Wait a second!
More handpicked essays just for you.
More handpicked essays just for you.
Video games positive effects on children
Video games benefits introduction
The effects of videogames on the human psyche
Don’t take our word for it - see why 10 million students trust us with their essay needs.
Recommended: Video games positive effects on children
Tom Bissell presents an article in 2010, to college students of which is “Why Video Games Matter.” Bissell isn’t intending for the argument to be about video game criticism, the history of the gaming, or an assessment of anything. On the contrary, he wants to articulate his own opinions and thoughts on what playing games feels like, why he plays them, and the questions they make him think about. Being a gamer myself, I have also endured the struggles of what being obsessed with a video game feels like. It is understood that when first purchasing a video game, all one thinks about is getting home and popping it in the console, disregarding everything else that is happening in the vicinity.
Bissell comically explains what he would say to his hypothetical children, “My beloved Kermit, my dear little Hussein, at the moment America changed forever, your father was wandering an ICBM-denuded wasteland, nervously monitoring his radiation level, armed only with a baseball bat, a 10mm pistol, and six rounds of ammunition, in search of a vicious gang of mohawked marauders who were 100 percent bad news and totally had to be dealt with. Trust Daddy on this one (351).” His impulsiveness and love for Fallout 3 causes him to miss a pivotal moment in history. Impressively though, games can be considered art; for example, Fallout 3 includes “skulls exploding into the distinct flotsam of eyeballs, gray matter, and upper vertebrae (354).” Bissell describes the effects happening within the game and how realistic they can be. Games are purely awe inspiring. The makers of Fallout 3 poured rigorous amounts of energy to create a beautiful “past-future never-never-land weirdness (355).”
Video games can be considered a catalyst, which transport you into ...
... middle of paper ...
...re doing it (360).” What Tom Bissell does in “Why Video Games Matter” is state his perspective on video game culture and how they make him feel.
Many people assume that playing video games is a waste of time because you’re not being active. It is true that in some cases there is too much of sitting around as the TV glares at you, but on a positive note, it can increase hand eye coordination and relax the mind from profound stress. Bissell explains to me clearly his view on games as whole, not just Fallout 3, and his descriptiveness is astounding. I conclude that, in the gripping reality of it all games are fun and can be addicting. Bissell wasn’t one-sided on his view, he remained neutral throughout the article, and we shouldn’t be so obstinate on our outlook of the future.
Works Cited
Bissell, Tom. “Why Video Games Matter.” Extra Lives (2010): 349-361. Print.
“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
The author primarily appeals to the audience using logos. He brings statistics and data from research studies throughout the essay. He either provides background information on why the studies are misleading or just presents a fact. For instance, “According to a 2001 U.S. Surgeon General 's report, the strongest risk factors for school shootings centered on mental stability and the quality of home life, not media exposure” (Jenkins, “Reality Bytes: Eight Myths About Video Games Debunked”). He provides data like this through the essay. He is strongly trying to appeal to the audience’s sense of logic and
Imagine for a moment, a world of death. For 200 years your family has been sealed away with a thousand other people, to protect you from the dangers outside. Now your father has disappeared, and it’s up to you to find him. After a harrowing escape from your subterranean home, you walk through a tunnel to the outside world, past dead bodies, stretched out in front of the door, as if to say “don’t leave us out here to die!” As you walk through the gate to the outside, and as your eyes slowly adjust to the sun you have never seen, a wasteland emerges before you. The world is devastated, destroyed and annihilated. Broken twisted hunks of metal lie next to a sign on the side of the mountain saying “scenic overlook” on your right, the broken remains of the interstate bridge stand as a monument to a destroyed culture. Petrified trees are all that remains of the local fauna. Off in the distance, all that remains is destruction. While you may think of this stunning visualization of a wonderful novel, this is actually one of the opening scenes from Todd Howard and Bethesda Game Studios’ “Fallout 3.”
