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Impact of computer games on everyday life
How videogames impact our lives
How videogames impact our lives
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Gamification is something new in today’s society. However, it is becoming an enormous deal. From going to local places to an abandoned house. Turning everyday activities is presented very different between the two passages. To begin, in passage 1, Foursquare is an app that is modified to make the activities better for the players. According to Bray,” Foursquare would only catch on if it could change the habits of millions of people, by convincing them that the app was a better way to stay in touch” (5). In this passage, the author uses Foursquare to present gamification. However, in passage 2, Zamzee is also part of an business trend called gamification. According to Drimmer,” Zamzee and other gamified businesses borrow techniques
As Twenge continues her argument she compares it back to her own experiences which ties up this argument in the successfulness of it. She uses these comparisons to help emphasize important parts of her argument. Beginning with “they think we like our phones more than we like actual people.” This state of unhappiness around teens forms her bigger argument that this is a main reason smartphones have destroyed a generation, “It was exactly the moment where the proportion of Americans who owned a smartphone surpassed 50%”. The owning of smartphones “placed in the young people’s hands are having profound effect on their lives -- and making them seriously unhappy.” Their social interactions decrease and their screen time increases as the years go
Establishing credibility, Brooks inserts modern examples of simplicity penetrating our daily routines. He utilizes one of “the best-selling books of 2015” to show how widespread this move toward simplicity reaches. Brooks also mentions the “thousands of members of the National Association of Professional Organizers” to almost satirize the large number of Americans that actually take part in what seems like such a silly organization. These examples reveal unintended irony within the essay, uncovering that in order to make our lives simpler, we tend to clutter it further with books, clubs, “magazines and websites.” While the intentions may appear to simplify, these techniques tend to do the opposite, jumble up life and complicated it further than
People deceive themselves that social technology improves human intimacy and help loneness. They think social technology give them opportunities to connect to other even they are far away, and give comfort to them if they need a listener, friend and even lover. Gopnik writes people have causal understanding since they were born by indicating example that “eat more to grow more”. It is the major abilities to make possibilities real. “Once you know how one thing is causally connected to another you can predict what will happen to one thing if you act to change another---you can see what a difference making things different will make. (Gopnik 172) When using social technology, people know that the relationship between it and people themselves help them change to other situation they want. They know phone can help them connect to other but they also understand what might cost them if they continuously pay attention to social technology. But they don’t quit using it because people are allowing it to bring us to places that we don’t what to go.
Gee, J. P. & Hayes, E. R. (in press). Women and gaming: The Sims and 21st century learning. New York: Palgrave Macmillan.
This particular study looks at a previously existing network called Dodgeball. Dodgeball was created in 2000 and utilized in 22 cities around the United States. The social network only lasted nine years before it was shut down. It was a popular concept though and so other networks like it were started; such as FourSquare and Google Latitude. This network is similar to the previously mentioned sites because users can report their whereabouts to friends within their connections circle. Dodgeball is one of the first of its kind in social networking as it worked by using text messaging rather than GPS.
