Wait a second!
More handpicked essays just for you.
More handpicked essays just for you.
Opinion about the benefits of playing video games
Video games disadvantage , advantages and its effect essay
Educational benefits of video games mark griffiths
Don’t take our word for it - see why 10 million students trust us with their essay needs.
Recommended: Opinion about the benefits of playing video games
Analysis of Will Wright’s “Dream Machines” “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 …show more content…
many positive effects of playing video games, he uses comparisons, his knowledge of video games, and his language to convey his message and convince his audience that video games are not as bad a society makes them out to be. Summary In his article “Dream Machines,” Will Wright, a video game designer who was a co-founder of Maxis, explains that video games have positive effects on those that play them. Some of the positive effects of video games are: creativity, community, self-esteem, and problem-solving. Video games encourage the players to customize the look and feel of the games that they play. Many other people play the same video games and they are able to talk and play with each other, allowing them to socialize with other people. Video games allow the players to learn by trial and error, it gives them the ability to try things out to see what will work and what will not. Computers are an extension of the brains of those who use them and can help people enhance skills that they already have. Video games can have a positive influence on the lives of those who play them in a way that no other media can have. Logos Wright examines many different reasons as to why his claim that video games can have positive effects on those who play them. He uses many tools to convince people that video games are good, by comparing his points to things everyone understands. Later in his article he explains one of his points by comparing his point to something that everyone can relate to. He is trying to prove that watching someone play video games is drastically different than playing video games. “Imagine that all you knew about movies was gleaned through observing the audience in a theatre – but that you had never watched a film. You would conclude that movies induce lethargy and junk-food binges” (p. 566). By comparing his point to something everyone knows and in such a way that everyone can understand, he puts the reader in the point of view of the people who play games. He states that while what they say “may be true, but [they’re] missing the big picture” (p.566). He compares video games to more acceptable types of media throughout his entire article. One comparison that was powerful was when he was talking about the future of gaming. He explained that video games will be able to adjust to the needs and interests of the player. He says “These personalized games will reflect who we are and what we enjoy, much as our choice of books and music does now” (p. 567). By comparing something acceptable, such as music or movies, to something that has a very similar situation which society doesn’t see as acceptable, such as video games, is an incredible way to help the reader understand his point of view. The reader would react very differently if he said that radio stations would soon become personalized and adapt to the listener’s favorite type of music. Throughout his article, Wright constantly compares video games to other forms of media that are more acceptable to the public’s view. He shows his knowledge of other types of media as well as videogames. “As computer graphics advanced, game designers showed some Hollywood envy: They added elaborate cutscenes, epic plots, and, of course, increasingly detailed graphics” (p. 566). By using words that would be familiar to more people and comparing it to something that everyone deems acceptable, Wright shows how video games have incorporated things from movies as well. By showing that video games are like movies Wright adds an air of credibility to the point he is trying to make. Wright expertly dodges opposing views and puts the readers into his shoes. When he addresses the opposing side, he accuses the other side of not acknowledging the fact that video games are not completely terrible. By providing comparisons, he is able to convey how he feels to someone who does not share his opinion, by comparing it to a common interest. Ethos In his article “Dream Machines”, Will Wright uses many different forms of Ethos to solidify his claim that videogames can have positive effects on those who play them. Wright is a video game designer and a co-founder for the company Maxis, a video game company that is now part of Electronic Arts. Though he does not explore the opposing argument very much, he uses he experience with media and knowledge of video games to prove his credibility. At one instance in the article he addresses the opposing side of his argument by saying “Society, however, notices only the negative. Most people on the far side of the generational divide – elders – look at games and see a list of ills (they’re violent, addictive, childish, worthless)” (p. 565). He goes on to agree with that statement on some levels, but then goes on to explain his point of view. “Some of these labels may be deserved. But the positive aspects of gaming – creativity, community, self-esteem, problem-solving – are somehow less visible to nongamers.” He agrees with the opposing side, but he points out that the opposing side never takes the time to acknowledge the positive effects that gaming can have. He not only acknowledges that there is an opposing view to his argument, but he actually agrees with it, showing that video games not only have positive effects, but have negative effects as well. Wright proves his credibility by using terms that video game creators and players as well as storytellers in general would know. When describing ‘possibility space’, the many different ways that a player can achieve a goal, he said “In linear storytelling, we can only imagine the possibility space that surrounds the narrative… In interactive media, we can explore it” (p. 566). He used terms that not only apply to video games, but also other media forms. Another example of his comparison to other media forms as well as his knowledge of the vocabulary of videogames. “Unlike most other forms of media, games are inherently malleable. Player mods are just the first step down this path” (p. 567). It is possible that a lot of people who read his article did not understand what ‘player mods’ meant. But because he brought it up in the same paragraph that he was discussing elements that players can change. By the placement of the vocabulary word, the readers were able to understand the meaning of the word, and prove his knowledge of videogame vocabulary. Pathos Throughout his article, Wright uses a lot of precise words and phrases to inflict emotion in his readers. The way that he words his arguments has a very persuasive effect on the readers. He did not rely so much on the logos or ethos of his article, but his pathos was powerful. To begin his article, he talks about how children learn by doing rather than by listening or watching. Wright talks about how video games can provide that Kinesthetic way of learning for children. “Just watch a kid with a new video game. The last thing they do is read the manual. Instead, they pick up the controller and start mashing buttons to see what happens” (p. 565). He talks about how children learn the process of trial and error through playing video games. If they lose a game because they tried a certain thing, then they can go back and try again so that they can chose the best option. Wright goes on to talk about how video games give people a different view of the world. The wording that he chose to describe it was very insightful. “But the gamers’ mindset – the fact that they are learning in a totally new way – means they’ll treat the world as a place for creation, not consumption” (p. 565). Wright claims that video games can influence the players view of the world, making their lives something they can change. By having the view that the world is a place of consumption that makes it seem like the people living in the world can’t change their circumstances. But viewing the world as a place of creation means that they can change their circumstances and provides the opportunity for growth. His choice of words is impactful and creates a positive view for his side of his claim. When talking about the same topic, Wright again said something that was very powerful.
