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, …show more content…
I love when I score the game-winning shot in NBA 2K. I only did once in real life, but it was a scrimmage game with friends. Furthermore, it is fun coming back in a game and winning it, especially when I was the main reason we won the game. For me, epic wins give me a boost of confidence because I feel like I can do anything. It is easier to have epic wins in video games because we are not afraid of failing in a game like McGonigal said in chapter 12. I like how Extraordnaries can help a real nonprofit organization because most games we play only kill time, but their games can benefit someone else’s life. The idea of a video game in real life sounds amazing. I can accomplish goals and feel satisfied that I completed it, and I can help save lives at the same time. I agree that there is a lot of problems in our society and the world, and epic wins can help us take on these problems one step at a time because we can complete a goal and solve a problem. Also, I like how Extraordnaries can help raise awareness because these tasks they make is supposed to help someone and find a solution to a problem. I agree with McGonigal’s words that we have no intention to help a child across the world with a test unless there was someone or something that challenged us to do it. If someone challenges me
“Most reported effects of videogames – particularly in the popular press – appear to centre upon the alleged negative consequences… Research has consistently shown that playing computer games (irrespective of genre) produces reductions in reaction times, improved hand-eye co-ordination and raises players’ self-esteem,” (Griffiths p. 47), states Mark Griffiths in his article, “The educational benefits of videogames”. When people think of video games, they often tend to think about the negative side effects that video games can have on a person. Will Wright in his article, “Dream Machines” also defends video games by providing positive effects that video games have on those who play them. Wright presents
Some argue that participation trophies are going to be the downfall of society and human life in general. That is not the case but, there are many downsides of these awards, in this essay a few of these will be brought to attention. Participation trophies do not teach children valuable lessons.
The first point that needs to be addressed is how video games are used for training purposes. Video games are used by the United States Army to train soldiers (Suellentrop). America’s Army helps the soldiers develop their fighting skills (Suellentrop). This video game also helps to teach soldiers how to learn to function as a team (Suellentrop). Along with the Army, video games train individuals how to respond in emergency situations (Issitt). Video games train people in many ways, even if it is unknown to many people how important they can be to society.
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.
Perry, David. “Are Video Games Better Than Life?” TED. Monterey, California. Feb. 2006. Web. 16 Feb 2014. Keynote Speech.
One of the most popular events of sports are the Olympics. In 2016 a video games event was first introduced in the Olympics of Rio in 2016 (Chris Foxx). This being said, organizations are starting to consider it a sports and it isn’t because of the physical activity. These organization view video games as the future of sports because of the ability needed to professionally participate in competitions. The ability to play a game and actually be extremely good at it as to be considered a professional gamer has a lot of time and practice behind it.
The use of video games has become a norm for many people and families. They may be used to relax after a long day of work, or as a way for the family to all participate in something together. Many people view video games as just another form of entertainment, but could they actually be more?
3. “Video Games” by Chris Jozefowics. Published by Gareth Stevens Publishing 2010. Pleasantville, NY 10570-70000 USA. Produced by Editorials Directions Inc.
Video games can give players experience and knowledge, but they can also, at the same time, drain energy from a player by taking away vital sleep the night before a game . Video games can be a great source of basic athletic skills, improving hand eye coordination and visual search skills. Young athletes, who have been playing and practicing with sports video games have a greater understanding than older sports stars did when they first began playing a sport, but video games cannot create an athlete. Video games help athletes become better at their sport, but the video games cannot help a person become an athlete. "A better analogy for virtual training [sports video games] could be weight lifting: It’s an activity that won’t turn you into a professional athlete, but if you are one, it will make you better at your sport" (Suellentrop 20). Sports video games impact sports performance positively, but a balance must be found between video games and real life practicing, as video games can cause harm just as much as improvement for and athletes sports performance
We should develop games that people want to spend time on that are also educational, increasing the attention span of people, visual acuity, and multitasking abilities of all generations. The author very effectively portrays her message of by connecting with her audience charismatically, visually, personally, and logically. In the age of technology we must come to terms with the changing hobbies and daily activities around us. Rather than passing them off as bad campaigning for them to be cut back, censored, we should be focusing on the good that is already done by video games and how we could continue to improve
“My research over the past decade at the University of California, Berkeley, and the Institute for the Future has shown that games consistently provide us with the four ingredients that make for a happy and meaningful life: satisfying work, real hope for success, strong social connections and the chance to become a part of something bigger than ourselves” (McGingal). The author is trying to persuade the reader that there can be so many benefits of playing a video game. The purpose is not to make money out of playing the game but to able to show that goals can be met. Those studies show that it can give more to gamers and people in general to experience these type of things. By what she was saying that it can show that she was a success; and that she wanted to experience it first to show that she has some credibility.
According to Merriam-Webster, a video game can be defined as “an electronic game in which players control images on a television or computer screen.” In addition, video games will give other means of information and interactivity to players such as audio, which is almost universal. Traditionally, video games have been made for players to follow a predetermined path that the developers created, most commonly through traveling from one side of the screen to the other in 2D or by exploring an environment in 3D. As technology developed, video game makers were able to create more immersive experiences for players. The characters, environments, narrative arcs and overall production have evolved to compete with any other media. The major difference
There are several negative stereotypes associated with video games and those who play them; some of these may often hold true. However, there are plenty of learning opportunities in video games. While the direct purpose of some games is to educate or train, other games that do not directly have this purpose can still become a learning experience for the player. As Ntiedo Etuk, president of the educational video game company Tabula Digital said, “The traditional view of video games has been that they are distractions from the task of learning” (Electronic Education Report 1). Video games are an effective tool for learning and retaining skills both inside and outside the classroom environment. The basic cycle of game play--the introduction to the game, game play, collaboration, improvement of these between each round, and evaluation at the end of the game (Klievink and Janssen 159)--are nearly parallel to the traditional classroom learning cycle of reading a textbook or listening to a lecture, taking a quiz, studying, focusing on items missed on the quiz, and taking a test or exam. Within this cycle, there are many opportunities to develop and perfect both educational, life, and occupational skills.
Throughout the course of history, individuals have enjoyed playing sports. Whether it would be throwing a football, sprinting around the track, or kicking a soccer ball; sports have been a popular activity worldwide. The determination and expertise needed to play sports at the highest level has made it a challenging yet enjoyable activity. However in the recent years, sports have slowly drifted off from it’s traditional roots of physical prowess and into competitions of mental proficiencies. With the exponential growth of technology worldwide, it is not uncommon for the average household to have a computer, PS4, Xbox One, or even a Nintendo 3DS. In fact, the introduction of new technological entertainment has served as a gateway for the new generation of athlete culture; video games. As a result of the growth of video games, Esports (short for ‘Electronic Sports’) is slowly being integrated into athlete culture worldwide through its spectacular foundations, overwhelming popularity, vast prize pools, and recognition by official authorities.
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.