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Desire can be a very powerful emotion for humans in this world. For humans there is only one rule, we get what we want because it is in our nature--our desire. In the Writers Presence, Will Right and Marie Winn describe their perspectives on gaming and watching TV. One has a good point of view, while the other argues about its downfall. People want more and more and cannot stop. But what if something we want or already have can be changed from good to bad. What if this desire we have inside turns into a force which controls the way we feel about ourselves in a whole new way. For humans a simple desire can become much more--an addiction or even a weapon. Game designer Will Wright exploits his view on gaming through a good path. Gaming can have a positive side and give one a feel of excitement at the same time. But if we get caught up on focusing on games for long enough, it begins to alter our mind. I strongly disagree with what write has to say in his essay. It is easier to get caught up in an addiction then too get rid out of one. Once it has captured the mind, it is like a chain...
While video games can have a negative impact on those who use them what is often overlooked as Wright points out is their ability to help those who play them in ways that nothing else can. His comparisons and the way he relates video games to people will certainly make people reconsider their thoughts and feelings about video games. Wright wants his audience to consider the fact that video games are not completely bad and to not look down on those who play
Desire is one of the most powerful feelings in the worlds since it can lead us to do things we can’t even imagine. For example, to violence, as seen in the film. As I watched the film I was often surprised by the decisions the main character made and I could see that even though they were rash and delirious, there was a really strong reason behind
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.
...hat you don't notice anything around you. The long term effects of gaming is different than what most would likely imagine, they include the facts that; “gamers are better at jobs that are active or mentally puzzling, and the majority of gamers live happier lives because they can do something they love with just the push of a button”(Walsh, 2004, p.22).
...Walsh suggest that moderation is the key to dealing with an addicted adolescent, limit the amount of time they play the game, and ensure that their priorities are taken care, school work, chores, or family time. If this does not work than Walsh recommends removing video games completely. Additionally Walsh argues that if people are partaking of media, movies, video games, or surfing the web, they are not outside playing, or participating in sports. They are not getting enough exercise, which can lead to obesity, diabetes, and other health related issues. Video games can be a positive aspect of adolescent or adult life, the key as in most things is moderation.
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.
The issue of sexism in video games have been going on for a long time. Similarly, Fox talks about how “Research has indicated that many video games and virtual worlds are populated by hypersexualized and unrealistic representation of women.” This shows how women have been sexualized in media which represent women as self-objectified. Jess explain in his research that, “as a result of hypersexualization of women in videogames it would lead to increase in rape myth acceptance.” In one of jess experiment he focus on the effects of avatar features on women’s experience of self-objectification. He finds out that college women who are exposed to over sexualized avatar in videogames experienced higher level of self-objectification than those who are exposed to non-sexualized avatar. In addition, Jess explains how “self-objectification mediated the relationship between controlling a sexualizes avatar and subsequent level of RMA.”
Rather than symptomatic of a ‘lack;’, I believe desire can in fact be a natural, positive energy – desire is production. As Guattari once observed , “we will only become revolutionary when we bring into play our ‘unconscious investments’ - when we reach the point where desire and machine become indistinguishable, where desire and contrivance are the same thing”(4).
Game addicts cannot go on about that day without playing a game. They will spend at an average of twenty-four hours a week on gaming alone. Many game addicts forget about the everyday basic necessity such as eating, bathing and sleeping and continue on their games. Seungseob lee, a gamer addict who did not take care of himself, “played Starcraft for more than fifty consecutive hours at an internet cafe before suffering a fatal heart attack” (DAnastasio). The game addiction’s danger to health is tremendous mostly among adults and teenagers that are not under adult supervision. A solution to the game addiction problem would be simply prevent the person from accessing the game, but that also causes major problems. Brett, a gamer addict, thought of suicide when he wasn’t allowed to play his video game. He states, “At the time [I] felt anything had to be better than not being allowed to play Counter Strike” (DAnastasio). Brett ended up getting depression and started failing his classes. Brett cut himself away from the world and won’t even come out of the room. Excessive gaming can also “. . . induce pseudo hallucinatory-like experiences” (Clark). It happens when the gamer gets off the game after a long hours of playing. The gamer feels as if he or she is still in the game. One game addict claims to see and hear the zombies out the window of his home. These hallucinations can cause serious psychological and
As the time passes, technology is expanding and developing many creative ideas. Unlike in the past, nowadays we have computers, TVs, internet, and many inventions that have bad and good effects on us. Children used to interact with society by hanging out and playing sports with each other, but now we can see a big percentage of children who play video games for many hours daily. Addiction controls the lives of people, there is addiction to drugs, cigarettes, alcohol or gambling, and there are some forms of addiction associated with modern life, such as the Internet and video games. Most people think that video games are harmful and a waste of time.
Video games are not considered as a serious addiction amongst teenagers and adults, often being compared to severe cases of addiction, such as drug abuse or alcohol abuse that may result in the appearance of a decrease in the severity of the addiction. However, video game addiction is a serious matter and has unhealthy consequences for an individual 's life and their health; spending too much time playing video games can take a great toll on one 's physical and mental well-being. Continuing unhealthy patterns of video game activity for prolonged periods of time can result in mental health issues, physical health problems, and a decline in a social life.
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.
Several years ago, technology and child’s play were not such as extremely developed as today. Thousands of teenagers have video game as their primary form of entertainment at home. The disagreement about violent video games is because they focus on several subjects such as violence scenes, pornographic content, racism and other resources. For many years, researchers have been debating if video games can cause dependence or not. However, an expert, Jack Flanagan believes video games have a really negative effect on a person’s life and even for children. Jack states that video game addiction exists, and can have the same effects as drugs and alcohol (Netzley 36-37). This shows that video game addiction can be like other addictions
Impact of the issue related to gaming. The playing of online games impacts teenage gamers socially, educationally, ethically and psychologically. This issue involves numerous stakeholders. They are mainly teenagers, parents, friends, policemen, and the game company.