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The impact of gambling in America
The impact of gambling in America
The impact of gambling in America
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How does playing games affect the mind? Well in general there is so much to talk about games. From the History of games, to the vast variety of games in America! I mean think about it, you have to have played at least some sort of game, but first I need to not get ahead of myself and first get your more informed on the history of gamin in America! How did games come to America? Good question let us start off from the roots, before games even came to America. Dating back at least 2300 B.C Greeks, Japanese, Chinese and even Romans were know to be playing risk games for amusement. Let us review the sort of games these countries played. Greeks and Romans, they both had some sort of coliseum were they pit people against each other to fight to the death. Just like a sport, like present day MMA, Wrestling, Boxing, Karate, Taekwondo, Muay Thai, Aikido, and other physical combat sports. So as you can see games were definitely involved in Greek and Roman culture. Let us move on, what about China and Japan. The ancient Chinese game of “GO” is a strategy game much more in common with Chinese checkers then it is with chess! Yes the earliest report’s of Chinese playing this game is 548 B.C! As you can see games have been involved in Chinese culture! Okay now let us talk about Japanese games! Sumo wrestling dates back to 250-552 A.D. Almost 2000 years ago, obviously Japanese have been playing games for awhile! All these games that we have talked about, Go, Sumo Wrestling, Physical combat sports all are ancient games played by people so long ago so there has to be a reason why they play these games! Well get to that later were still on the history of gaming, so calm down. Let us move on to how gaming came to America! Okay so we know the roots... ... middle of paper ... ...s. One strong example is flappy bid! Remember how happy you were when you passed the first stupid pole thing! That sense of achievement! Now let us talk about the recreation theory. You ever think in life, you know what would be cool is if I got married today? What if I did this in real life where would I be? Well that’s what recreation is for. You play games like Sims. You play a life of a in game person and do what you want to do in your life. You basically redo your life or “recreate” it and make this in game person’s life awesome! Well you see people in this game feel happy doing something they might not be ever able to do. Like being able to be a thief in a game because you know in real life you would never do such a thing. Have you ever wanted to be a really fit person? Well in the game you can, so why not? See this is how recreation games appeal to people!
In pages 20-24 of Reality Is Broken: Why Games Make Us Better and How They Can Change the World, I agree that there are many different video games. For me, I am a fan of single-player games with story modes because I can play by myself and go at a pace that suits me. However, I enjoy playing online multiplayer when I have friends I can play with because it is fun interacting with friends and doing stuff together. I play on a console or my computer, but I have played on my phone and a hand-held device. I have not played a board game or card game in a while, but I would play it if the opportunity presents itself. The video games genres I play are sports, action, and adventure. I agree with Jane McGonigal that video games share four defining traits,
Spencer, R., Collins, M. E., Ward, R., & Smashnaya, S. (2010). Mentoring for young people
Ferguson, C. J. (2010, Mar). Much ado About Nothing: The Misestimation and Overinterpretation of Vidlent Video Game Effects in Eastern and Western Nations: Comment on Anderson et al. Psychological Bulletin, 136(2), 174-178.
Video games should not be banned because they help in building our personality procedure, and they are healthy. Up to date researches show that first person shooter games have many advantages such as “faster and more accurate attention allocation, higher spatial resolution in visual processing, and enhanced mental rotation abilities.” (C. S. Green & Bavelier, 2012). These games build up analysis and higher ability to deal with problems and boost creativity. Thus, people who play first person shooter games uses there neurons in a more effective way than non-players, when facing problems and difficulties (Granic, Lobel & Engels, 2013). It is important to bear in mind that these studies did not yield the same consequences when it came to other types of technology. Furthermore, according to Granic, Lobel and Engels who wrote the study entitled “The Benefits of Playing Video Games” published in the American Psychologist journal; these types of video games develop reasoning, promote relaxation, avoid nervousness, sharpen up memory and help in making better decisions.
YWCA’s Youth Mentorship Program (YMP) is designed to promote positive youth development and leadership while combating issues leading to increased drop‐out rates, teen pregnancy rates, and juvenile detention rates facing the enrolled youth in the program. YMP’s strength lies in its unique family‐oriented atmosphere. Mentors act as role‐models and tutors while interacting with the families of each participant in order to provide the best possible service to each youth. For many of the youth that we serve, that steadying presence over their formative years is the most stable thing in their lives. By providing a structured study environment, enrichment activities, character development, and tutoring we promote success in school, development of
Correspondingly, these poor urban neighborhoods can lead to less effective parenting due to the stress and struggles they are facing, which may cause adolescents to develop delinquent behaviors. Due to the high crime rates in such neighborhood, adolescents are more likely to be exposed to deviant peer groups and gang behaviors, and these may result in a stronger deviant peer effect on the adolescents. (Deutsch, 2012)
When one hears the word video games what is normally thought of? “Donkey Kong” possibly, or maybe the newer games like “Call of Duty” (COD) or “Halo” and “Grand Theft Auto” (GTA). Either way video games have gone though many advancements over the years. Since back in the 80’s when arcade games and games like “Donkey Kong” were around games could only go linearly up and down or left and right. For insistence in “Super Mario” the character could not move backwards only forwards and up and down (jumping). Now when looking back to those old, classic games they seem cheap, glossy and even not appealing to the new gamers of the current generation. This is because of the new development in games, such as, “Lara Croft Tomb Raider” where the graphics, sounds, vibrations from the controller makes the game so realistic. It’s almost as if those playing are in the game and are experiencing what ever it is the main character is going through. These games however fun and realistic they are, seem have a bad side affect to the youth. Games like GTA can affect the upbringing of young children who play even though they are not yet at a development stage to handle the level of violence in the game. There have been cases where children have reenacted the games, and many children who play start to think that the violence is okay.
