...Effects of video games on society The future of entertainment revolves around technology. Video games become more and more realistic. Gaming is now mainstream. And if there is anyone who doubts this, the figures speak for themselves. By age 21, an average person in a developed economy would have spent more than 10 000 hours playing computer games (http://memeburn.com) — this is comparable to the total time we spend at school. The main consumers for violent video games are in fact teens and people in their early 30s. More ways of playing violent video games are created each year, but most of us have this question in mind. Do violent video games influence people to act aggressively? Overplaying video games can have many disastrous effects on people limiting gameplay can have multiple positive effects. Overplaying can incite young players to act violently. Repetitive killing can train them to act aggressively. Most video games are just killing if the player does these actions to often he can subconsciously learn those actions and be violent himself in theory. In a study two groups of kids were asked to play violent video games more than another group. The group who had more exposure to the game was more violent than the one who did not play as much. (CNN.com) Playing too many violent video games can make the player think violence is fun. When the game is played the teen can associates violence with entertainment. Also for performing violent acts the player always gets...
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...Title of the Study: Computer addiction when it comes to online games Purpose of the Study: To provide additional information of the disadvantages if one is addicted to computer games. To be a reference of one of those future researchers and also can be used by many of the students. The purpose of study is to: 1. Identify the effects of computer addiction. 2. Interview the young people in how they engaged with the computer games. 3. Give the examples of the games where the teenagers become addicted. 4. Identify what makes teenagers addicted. 5. Know what are the risks for the teenagers is. Significance of the Study This research or study regarding to the computer addiction is made to know what the effects of computer games are for the youths today. Online games are the favourite past times of the teens and even to the children. Therefore, this study will give an advantage on how they will be aware to the consequences. To the Parents. This study will help them to become conscious of this computer games. Inform their children about the effect of the computer addiction to the mental thinking of one individual. To the Teenagers. This study will help them to control their addiction on computer games. This study will also make them aware in what will be the bad effects of it. To the Future Researchers. This study will help them to have more information or an additional reference on their research. Conceptual Framework 1st try ...
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... . . . . . . . . . . . . . ii Abstract . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . iii Chapter I: The Problem and its Background Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 Statement of the Problem . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 Statement of the Objectives . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4 Statement of Significance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5 Conceptual Framework . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7 Scope and Delimitation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8 Chapter II: Review of Related Literature and Studies Foreign Literature . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 Local Literature . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 Foreign studies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10 Local studies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 Chapter III: Methodology Chapter IV: Interview Chapter V: Conclusion and Recommendation Conclusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .37 Recommendation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ...
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...this easy I am going to discuss the impacts of social media to our day to day life. There more than billions and billions people on social media every day. For instance some marketing company’s sell their products through social media. Some people just use social media for fun or to just waste lack of time. Some people use social media to still identity and do more stuff to it, while others are putting more of their information in. Social media can be helpful or it can be dangerous. People don’t know what’s behind it. I know some people that are online on Facebook the whole time nothing else, but there some others are selling their products. According to the Social media revolution 2 video it said”1 Out of 8 couples married in the U.S. met via social media”. Anyone worldwide use social media. Teens and adult mostly use it for fun, but college students use it to communicate or to learn. According to BLANKENSHIP, MARK. “How Social Media can and should impact higher education.” Mar 2011, Academic Search Premier. Web. Apr.2011.(40). He mentions that the survey revealed that more than80% use social media in some capacity and more than half use the tools as part of their teaching. More than a million worldwide use social media, even the kids now a day use it in some way. Mostly social media...
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...emailing, or with social networking sites like Facebook, Twitter, and Tumblr. People are now able to do a countless amount of tasks from their cell phones. You will commonly hear many people say “there’s an app for that!”. Essentially referring to the fact that you don’t need to go to the library or ask a friend for information that you are not knowledgeable of, you can just browse the web on your phone, or download an app that will have what you are looking for. You may be thinking that this gives people more time during the day to do more important daily tasks, like spend time with their families, walk the dog, maybe work out for that thirty minutes that you always say you are going to. But researchers are finding that many are becoming addicted to their handset devices, spending countless amounts of time browsing the web and the thousands of apps. This is not only taking away from family time and loving your dog, but it is also taking away from your face to face...
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...Does Violence in Video Games Influence Negative Behavior? D`Mageo Dickerson University of Phoenix AADV155A84; ENG102 Becky Wilfahrt December 2, 2012 Terry Baker is 18 and addicted to video games, especially violent ones. He loves “ManHunt”, “Max Payne”, “Resident Evil 4”,”Grand Theft Auto”, “God of War”, ”50 Cent: Bulletproof”, “Crime Life: Gang Wars”, and “NARC”. He plays shooting games more than any other type of games. Terry plays at least four hours straight per day. He misses meals when he gets involved in a game he really likes. Terry’s life in the real world is not that pleasant. He hardly spends time with his friends and family. When he gets around to spending time with them, he only shares about an hour or only two of his time. On the other hand, there is Joey Lewis. Joey Lewis is 17, and does not have an addiction to video games. He plays more racing and sport games than violent games. He also plays the same games as Terry. Unlike Terry, Joey plays video games no more than two hours a day. He does not play them every day like Terry does. Joey’s real world life is enjoyable. He spends much of his time with family and friends. In today’s society, there are many children that play video games that contain so much violence, gun shooting, and aggressive behavior. Parents are not aware of the violence that most of the games that they buy their children have. Most children get really into their games and sometimes think that the game is a real life experience...
