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Computer games affect academic performance
Computer games affect academic performance
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In Support of Video Games Why Videogames Are Not a Waste of Time 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 …show more content…
Steven Johnson (2006), author of Everything Bad is Good for You: How Today’s Popular Culture Is Actually Making Us Smarter, argued against the consensus amongst the general population saying, “The most debased forms of mass diversion--video games and violent television dramas and juvenile sitcom-- turn out to be nutritional after all. For decades, we’ve worked under the assumption that mass culture follows a steadily declining path toward lowest-common-denominator standards, presumably because the ‘masses’ want dumb, simple pleasures and big media companies want to give the masses what they want. But in fact, the opposite is happening: the culture is getting more intellectually demanding, not less.” (pg. 9) It is imperative to understand that people do not like new things because it changes what is already known, and that when new mediums become popular they are liable to be compared to the previous medium. Take books for example, there are many studies published that conclude that reading is good for the brain; that reading not only provides information but that-- because of the concentration required to focus on text for extended periods of time and the stimulation in the areas of …show more content…
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
In “The Closing of the American Book,” published in the New York Times Magazine, Andrew Solomon argues about how the decline of literary reading is a crisis in national health, politics, and education. Solomon relates the decline of reading with the rise of electronic media. He believes that watching television and sitting in front of a computer or a video screen instead of reading can cause the human brain to turn off, and lead to loneliness and depression. He also argues that with the decrease of reading rates, there will no longer be weapons against “absolutism” and “terrorism,” leading to the United States political failure in these battles. The last point Solomon makes is that there is no purpose behind America being one of the most literate societies in history if people eradicate this literacy, and so he encourages everyone to help the society by increasing reading rates and making it a “mainstay of community.” Solomon tries to show the importance of reading in brain development and he encourages people to read more by emphasizing the crisis and dangers behind the declination of reading.
“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
Has the modernization of the twentieth century made us smarter or has it hindered our brains to think in 140 characters or less? In the article, “Brain Candy”, Steven Johnson argues that the “steady upward trajectory” in global I.Q scores is due to what we thought was making us dumber: popular culture. However, this romantic critic is too rooted in his technology- age ideology. While Johnson claims that everything bad is good for us, family themed-programing is being replaced by fabricated reality television shows and channels specialized in selling, video games are hindering our reading and writing skills, and books are becoming things of the past. Johnson insists that popular culture is making us smarter, but is stupid the new smart?
It is often believed that children are better off spending more time reading books and less time zoning out in front of their video games. People claim that video games sanction and promote aggression and violent responses to conflict; and that most games are an immense waste of time. Steven Johnson, the author of “Why Games Are Good for You,” appreciates the virtues of reading books, but argues that playing video games may not be a complete waste of time. His purpose for writing this essay is to explain the impact of cybertechnology on human perception and communication, in which he defends the value of computer games. In his essay, Johnson fluctuates between the pros and cons of reading versus gaming to appeal to skeptics who believe video
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).
Proceeding my perusal of articles and research, written by authors with scientific credentials or otherwise, I have concluded that video games are no more to blame for the ebullition found in today’s society than any other possible cause. However, the incessant brouhaha as well as the negative notoriety surrounding media and video games refuses to cease or let up. These claims—for or against video games—are ultimately subjective and inconclusive and very little can be confidently derived from them. Granted, the violence found in our youth is growing rapidly, and there must be external reasons for that, but using video games as a scapegoat will not rectify anything.
In our modern age there is a constant need to point fingers and call something evil that was only made to better people’s lives. It happened with the television, it happened with the internet, and now this epidemic has set its sights on videogames. This media has been unfairly criticized, mainly by parents, since its release. They claim it causes violence and isolation but more over, in their arrogance, claim it is nothing more than a blatant waste of time. What these people don’t see is the true nature and potential for videogames and those who partake in the experiences they have to offer. Videogames provide a person with not only the opportunity to enhance their social and analytical skills, but also offer them the potential for tangential learning.
Nowadays video games get nothing but bad reputations from people. There are people in powerful positions who are saying that video games have nothing but bad effects and they only promote violence which leads to children acting out in violent ways. Who are the ones listening to the people in these powerful positions; Parents. Some Parents have this misunderstanding that video games are bad and that they have a negative effects on their child’s minds and how they develop after playing them. The parents with that understanding are misinformed and need to understand just how beneficial video games can actually be for their children. Although, some parents think that video games offer nothing but
Video games have positive and negative aspects. Acording to a study, those who spend hours and hours in playing ‘civic games’ were found to take more part in different community services like social work, politics or protests, as compared to those who never took interest in vidoe games. Hence video games are proved to increase one’s social interaction skills. The kind of friendship and ethics that are learnt by the young gamers while playing video games provide evidence that they are not completely harmful to our society. (Heins, 62)
The author illustrates the intellectual benefits obtained from mass media and argues that the media doesn’t have a negative effect on our brain. His examples are the great American crime decline not because of new technologies like comic books, video games, television and transistor radio mainstream. The predictions that the new technologies would be harmful were wrong. Not only just the
By far the largest concern of technology today is video games. There have been so many experiments and studies to try and figure out if video games have a negative or positive effect on our children. A growing body of research is linking violent video game play to aggressive cognitive, attitudes and behaviors (D.A. Gentile, 2004). Video games can obviously be dangerous for our children causing aggression, bad performances in school and obesity. Although we cant blame all of these problems on the use of video game...
Since the Early 70’s video games have been giving a bad name. Parents state that video games rot the minds of children and are influencing them do be violent. These accusations are far from the truth. In my research I found that there are many positive effects of gaming. Some of these effects are increased skills, creativity, general knowledge, and also help those in need. Parents can also take proper precautions and look into a game before buying it to see if it meets the criteria discussed in this paper.
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.
American educational philosopher John Dewey once said, “ Education is not preparation for life; education is life itself.” Education is the foundation of a permanent lifestyle. Parents should desire for their children to have educational stability to build upon. Any concerned parent should want nothing but the best for their child as they are well aware of the new forms of child entertainment. Since the late 1970’s and early 1980’s, children in the United States have become subject to a new type of entertainment: video gaming (Nickson, 2010). Video games have become a big part of the average American household. Parents have begun to wonder how video games are affecting their children’s lifestyles.
Pop culture is a reflection of social change, not a cause of social change” (John Podhoretz). It encompasses the advertisements we see on T.V, the clothes we wear, the music we listen too, and it’s the reason Leonardo DiCaprio has not won an Oscar yet. It defines and dictates the desires and fears of the mainstream members of society; and it is so ingrained into our lives that it has become as natural as breathing. Moreover, adults never even bat an eyelash at all the pop culture and advertising that surrounds them since it has become just another part of everyday life. Pop culture is still somewhat seen as entertainment enjoyed by the lower class members of society; but pop culture standards change over time. A notable example of this is the sixteenth century author, William Shakespeare, since his works were considered pop culture, entertainment that could be enjoyed by everyone, but now they are considered literary classics. While pop culture encompasses most aspects of our lives, its influence is most obvious through each generations reaction to media,