Grunwald, Lockwood, Harris, and Mennis’s (2010) examine the effects of neighborhood context on juvenile recidivism to determine if neighborhoods influence the likelihood of re-offending. Grunwald, Lockwood, Harris, and Mennis made two hypotheses. Hypothesis one was that “neighborhood indicators of social disorganization found to predict delinquency will continue to predict recidivism after controlling for individual and family contexts” (Grunwald et al. 2010, p.1069). Hypothesis two was that “individual and neighborhood predictors of juvenile recidivism will vary depending on recidivism offense type” (Grunwald et al. 2010 p.1069). For this study Grunwald and his team used data taken from the Program Development and Evaluation System database of Philadelphia Family Court. This database measured: family demographics,
Tommy scuffles through the front door, drops his book bag on the floor and plops down on the couch with a scowl across his face. As his PlayStation fires to life, he replays scenes from the day in his head of being shoved into the lockers by Billy, unable to form the words to impress Sussie, and sitting alone at lunch listening to the popular kids laugh and joke, ignoring him as if he did not exist. No one understands him. No one cares about him, because he is not strong, charming, or popular. All that is soon avoided as Tommy dives into a world where he controls everything and everyone either fears or loves him. If he fails, all he must do is reset. Here he can be anything he wants, and he can do and have it all.
Social interaction is the very basis of social life and the foundation of society. Further growth and progress in society would not be possible without interactions between individuals. However, the presence of an individual as a function of society does not bind them into a social unit. It is when a group of people cooperate that allows society to develop. Therefore, interaction is the very essence of social process. Furthermore, communication is the medium of interaction. The ability to communicate with other individuals is an important element of human life in terms of interacting and developing our society. Individuals thrive from success through the approval of others. In communication, an individual develops from the views and opinions of another person. It is important to consider that as a result of society's development, our system of communication also changed. While maintaining the traditional way of communicating such as physical interactions, individuals turn to other forms of socializing through the use of video games and the internet.
“As video games have become more violent and more sophisticated and the sales of video games has skyrocketed in the last few decades, youth violence has plummeted,” Ferguson says, citing evidence compiled by various federal agencies (Adams 3). Violence in video games is not a new issue. It has been debated and argued since the release of the first violent video game. As time has progressed, so has the evolution of violence and strong language within video games. Ratings have become more relaxed, and the lines between T (Teen) and M (Mature) rated games has gotten closer together. Violent games are becoming the normal and accepted of all games, and are being demanded by the gaming industry more heavily. Parents have always shied away from these games for their children, regardless of age. However, kids are getting these games whether they are the correct age (17+) or not. Young kids, less than ten years of age are playing horribly violent games and parents are fearing the repercussions. But video games are not to be blamed for child violence. Violence in video games does not cause children to become violent people later on in life.
Children are still developing their skills and personality, while they cannot get mentored for some things they can get mentored for their skills. There are multiple mentor organizations that work with the youth in the Vancouver area, the particular one I am talking about is Big Brothers Big Sisters. Big Brothers Big Sisters has been around for over a hundred years. There were and are a ton of volunteers from my high school that participate in Big Brothers Big Sisters. They get paired with a chi...
Nowadays, video games are frequently accused of having detrimental effects on children and adolescents. The main arguments against video games are that they lead to addiction, that they provoke violence, and that they impair social development. Whether or not such claims are true has not been determined with certainty as scientific studies have produced contradictory results. Nevertheless, video games also have beneficial effects, which tend to be underrated, as they do not receive the same level of media coverage that adverse ones do, and are thus unknown to the general public. Some of the positive effects of playing video games on mental development include: stimulating analytical thinking, improving concentration, and encouraging planning and anticipation (“Video game controversies”).
Through games we are learning how to master motivation and engagement. Games have the amazing ability to keep people engaged for a long time, build relationships and trust between people, and develop their creative potentials.
...an be beneficial to children games that “could perform particular scene and plots and they explore aspect of character and identities including their gender” such as Sims allow a child to investigate and explore society in a virtual world, they are able see cause and effect with real life situation such as building a family unit, going to work and earning money also life and death.