His choice of words is very intentional for the message he is trying to convey. He talks about how other forms of media do not promote creativity in the way that video games do. “Instead of leaving player creativity at the door, we are inviting it back to help build, design, and populate our digital worlds” (p. 566). A lot of modern video games encourage players to customize their characters or the world that the characters live in. This creates an interactive feel to the media form they are consuming. Wright implies that when people consume other types of media they are inactive. By having an interactive design, players stay engaged in what they are doing. Wright’s choice of words is impactful and skillful. Certain words and phrases that he uses inflict feelings and emotions in the reader that other words or phrases could not. He choses his words with care to correctly portray how he feels about the subject. Conclusion While video games can have a negative impact on those who use them what is often overlooked as Wright points out is their ability to help those who play them in ways that nothing else can. His comparisons and the way he relates video games to people will certainly make people reconsider their thoughts and feelings about video games. Wright wants his audience to consider the fact that video games are not completely bad and to not look down on those who play
them.
Richard’s own identity as well as his personal identification of others is formed through language. For example, in Richard’s encounter with the Yankee, Richard used language to fill up the “yawning, shameful gap.” He uses personification to emphasize the awkwardness of their conversation. This awkwardness was a result of the Yankee’s probing questions. Richard described it as an “unreal-natured” conversation, but, paradoxically, he also admits, “of course the conversation was real; it dealt with my welfare.” The Yankee man then tried to offer Richard a dollar, and spoke of the blatant hunger in Richard’s eyes. This made Richard feel degraded and ashamed. Wright uses syntax to appropriately place the conversation before making his point in his personal conclusions. In the analogy, “A man will seek to express his relation to the stars…that loaf of bread is as important as the stars” (loaf of bread being the metonymy for food), Wright concludes “ it is the little things of life “ that shape a Negro’s destiny. An interesting detail is how Richard refuses the Yankee’s pity; he whispers it. From then on, Richard identified him as an enemy. Thus, through that short, succinct exchange of words, two identities were molded.
The character Mrs. Wright is portrayed as a kind and gentle woman. She is also described as her opinion not being of importance in the marriage. It is stated by Mr. Hale that “ I didn’t know as what his wife wanted made much difference to John” .(745) Her neighbor, Mrs. Hale, depicts her as “She─come to think of it, she was kind of like a bird herself─real sweet and pretty, but kind of timid and─fluttery. How─she─did─change”. (752) It appears that Mrs. Wright is a kind and gentle woman, not capable of committing a murder. But, with the evidence provided and the description of Mr. Wright’s personality it can also be said that the audience will play on the sympathy card for Mrs. Wright. She appears to be caught in a domestic violence crime in which she is guilty of, but the audience will overlook the crime due to the nature of the circumstances. By using pathos it will create a feeling that Mrs. Wright was the one who was suffering in the marriage, and that she only did what she felt necessary at the
Richard Wright’s main use was Pathos, which means emotion, to show us how he was feeling while he was writing this book. Was he anger or sad, excited or depressed. It all shows in his writing. I like the statement, “ Dick, look, you’re black, black, black see? Can’t you understand that?” The way he used his emotion and it was like he was using anger in his writing to make a point. By saying “Can’t you understand that?” tells me that back in this time that there is something wrong with being black unlike today. Then another way in which he introduces emotion to us is by using the italicized words. For example, now and black. Doing this to these words give in a little more flavor and excitement.
First, Wright’s prevalent hunger is for knowledge. This hunger sets him apart from those around him, which drives the path created by their differences further between them. Nevertheless, it gives Wright’s life significance and direction.
...ow much information he discloses to his audience without overburdening them, by including an underlying message that is hidden within the metaphors and facts; comparing the size of the different hearts with familiar objects and therefore making them perceivable; and using his distinct poetic style and tone to evoke emotion from his audience. By emphasizing the factual and emotional evocative nature of his rhetoric strategy, and presenting it in a personal and eloquent manner, he seems to be able to successfully connect with his audience. Ultimately, the overall tone of the essay entices his readers to think and feel deeply along with the text, adding to its many noteworthy qualities.
