Wait a second!
More handpicked essays just for you.
More handpicked essays just for you.
Online gaming addictions
Do video games cause bad behavior
Do video games cause behavior problems essay
Don’t take our word for it - see why 10 million students trust us with their essay needs.
Recommended: Online gaming addictions
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 …show more content…
The gamer can become anybody he or she wants to in any universe imaginable, just by turning on a console. In the popular franchise Grand Theft Auto, it “allows players to drive aimlessly through a vast urban environment” (492). Gamers in this game chose to pursue their own objectives, not ones set in games. The gamer can also play the objectives in this game, but it’s not necessary. This game is highly popular because it allows the player to do what he or she wants. Bessiere claims “the ability to create characters who embody aspects of players’ ideal selves may have implications for players physiological wellbeing” (503). Being able to create the perfect version of a person tells the person that they are imperfect. If the gamer thinks that they are more perfect in the game, chances are they will play the game more. Bessiere helps reveal Johnson’s point of why certain games have more players by demonstrating how gamers make a
“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
An examination of videogames in popular culture is a complicated one. There is a large debate as to what is the very first video game. The supposed earliest known video game was created by Thomas T. Goldsmith Jr. and Estle Ray Mann on a cathode ray tube in 1947. The game was a missile simulator similar to radar displays from World War II, and overlaid sheets of paper were used for targets since graphics were unknown at this time. On May 5, 1951, the NIMROD computer was presented in Britain. It used a panel of lights for its display and was used to play a game called “NIM”. Later, in 1952, Alexander S. Douglas made the first compu...
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
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.
Identity exploration is crucial part of adolescent development and without it can be harder for an adolescent to find his or her purpose in the future. Self-identity plays an extremely important role in adolescent development. Avatars used in different technological venues allow for adolescents to experiment in virtual worlds that are safe for experimentation and exploration. The virtual worlds that avatars are created in are very similar to how the world runs in today’s society. This helps adolescents understand the many opportunities and allows them to express their self in a different way than they could in reality. Author Peter Wonica suggest that, video games let adolescences experiment with their ideal characteristics and it allows them to tryout different lifestyles, along with the other many options in life. Many
In the video game world anything is possible, and if your player dies you can always play again. The videogame industry is exploding in the market place; it's far from child's play and far from the days of pong. In the most recent issue of Entertainment Weekly (December 6, 2002) there is an article, Video Game Nation, discussing a new video game experience being touted as the wave of the future, The Real World meets The Matrix. In this virtual world called The Sims Online, people "live" in a virtual environment peopled by avatars created by thousands of other gamers. Neal Stephenson envisioned this future ten years prior with his release of Snow Crash. Stephenson describes a computer-generated "metaverse" where the logged-on could take on "avatars" hang out, and walk around, meet other "avatars" and perhaps fall in love. These artificial realities offer millions of people a chance to step out of our world and enter another dimension where anything can happen. The setting may be artificial in nature, an electronic stream of data creates this artificial world for the player back home, but the interaction and the emotional appeal for the players are very real. When Neo is "reborn" we see where technology has taken us; it has enslaved us and uses us humans as a power source. Why not see that for what it is: a warning. We see computer gaming as nothing more than just escape. This is what technology offers people escape -- from this world, but is something being given up? Perhaps we should look at the nature of the beast and realize we are already enslaved. We are already there linked together in a Marxist fashion struggling for power, shelling out time and money to find solace inside the World Wide ...
3. “Video Games” by Chris Jozefowics. Published by Gareth Stevens Publishing 2010. Pleasantville, NY 10570-70000 USA. Produced by Editorials Directions Inc.
Video games are no longer the uprising form of media that ill informed parents and scientists used to fear; video games are now an established form of entertainment that is just as universally accepted as film or literature. The difference between videogames and mediums like film and literature is that they do not have the higher value that books have in exercising the mind and communicating information, nor do they have the value that films have to intellectually challenge an audience and to make people think. This is the general argument that can be heard voiced by leading intellectuals in various field as well as parents who are rising young children; both claim that videogames
Johnson then makes the point that even though some games may have a lot of freedom and allow you to use your creativity, millions of guidebooks are sold to lead and direct players to their final goal. Readers on the other hand are given descriptions of setting and characters, but no actual vision of what these things actually look like. This allows the reader to paint their own picture with their imagination and let their mild run free as opposed to it being restricted to the visuals on the screen. At the end of the article Johnson reveals the potential science behind the addictiveness of gaming.
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.
Nowadays, video games are frequently accused of having detrimental effects on children and adolescents. The main arguments against video games are that they lead to addiction, that they provoke violence, and that they impair social development. Whether or not such claims are true has not been determined with certainty as scientific studies have produced contradictory results. Nevertheless, video games also have beneficial effects, which tend to be underrated, as they do not receive the same level of media coverage that adverse ones do, and are thus unknown to the general public. Some of the positive effects of playing video games on mental development include: stimulating analytical thinking, improving concentration, and encouraging planning and anticipation (“Video game controversies”).
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 have been claimed as addictive, a waste of time, and a distraction. While this does apply to some people, others have found the benefits to playing video games. These benefits include simulating working environments, helping people escape working environments, and giving great experiences. Although these benefits seems to be beneficial, it still stands that video games are a waste of time in which other things can be more productive.
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.