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...Perceived Effects of Online Games to the Academic Performances among Students under the College of Business Administration Education at University of Mindanao (UM) Leynard Bangkulit Romeo Dimiao Russel Anthony Junsay Chapter 1 INTRODUCTION Background of the Study In 1958, the world’s first world computer game, a rudimentary two-player tennis game, was created to entertain visitors on the Brookhaven National Laboratory. Since then, the computer/video game industry has become one the most aggressively growing business sectors in the United States and in the whole world. Obviously, games are emerging as one of the most dominant forms of entertainment. This trend goes further as of the increasing penetration of high speech Internet connection and the declining prices of computers, video-game consoles, and mobile entertainment devices. (Lee, Jin, Park, & Kang, 2005) As we know, Internet offers many conveniences. As a result it has made many people depend on it. What is worse, a large number of people have become addicted, especially to online game addiction. By2007, the population of online gamers worldwide was about 217 million, approximately 28 percent of the total online population (comScore,2007).In addition, online game addiction is prevalent in many countries, including China, Korea, Vietnam, Japan, U.S., and Canada. In South Korea, 2.4 percent of the population, ages nine to thirty-nine, were believed to be addicted to online games, and over 10 percent could...
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...Few studies have been conducted – that can explain people’s motives for using internet. Research suggest that children use media for entertainment and relaxation purposes (to relieve boredom, to play games, or for social interaction) however little is known about what really motivate children to use Internet. Adolescents’ motives Use the Internet more for social interaction Social identity, peer interactions, and relationships become increasingly important - thus, it is likely that they become more interested in the Internet for communication purposes, such as e-mail or chat As they mature, they begin to use the Internet more for Gender Differences Boys Girls Entertainment More interested in playing video and computer games The Internet provides many opportunities to play online games To seek information, for example, for their homework ( as girls are more compliant so they will listen to parents and teachers) Social interaction ( since girls used to chat and keep in touch with friends) NEGATIVE BEHAVIOURS Exposure to Violence Addiction Social Relations Pornography Eating disorders Exposure to Violence With the growing use of the internet by children, there is an increase in online games. These games are very violent and expose children to explicit content and violent situations thus desensitizing the children and making them more prone to inflicting self harm, as well as harm on others. Media violence...
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...Violence in Video Games National American University Composition 1I Judy Lujan May 9, 2012 Abstract There is much speculation in respect to the effects of playing violent video games. This paper will describe the components of some violent video games and the possible effects they may have on game players. In addition it has been hypothesized that at least one video game, Grand Theft Auto may have been the driving force behind a triple homicide. Although extensive research has not been compiled to prove this theory is substantiated, there is supposition that for those individuals who spend countless hours playing video games will ultimately result in aggressive thoughts and behavior, anger, physical and sociological perspective. Violence in Video Games As technology evolves the interactive nature of violent video games has worsened the effect on players, especially children. Video games have potentially harmful impact on the player’s ability to separate fantasy from reality. The learned behavior from these games may impact the player’s health, social skills and possibly their outlook on life in general. Violent activities such as shooting, stabbing and burning are behaviors commonly portrayed by the villains in the game. Weapons used to perform these violent acts include a variety of firearms (hand guns, rifles, machine guns, and laser guns), knives, explosives (Molotov cocktails, bombs, hand grenades, rocket-propelled grenades), swords and even vehicles....
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...See discussions, stats, and author profiles for this publication at: http://www.researchgate.net/publication/236669025 Impact of Smartphone's on Society ARTICLE in EUROPEAN JOURNAL OF SCIENTIFIC RESEARCH · FEBRUARY 2013 Impact Factor: 0.74 CITATIONS READS 7 50,697 2 AUTHORS, INCLUDING: Tariq Rahim Soomro Shaheed Zulfikar Ali Bhutto Institute of Scien… 48 PUBLICATIONS 36 CITATIONS SEE PROFILE Available from: Tariq Rahim Soomro Retrieved on: 28 September 2015 European Journal of Scientific Research ISSN 1450-216X / 1450-202X Vol. 98 No 2 March, 2013, pp.216-226 http://www.europeanjournalofscientificresearch.com Impact of Smartphone’s on Society Muhammad Sarwar Department of Information Technology, SZABIST Dubai, United Arab Emirates E-mail: sarwar.baloch@gmail.com Tel: +971-50-5055285; Fax: +971-2-4045110 Tariq Rahim Soomro Corresponding Author, College of Engineering & Information Technology Al Ain University of Science & Technology, Al Ain, United Arab Emirates E-mail: tariq.soomro@aau.ac.ae Tel: +971-3-7024883; Fax: +971-3-7024777 Abstract The intention of this study is to investigate how Smartphone‘s are impacting the society and also how Smartphone‘s are going to transform the culture, social life, technology landscape and other diverse aspects of modern society. The intention of this study is to understand all the positive and negative aspects of Smartphone on the society. The study will primarily focus on impact...
