Jane McGingal article was titled be a Gamer, Save the World represents that the author is a gamer. She tells us that there are many benefits of playing video games. By proving that video games can be able to satisfy human needs and wants to be able to solve problems in the world; instead of the actual world solving that problem. Even McGingal addresses “Where in the world is the gamer’s sense of being fully alive, focus and engaged in every moment?” (McGingal). “The world just doesn’t offer up the same sort of carefully designed pleasures, thrilling challenges and powerful social bonding that the gamer finds in virtual environment” (McGingal). The author is also using logos that appeal to reasoning as data and statistics. “More recently, …show more content…
“Today’s video games are increasingly created on an epic scale, with compelling stories, sweeping mythologies and massive multiplayer environments that produce feelings of awe and wonder” (McGingal). She trying to persuade that whenever a gamer starts to play a game, they start to feel the excitement, and pressure of the games. While others players are playing the game, its gives the readers knowing that they can build relationships with the other players to help them solve their actual problem in the world. This can show pathos; because McGingal wants to let the gamer know that they can be able to go face to face with someone else, building a relationship and striving it. “With so much blissful productivity and urgent optimism, stronger social bonds and extreme cooperation, it’s not surprising that so many players feel that they become the best version of themselves in games” (McGingal). She trying to say that since players that don’t really physically see the other players, but while playing the game with them, might as well strengthen your social bonds or becoming a better person. What she trying to argue is that she using the technique to show people that it can work? But if players attempted to try playing the games, on which she wants to argue, she wants to engage the …show more content…
“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. “One recent study found, for example, that players of “Guitar Hero” are more likely to pick up a real guitar and learn how to play it “(McGingal). The author might be trying to say that in real life, they might not have any motivation to do it, but when they pick up a guitar for a game, they might think as it’s just a game and that it can just be for fun. But; after a while of playing it, they could found that the game was really fun, and can lead that player to pick up a real guitar and learn how to play it for real. This also shows her credibility; the author Jane McGingal must have picked up a guitar herself and saw the many
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
“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
In his article, “Extra Lives: Why Video Games Matter,” author Tom Bissell utilizes pathos to explain the extra life our society is born into when dealing with gaming, making us forget everything happening around us. Bissell gives many examples of his own life and
Not every video game causes post game aggression, but documented in his article, “Players who enacted in-game violence through a heroic character exhibited less postgame aggression than players who enacted comparable levels of in-game violence through an antiheroic character” (Sauer 205). As a graduate of Radboud University, Isabela Granic brings to light the reasons why the youth actually benefit from playing violent video games. For example, in her article, “The Benefits of Playing Video Games,” Granic illustrates the fact that children gain social skills, highly efficient motor skills, and the understanding of the human body as a whole. Noted by the author, “Whereas adolescents and adults often use self-disclosure and direct discussion with close friends to resolve emotional issues, children use play to work them out through pretend-based narratives enacted either alone or with others” (Granic 67).
Making beautiful digital graphics, wonderful story-lines, and human graphic characters that can talk to an individual through certain scenarios. Although video games are a great revolution for the future, they have had a negative influence upon people of all ages with high problems leading to transition behaviors like addiction, violence, and signs of aggression. First of all, “addiction does not happen by accident and can be based on the interplay between chemical and biochemical processes along with psychological, while the emotional environmental factors that include objects and activities addicts use and how they regard gaming.” (Mcquade et al. 23)
Many kids like Tommy, who spend most of their childhood and adolescences emerged in imaginary lands rather than dealing with the real world at hand, become socially anxious and have low self-esteem later in life. Instead of thriving with a career and family, they relapse back to the same virtual interaction they had as a child. They float through life barely able to support themselves or result to living with their parents. Adulthood seems to them a mere task they must complete in order to continue their gaming. Excessive videogame play for children and adolescents cause social anxiety, depression, and aggression because more time is spent alone engrossed in dynamic storylines and complex situations than outside building face-to-face relationships and other healthy social skills that better prepare them for their future.
3. “Video Games” by Chris Jozefowics. Published by Gareth Stevens Publishing 2010. Pleasantville, NY 10570-70000 USA. Produced by Editorials Directions Inc.
Video Games have been accused of making youth violent and aggressive, making people isolate themselves from society, and for lowering the attention span and the ability to concentrate in youth. These claims have yet to be supported by several well organized studies and have never been more than a correlation to any of these claims, and in fact have been disproven on several occasions. Adam Eichenbaum (2014), author contributing to the American Journal of Play, concluded a discussion on the research on video games say that “Today’s video games are much more than entertainment. They are also weapons in the fight against declining mental capacities in old age. They promote job-related skills. And they are a model of how to teach children complex and difficult tasks and abilities. As with any technology, video games are neither intrinsically good nor intrinsically bad.” (pg. 67) Video games are not the waste of time that they are accused of being, nor are they damping the development of today’s youth. If anything is to be said about video games is that in them lays a great potential for good; that video games serve as tools for people who want to make a change in society, whether the changes are positive or negative lie in the hands of those that choose to use video games as tools. These are not unrealistic or histrionic claims; video games, after all, are more than just
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
Video games have been around about 50 years and they contribute a big part of the U.S. economy. People interact with video games every day throughout different ways, such as cell phone devices, computers, consoles or whatever which has a screen on it. In fact, it has always affected people’s lives. However, not so many people understand the benefits of video games. With video games, people can not only relieve themselves from stress and suffering, but it also improves people’s social experiences while they are exchanging and absorbing knowledge with other people; more than that, people can learn many other things from video games which can help them to achieve great things in lives.
“Why Games Are Good For You” by Steven Johnson explains how reading is on the decline and video games are becoming increasingly more popular in the modern world. At the beginning of this article Johnson is quick to share his view that video games are more of a waste of time as they are not as beneficial to the brain like reading is. He mentions that readers are generally more active and interested in events and the world around them, while gamers tend to live a more sedentary lifestyle. Johnson then attempts to illustrate a parallel universe where video games are released into the world before books are. In this alternate world people are outraged when books are released.
Some students have played violent video games to have fun with their friends or siblings while they are online and offline. Plus they play to try to release their stress, frustration, and pressure after having a hard time doing their homework or in class. Video game developers goal is to make fans happy when they are playing their games. Video games are meant to have feeling of adventure, enjoyment, and excitement. It is helping the player to play video games without harm. Video games also help players to...
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
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.