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
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
Video games should not be banned because they help in building our personality procedure, and they are healthy. Up to date researches show that first person shooter games have many advantages such as “faster and more accurate attention allocation, higher spatial resolution in visual processing, and enhanced mental rotation abilities.” (C. S. Green & Bavelier, 2012). These games build up analysis and higher ability to deal with problems and boost creativity. Thus, people who play first person shooter games uses there neurons in a more effective way than non-players, when facing problems and difficulties (Granic, Lobel & Engels, 2013). It is important to bear in mind that these studies did not yield the same consequences when it came to other types of technology. Furthermore, according to Granic, Lobel and Engels who wrote the study entitled “The Benefits of Playing Video Games” published in the American Psychologist journal; these types of video games develop reasoning, promote relaxation, avoid nervousness, sharpen up memory and help in making better decisions.
Did you know that video games can badly effect your life? Video games have been around since November 29, 1972 (Jeff Tyson 2000). Video games are fun and entertaining, but they could also badly effect people’s lives.
Video games and its effects on adolescents and responsibility of parents is a topic that is widely debated whether it’s the parent’s responsibility or the game industry should be regulated. The video games industry itself has been available to consume for only about the last 30 years. With that being said the topic is still rather new in terms of its effects but its effects on children can currently be measured. The industry is very unique in terms of entertainment because players are transported into the game its self essentially becoming part of the script.
In his article, Anderson presents startling statistics of gaming addicts, which reinforces his original beliefs. However, towards the conclusion of his article Anderson introduces the notion that there is much more to gaming than meets the eye. To help support his conclusion, Anderson quotes Frank Lantz, a game designer, who states “Games, he told me, are like… a little digital drug you can use to run experiments on your own brain. Part of the point…is to come out the other side a more interesting and self-aware person” (Lantz 68). By the end of his article, it can be interpreted that Anderson continues to believe that many games are stupid, but even the dumbest games can provide profound
Tommy scuffles through the front door, drops his book bag on the floor and plops down on the couch with a scowl across his face. As his PlayStation fires to life, he replays scenes from the day in his head of being shoved into the lockers by Billy, unable to form the words to impress Sussie, and sitting alone at lunch listening to the popular kids laugh and joke, ignoring him as if he did not exist. No one understands him. No one cares about him, because he is not strong, charming, or popular. All that is soon avoided as Tommy dives into a world where he controls everything and everyone either fears or loves him. If he fails, all he must do is reset. Here he can be anything he wants, and he can do and have it all.
The average adolescent spends a major part of the normal week watching or interacting with some form of the media’s products. Video games are one of these media based mediums and have become increasingly popular since the 1980’s. According to a report in Archives of Pediatrics & Adolescent Medicine, "Female gamers spent an average of 44 minutes playing on the weekdays and one hour and four minutes playing on the weekends, and male gamers spent an average of 58 minutes playing on the weekdays and one hour and 37 minutes playing on the weekends" ("Video Game Play Among Adolescents"). What can we understand from this evidence? The fact is that adolescents, male or female, are spending tremendous amounts of time each day sitting in front of a screen with a controller in hand.
Whether they be first-person shooters like Call of Duty, sports games like Madden or Fifa, racing games like Forza or Mariokart, or even games and apps on your phones, there are quite a bit of gamers in here. According to the Entertainment Software Association, about 59% of American play some sort of video game, so gaming isn’t all that uncommon (Entertainment Software Association, 2014). As such, there must be some sort of effect on the audience of this growing form of entertainment.
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 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.
Over the years gaming has become a widely popular aspect of our culture. Kids and teenagers have replaced riding there bike or playing with dolls for video games that connect people together all over the globe .We have all been there at one point and time, there are games for just about anybody. Video games are for all age’s yes us adults love to play them to. Playing video games are fun but not a lot of people realize the impact video games can have on the body physically and mentally. Excessive playing of video games can cause decreased social skills, deterioration in health and increased aggressive behavior.