spend about 40 hours seated in front of a screen killing cartoon characters. It has been debated whether minors under the age of 18 should play violent video games that contain physical harm, killing, and sexual assault. In the contrary, people say video games increases the capacity of learning of children, but violent video games cause great damages. Although there are an increase learning skills playing video games, violent video games should be prohibited to minors because it changes an individual behavior, physical, and brain.
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.
Regarding developing of technology, it is obviously that video games are one of the most common used materials. Leaving the technology industry on the other side, our research question is concerning about interaction between younger population and video games. As media and other resources introduce world population with rising number of younger population’s usage of video games and changing of behavior, the issue lies why this is considered as the problem. We chose this topic because we wanted to analyze and understand the way of changing of children’s behavior while they are using video games. As environment seems to be one of the basic factors that influence on human behavior, video games are presented as their virtual environment that can lead to bad or good changes. Our research paper is regarded as a significant one, because one of the important things for human existents is interaction with their environment, which video games have become. Strengths and limitation that can be caused with using of video games have huge connection with psychological state of person. This investigation is considered as worthy, because world is integrated with questions about younger population and their behavior that is affected by virtual environment and possibilities of changing of behavior. Nowadays, people are mostly confused about impact of violent and educational video games on younger population. The study related to this claim is research that is made in one college where students were exposed to using of the violent video games for the time. After a time, measurements that are made showed that students that were playing violent video games behaved aggressively. It also showed that student’s b...
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.