As a child, many individuals have free time where they can participate in leisurely activities often. Known as the preparation phase, leisure at this point is usually where a child forms relationships and set goals they wish to achieve in the future. This differs drastically from the establishment phase, where an individual is usually too busy to participate in leisure as much. At this phase, leisure is viewed as purposive, such as taking their child to a museum. The focus is generally not focused on just the individual themselves but rather on acting upon their previous goals to successfully reach them. The final phase is known as the reintegration phase where an individual reflects on the course their life has taken due to the preparation and establishing they have done. At each stage, there are constraints and facilitators that affect what an individual may do as leisure. However, there are other cultural and social factors that affect this as well. Ever since ancient times, an individual’s economic status is a factor that has affected their participation in certain leisure activities that they can afford or not. Today, this still occurs as some people can afford to do activities for leisure while others can not. There are other constraints that an individual can face as well based on where they live, their religion and what race they are. It is unfortunate that not all
Before I read Bogost’s article Cow Clicker, I often mistaken social games with all mobile games. In my mind, most of the mobile games are like that - Money driven, attention and clicks driven. You just have to babysit your game everyday and there are nothing left on them. I can see a reflection of my roommate while I was reading the article: A few month ago, my roommate downloaded a Disney themed farm game that was no different to any other social games-you collect money, you collect characters, and you build more stuff. Even my roommate herself complained that she was “babysitting” the game. Now, when I compare that Disney game to Puzzles as Dragons, I realized that not all mobile games are money driven and no game play. Those that were, are called Social
Within gaming or anything that is interactive there is an element of “play” that coexists with the activity. Play becomes an important characteristic because it contains elements that are mentioned by Johan Huizinga to signify the importance of play culture. Huizinga elaborates on “play” through the concept of the magic circle and that “play” is not either “ordinary” or “real” life. These two characteristics within Huizinga’s play culture helps the reader define the idea of play, but rather puts it into question of whether or not “play” can have a definition or not. Play culture is reinforced with characteristics by Huizinga, but can be further argued that play inherit the characteristics, but does not fully define what “play” really is; especially not through the magic circle or having play being ordinary or real life.
Bedard (2015) takes an interesting approach to understanding motivation; she talks about gamification, which refers to the use of game elements in contexts other than entertainment. Businesses, she says, are increasingly “bringing game elements into the work place to motivate employees to engage in numerous kinds of efforts, from learning to creative idea generation to quality improvement” (Bedard, 2015, p. 43). It makes sense that games can serve as illustrations of motivation: people are drawn to playing games for a reason, and that reason is –often- to seek new challenges and become winners. Bedard (2015) uses the game Candy Crush Saga to analyze the different factors that motivate people; candy crush saga is a game that consists of a board
In a fast-paced society of extraordinary innovations and creative ideas, life can get overwhelming on what the new trendy “it” thing is nowadays. For centuries, the number of random activities to perform has grown extensively around the world, such as adventuring through a scenic boardwalk along Venice Beach, California, hosting a “Bring Your Own Brush” paint celebration for rowdy children, learning how to master the art of henna from Henna for Dummies, and visiting fun-filled food gatherings at the Cheesecake Factory or World of Coca-Cola; the list is endless. While all of the following are exhilarating and interesting, they do not necessarily “fulfill” one’s life. What is the most unique and satisfying hobby a person can be involved in? The
The use of computer based games as learning tools in the classroom has steadily increased over the past several years and is a trend that David Martz, sales VP of education software company Muzzy Lane, believes will continue in the future. Among the games developed by Muzzy Lane is Making History, in which the player leads a European nation in the years preceding World War II (Electronic Education Report 2). Playing a game such as this one allows the learner to immerse himself or herself in the period they are learning about rather than...
The concept of “edutainment”- the hybrid of education and entertainment has existed almost as long as video games have. Evidence of this is The Oregon Trail, a game about the colo...
According to one of a Gamification Guru Yu-kai Chou, gamification is a design process that optimizes for the human or “human-focused design” in the system, as opposed to pure efficiency or “function-focused design” of the system. Most systems are “function-focused” designed to get the job done quickly, however, Human-Focused Design remembers that people in the system have feelings, insecurities, and reasons why they want or do not want to do things, and therefore optimizes for their feelings, motivations, and engagement.
In society’s current era of technological advancement, video games have gone a long way since they were first created. Video games in the twenty-first century are no longer just toys or junk in the lifestyles of the youth. They have become innovative inventions that not only entertain its users, but also help aid the people in both the academic field and in jobs. The influences that video games bring about in the culture of the youth today are, in fact, not the negative influences that most people think. Video games are actually this generation’s new medium for educating the youth. The information they learn are also mostly positive and useful things that they may apply in their future lives (Prensky 4). In a generation that revolves around technology and connectivity, developers and educators have already been able to produce fun and interesting games that can teach and train people. Video game developers and educators should continue to collaborate in order to create more positive, educational, and appealing games.
The world of everyday life is a reality for granted : we act in the world of everyday life in an a- problem , according to routines or patterns ( typing ) that are use...