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
Richard Wright utilizes evidence to create an ethos appeal for his readers. For instance, he doubts his literary choice once he reads the title of the book given to him: Prejudices. In his personal experience those that had spoken this word were not entirely right, according to him. He toys with the idea that this man (Mencken) is mistaken; he, himself, looked to have been mistaken. Wright made an unjustified conclusion about this writer judging by the single word on the cover of a book. If one word could bring up such emotion from this boy, imagine what a whole slew of these words would create in their wake. Mencken was not accepted by his race due, impart, to his beliefs.
This concept is evident during the time in which Wright’s mother began working to raise money for her family. However, in the process of doing so, Wright’s mother had no other choice than to leave her children alone with much maturity and responsibility to take on. Wright depicts these harsh times as so, “[sometimes, when she was in despair, she would call us to her and talk to us for hours, telling us how we had no father, that our lives would be different from those of other children, that we must learn as soon as possible to take care of ourselves, to dress ourselves, to prepare our own food; that we must take upon ourselves the responsibility of the flat while she worked” (Wright 3). In regards to this, Wright come to face even more obstacles as his life pursued. For instance, whilst having to support his emotionally unstable mother, Wright had to learn to “take care of [himself]” during the time in which “she worked”. The conflict within his family grown so large that it had come to the point of him behaving “differently] from [...] other children”. With this in mind, the theme, life consists of everlasting suffering is reformed as the plot and conflict
Wright depicts the victimizing tendencies of the members of his dysfunctional family. In the beginning Wright a first notice something is wrong with his family when his father goes to work and never comes back. This instance confused Wright making him unstable and untamed without restrictions. The next time Wright sees his father is during court when his mother was asking him to pay child support. This is the moment that Wright feels resentment for his father when he sees his father smiling throughout the court conflict while his mother was crying. Another occasion where Wright becomes a victim is when his mother makes Wright to accompany her to ask his father for money. When they were ready to ask his father for the money they found him with another woman getting “comfortable”. As Wrights’ mother asks for the money his father laughs at them and says he doesn’t have any money. When the woman that his father is with looks at Wright she says Wright was cute and that his father should give him something. This causes Wright to become embarrassed and hurt because when that woman told his father to give him something the only thing his father would give him was a nickel. The moment that Wright becomes a victim is when his father laughed and put the nickel back into his pocket. Another instance, which happens throughout the novel, is the verbal actions taken toward Wright. Throughout this whole novel the readers see that his family yells at Wright at least once a day. All of that yelling has to victimize Wright because it had the reader’s attention. Through all of his trouble at home Wright turned is fear into anger and in turn became the victimizer. One instance is when he takes out razor blades and threatens them again his uncle. Then there was an occasion when he killed a cat just because his father told him to kill it in a sarcastic way. Another time was when he physically fought his aunt because she was trying to beat him.
There is much persistent debate throughout culture these days concerning video games. Common questions asked are things like ?Where should the lines be drawn in terms of content? and What audience, if any, is this appropriate for? As lawyers fight, bizarre crimes are blamed on video games, constant studies take place, and technology continues to evolve, the video game world continues to thrive and be extremely profitable. While there is near-constant focus on the supposed ?negatives? of games like simulated killing, drug use, or sex, most people, especially those completely outside of gaming circles, fail to acknowledge that gaming of any kind can possibly have positive effects on players. While increased hand-eye coordination is a common benefit attributed to gaming, one particular study conducted revealed a mixed bag of possibly positive and negative effects.
In support of the belief that video games benefit people intellectually, there is a claim that game play provides cognitive, motivational, emotional, and social benefits (Granic, Lobel, Engels). In partial response, video games cannot offer cognitive benefits because they do not offer real life lessons. Yes, game play may allow someone to gain knowledge that will later be applied to the video game, but there are no positive real world techniques to be obtained. Playing video games will not increase and individuals motivational skills. The defense is made that failure within video games is intended to serve as motivational tools, providing multiple chances to reach success (Granic, Lobel, and Engels). While the feeling of success may be prevalent when an objective is completed, this fe...
“On Tuesday, November 2, while the rest of the country was voting, the Supreme Court of the United States heard oral arguments in Schwarzenegger v. EMA, the landmark case in which the state of California is petitioning for the re-instatement of a California law banning the sale of deviant or morbid violent video games to minors” (Macris). This case is a current example of the opponents of video games trying to prove video games are a bad influence on children and teenagers. Violent video game opponents have always tried to disprove the positive effects of video games. They also have been known to make up and mislead with tales of terrible side effects. This essay will prove to the reader that many of these various statements against video games and their creators are false. Contrary to opposition arguments, video games actually present benefits to gamers by reducing stress, providing entertainment, and helping to develop motivation that could not otherwise be achieved through conventional means.
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...
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
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.