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More handpicked essays just for you.
Violent video games and their effects
Effect of media on the youth
Video games impact on society
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In the article, “Dream Machines” by Will Wright (211), Wright explains, that video games entertain players while also allowing them to interact with others and exercise their creativity in new and different ways. Video games have created a new way of learning. A generation of people have been exposed to video games and by determined continuation they have learned how to play and master them. By playing video games players are also learning to look the at the world not just as consumers but creators as well. However, there are those that fail to see the creativity and only see what they consider to be undesirable elements of video games. Wright observes, “I think part of this stems from the fact that watching someone play a game is a different
The article Keeping The Dream Alive by John Meacham is addressed to people who feel the American dream has died. The author compares historical events and today’s issues to encourage the reader that a simple call to action can revive the dream. Towards the end of the passage he quotes John Adams’ proclamation, “’If the American dream is to come true and to abide with us… it will, at the bottom, depend on the people themselves.” Assuming the reader is waiting on the government to provide a solution, Meacham presents ideas that encourage the readers to make the change themselves. The arrangement of historical feats and beliefs persuade the readers that the future of the American dream is in their hands.
In the magic of the mind author Dr. Elizabeth loftus explains how a witness’s perception of an accident or crime is not always correct because people's memories are often imperfect. “Are we aware of our minds distortions of our past experiences? In most cases, the answer is no.” our minds can change the way we remember what we have seen or heard without realizing it uncertain witnesses “often identify the person who best matches recollection
“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
People who work hard enough become successful and build a good life for themselves and their family. Millions of Americans and others who admire America have believed this for generations. However, is this still true? Brandon King debates his interpretation of the American Dream in his published work, “The American Dream: Dead, Alive, or on Hold?” During his essay, the speaker highlights how important the American Dream is to the economy and providing a distance from inequality. The speaker emphasizes his belief that the American Dream is still alive within America and that people must work hard to achieve it. When discussing the American Dream, King will agree that the idea is alive and thriving in the minds of Americans; yet, I argue that the idea is on hold within American society due to lack of upward social independence and economic mobility.
Billy Collins is an American poet, professor, and anthologist. Collins was born on March 22, 1941, in New York City. He is famous for his amusing poems that make the readers slip into a heartfelt observation on everyday life. His many awards include The Mark Twain prize for humor in poetry, and Goodreads choice awards for best poetry. Many find his poems filled with a sensation of warmth, and occasionally a surreal imagination. One of his poems that have this surreal imagination is called “The First Dream”. In this poem, Collins explores the first dream of the first person, and their struggle in order to understand it.
Will Wright is the guest editor at Wired magazine and cofounder of Maxis, a game development company. On April 2006 he wrote the “Dream Machines” story in Wired, which expressed his opinion on video games. He wrote about his vision on them and he defended the opinion that video games not that bad how a lot of people think. In his article, he discusses that games have positive effects on children and teenagers’ minds. For example, he shows that children use a science method to understand games’ rules; before they will find the right button they do a lot of mistakes. He believes that this type of tactic improves children’s critical thinking. Furthermore, he gives an example that when you are watching a movie you cannot do anything and for some people it is boring; however, when you play video games you should control everything by yourself what is more interesting. At the end of his text, Will Wright explains that some games can give teenagers a chance to have an experience in some types of interesting professions. For instance, the game American Army gives people a chance to control a soldier and understand how to be a soldier in a real life. Thus, the writer tries to defend video games and he
Video games are a valuable part of the world today. They feed the minds of the creative and provoke the minds of the less creative. Violence, immersion, and an unusual setting are all qualities of a game that create an intense and memorable experience for the player. By demonstrating and improving upon the three qualities that were deemed necessary to create a good game, video games could amount to astonishing heights in the future and bring something new to the table that could surprise us all.
As we evolve into a more advanced species, so does our technology, and along with our overly advanced technology, comes video games. They’ve have certainly come a long way since they were first introduced to the main stream audience and have been slowly creeping its way into many daily lives, making them a lot more entertaining and less dull. Video games’ one and only purpose is to entertain. However, it is indeed true that everything is fun and games until somebody gets hurt, and that is exactly what has happened over the years in video games. With the help of our technology, being more developed than ever, video games have also become increasingly sophisticated and overall more close to reality than
Videogames are looked down upon by parents who see them as a waste of time and experts on education who believe that games corrupt the brain. Many say violent video games are to blame for young people being so violent. Psychologists and scientists believe that videogames have a lot of benefits. One benefit being that it make kids smart and cause them to use high-level thinking skills. Video games requires many skills that aren’t taught in school but, also enhance skills that the gamer already has. Skills that are enhanced by video games include following instructions, problem solving and logic with games like angry birds and cut the rope. Hand eye coordination, fine motor skills and spatial skills used in shooting games. Research has shown enhanced skills in surgeons and fighter pilots. Planning resources management and logistics encouraged by the game SimCity.
However, varying core aspects of video games have ignited the prevailing collective interests, including the intent of lawmakers. Conversely, the core purposes of video games is perceived to instigate differing implications ranging from; formulating competent scholarly video plays to act as tutoring, as well as inspiring models in intellectual environs. As noted by Ferguson & Rueda (2010), this might also make aggressive gaming progressively more insecure when contrasted to the scary television scenes. Alternatively, the invention of modern ultraviolent film games over the 1990s, as well...
There are two types of skills that adolescents are able to obtain by playing video games. The first skill one acquires is increased problem solving skills regarding decision-making. In Malcolm Gladwell’s article Brain Candy, he writes that players “have to craft a longer-term strategy” in order to win the game that one is playing (Source D). This forces one to make quick decisions that will benefit them in the game, thus, improving their problem solving abilities. Not only does quick thinking allow one to take an effective approach in regards to solving problems and making decisions, it teaches creative ways to approach various obstacles. According to the article Video games can make us creative if spark is right published on e! Science News in 2008, “high or low arousal is key to creativity” (Source C). Playing video games increase the players’ “degree of arousal and positive mood,” thus, raising the players’ ability to develop more creative and resourceful strategies (Source C). Depending on the players’ mind-set, whether optimistic or pessimistic, they always find new ways to solve problems as a result of playing video games. Those who possess a positive attitude tend to consistently support their decisions because they are constantly encouraging themselves. On the contrary, those with a negative attitude make decisions by analyzing the situation. This is because an unenthusiastic attitude brings out a more competitive...
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
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.
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...
The first video game was a simplistic game that involved bouncing a ball between two bricks. This game was called Pong and it came out in 1972. A lot has changed since 1972 in the video game community. Games have become much more complex where guides are needed to just learn the controls of a game. Steven Johnson, author of “Why Games Are Good For You”, questions why gamers find games so addicting, even though they cause some to act violently. He figures that people play videogames so much because they get rewards for everything they do. Katherine Bessiere, A. Fleming Seay and Sara Kiesler try to answer why people make the avatars they do in their article “The Ideal Elf: Identity Exploration in World of Warcraft.” Furthermore, Bessiere concludes people make their avatars they way they do, in order to create their ideal self. Johnson believes humans feel the need to be rewarded in the form of virtual money or a level up, in order to find pleasure in video games, while