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More handpicked essays just for you.
Effect of video games on those who play them
Negative behaviours caused by video games
Video game effects on the human psyche
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This research studied Pokemon Go and its effectiveness in influencing one’s behavior, social life, and education. More specifically, this paper dealt with gender and how one’s sexual orientation can impact their video game play. Video games have grown increasingly popular throughout the last decade, and with the introduction of video games on smartphones this allows for more people to have access to them. Effectiveness was measured with a survey that utilized the Likert scale, while other simple Yes/No and general information questions were asked. The participants were given the survey electronically through Qualtrics, a free research survey software, and the data was analyzed using SPSS. The research was completed on high school/middle school aged students at a south-eastern high school. It was found that males play Pokemon Go …show more content…
The game was developed for iOs, Android, and Apple Watch devices. It quickly became a global phenomenon, and was one of the most used and profitable apps in 2016. Since its release, the game has been downloaded over 500 million times worldwide. In the game, player’s use a mobile phone’s GPS capability to locate, battle, and capture creatures called Pokemon. The Pokemon appear on screen as if they were in the same real-world location as the player, which makes this an augmented reality game. A big feature in Pokemon Go is the Pokestop: here players can buy items, communicate with other players, and rest their Pokemon. Pokestops were implemented at a number of different types of locations, which include businesses. Businesses even reported higher numbers of sales due to the large amount of people that came to visit the pokestops. However, the game has also had negative effects. Many people use the game while driving, which could lead to increased motor accidents. Also, there have been reports of people stealing phones at
New apps on the mobile phones are taking a much more influential participation in our lives with the introduction of augmented reality. It changes the perception of our awareness of the surrounding through augmentations on our mobile phones. This comic explores the recent popular app ‘Pokémon Go’ in the ways that it affects our everyday lives, through a simple family outing portrayed by the protagonist Lucy. The comic starts with both Lucy and her mother in the setting of a beach. The contrast can already be seen where Lucy is holding and focused on her mobile, while her mother is empty handed. Lucy is so attached to her phone that she forgets her surroundings and walks into a pole. This shows the over attachment to the augmented reality that
Researchers, however, have found that gaming may not be completely bad for adolescents. A recent study by Paul J.C. Adachi and Teena Willoughby points out that video gaming may satisfy the same criteria for positive youth development as traditional organized activities such as sports, music or clubs. In direct contrast to this analogy, they demonstrate that there may be significant social benefits of gaming, that adolescents are motivated to play video games and that this type of play requires concentration and mental effort (Adachi and
Pokémon Go has been the most popular game talked about since it came out in June of this past summer. The game was designed by Nintendo to get gamers outside to experience their surroundings while finding Pokémon at geo-located sites. Two profound writers shared personal outlooks on the game in articles featured in the New York Times: Room for Debate. The first article “Resisting the Call of the Virtual” written by Louv gives citations from scientific research to target his intended audience by appealing to logos. The second article “Pokemon Go Connects Us to Our Cities and Neighbors” by Jeong uses heavy amounts of pathos to hook the audience into believing her claim that the game is full of good. Jeong accomplishes her rhetorical purpose more successfully than Louv because of the commanding appeal to pathos she creates as well as her ethos supported by first-hand game and research experience.
In Mitch Albom’s article, “Pokémon Go, Draymond Green Prove Smartphones Not So Smart,” he denounces the use of smartphones to take inappropriate photos and the younger generation who play on an app called ‘Pokémon Go’ (1). Albom scrutinizes a former Michigan State basketball player named Draymond Green, who accidentally uploaded a photo of his nether regions to a popular phone application called Snapchat, that lets users send photos to friends privately or for the public to see (1). Not only Green, but the players of the game Pokémon Go, who feel that the game is a way to explore and socialize with others prove to be an issue to Albom, stating that they shouldn’t be looking at their screens if they want to get off the couch (2). Both Green
Meeting new people is inevitable due to the amount of players who are on each team. Age doesn't matter when it comes to this augmented reality game due to the fact that Pokemon has been out since 1990. Pokemon Go lets you explore new places you might never have been aware of. In Pokemon Go, real world monuments, statues, historical markers, and art installations are considered PokeStops.
The authors developed three hypotheses that propose results would show statistically significant gender differences in social groupings, language preferences, and in the amount of time that the study’s participants spent on different cognitive tasks while playing in school and at home (Mathur and Parameswaran, 2015).
1. In a study that was testing testosterone levels and its association with competition using computer games, it was found that:
From this, it concludes that the media and online gaming can create and reinforce gendered behaviors. These video games affect the child's identity and their perception of others. In conclusion, the video games that contain sexual themes become more graphically portrayed. And the video games that use Damsel and Distress plots reduce women to a state of victimhood. The way female characters’ dress in the videogame reinforced gender-role stereotypes.
The average adolescent spends a major part of the normal week watching or interacting with some form of the media’s products. Video games are one of these media based mediums and have become increasingly popular since the 1980’s. According to a report in Archives of Pediatrics & Adolescent Medicine, "Female gamers spent an average of 44 minutes playing on the weekdays and one hour and four minutes playing on the weekends, and male gamers spent an average of 58 minutes playing on the weekdays and one hour and 37 minutes playing on the weekends" ("Video Game Play Among Adolescents"). What can we understand from this evidence? The fact is that adolescents, male or female, are spending tremendous amounts of time each day sitting in front of a screen with a controller in hand.
Most people think that video games are harmful and waste of time. As a result, the main question of the research is how video games can influence on children and many minor questions come to mind about video games: Do video games influence a child’s psychological development and make them more aggressive and violent? Do video games affect a child’s grades? What are the influences of video games on children? Many people don’t have much information about video games and how video games may effect on people’s behavior, health and mind.
Social scientists have been examining the effect that video games have on behavior. From the introduction of video games in the 1980s, there have been numerous research studies to this effect (Andersen & Taylor, 2008). The issue has become even more significant in the modern context because these video games have become bloodier and more realistic than ever before. Even though boys play these games more than girls in America, the consumption of video games has generally been high. Carey (2013) indicates that 32% of these gamers are below the age of 18. Therefore, it would be crucial to evaluate the effects that these video games have on the behavior of such children.
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.
"Video game play may provide learning, health, social benefits." American Psychological Association. February 2014, Vol 45, No. 2
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
The Pew Internet study of US teenagers found that few play alone and most join up with friends when gaming. It found that many used educational games to learn about world issues and to begin to engage with politics. The report also found that gaming had become an almost universal pastime among young Americans.