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...Computer Addiction Thesis statement Although some people say that using computers all time wouldn’t be harmful for them and it gives them more experience, overuse of computers has many bad effects such as physicals problems, affects family relations and academic study. I. Abstract Computer addiction is a very harmful to us. Although it is a new kind of addiction, it spreads all over the world and affects on all ages. Many people suffered from this problem because it effected negatively on them. It has stolen many important things from them such as health, family and time to study. I think that something must be done to those who overuse computers and internet. For example, they should try hard to stay less time on the internet. Also, they should join some centers that could help them to get red of this problem. II. Terms of Reference This research was written as part of the coursework for Visa 4 at Zayed University. It gives the reader information about the bad effects of overusing computers and internet. The information was obtained from books, the internet and databases. The research will show the problems that caused by overusing and internet and how it can effects negatively on health, family relation and academic study. III. Introduction Computer has become an important machines in our life. It plays a vital role in all fields of the life. When we add the internet to this small machine it becomes a big world that...
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...Garret Necaise 5/7/12 PSY 435 TuTh 11:00-12:15pm Article Critique #1 (Addiction Theories) “Television addiction: Theories and Data Behind the Ubiquitous Metaphor” This article was presented in the American Psychological Association by Robert Mcllwraith, Robin Jacobvitz, Robert Kubey, and Alison Alexander. Mcllwraith is the head of the Department of Clinical Health Psychology and the director of the Rural and Northern Psychology Program. Jacobvitz is a Psychology educator and consultant in Albuquerque, NM. Kubey is the professor of Journalism and Media Studies, and director of the Center for Media Studies at Rutgers University. Alexander has a Ph.D in Communication at Ohio State and has taught research methods, writing, media and society, and seminars in children and television. The reader population for this article is focused on an interest or relation to television addiction. The authors wrote this to present four theoretical models of television addiction derived from existing psychological data on this subject. These models are valuable because they give the reader a viewpoint on where this type of addiction is based from: the television's effects on imagination, the arousal level affected from the effect of television, a manifestation of a dependent or addictive personality, and a pattern of uses associated with the television medium. However, it still remains to be determined whether or not this use of television for effect modulation represents a significant...
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...How Facebook affects one’s academic performance I. INTRODUCTION Facebook are currently being used regularly by millions of people. The use of these networking sites has been widespread that they have not only caught the attention of academic researchers worldwide but also us, in particular. Social networking sites are now being investigated by numerous social science researchers and an increasing number of academic commentators are becoming more and more interested in studying Facebook and other social networking services, because of their probable impact in our society. Most sites help strangers connect with others based on personal interests, political and economic views or simply recreational activities. Some accept distinct viewers, while others attract people based on similarities such as common languages or shared racial, sexual, and religious or nationality based identities. In short, social networking like Facebook only have common goal. It is to encourage new ways to communicate and share information. Many students have been blaming various social networking sites for their failing grades in school. These problems awaken me to look into social networking sites and why they affect fellow student’s academic performances. A. OBJECTIVES The students intend to: • Discuss the nature of social networking sites and low academic performance •Provide data supporting the claim that social networking sites affect one’s academic Performance adversely • Assess the...
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...Projection 13 Conclusion 14 References 15 Appendices 16-18 Executive Summary The PlayStation is and has been a dominating force in the area of gaming consoles ever since its debut in 1995. Sony has created the ultimate entertainment magic box for young people, and the number of people who own a PlayStation 4 is close to 20 million as of January 2015, just over a year since its release. Our project focuses on one certain aspect: the health of people aged 13-21 who owns a PS4. Our proposal is that we include a Sony SWR10 fitness smart band in the PS4 box, launch a marketing campaign before Christmas and on Boxing Day in Australia the console plus smart band will go on sale together with a game from EA games. Then we introduce the 100-summer days challenge. This is the core of our project, we will offer rewards to people who use their smart band in healthy activities, and based on walking distances or calories burnt that will be recorded in the smart band, and after implementing the software to synchronize this data to the PS4, users will be able to claim their rewards on the rewards website that Sony has. We are giving gamers the incentive and encouragement to get out there and live a healthy lifestyle. In a CSR perspective this is a brilliant proposal for the Sony Organization, which already has many different CSR activities concerning the youth. It will be good for business because it shows the world that the leading console maker...
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...INTRODUCTION Social Media refers to the means of interactions among people in which they create, share, and/or exchange information and ideas in virtual communities and networks. social media as "a group of Internet-based applications that build on the ideological and technological foundations of Web 2.0, and that allow the creation and exchange of user-generated content. Furthermore, social media depends on mobile and web-based technologies to create highly interactive platforms through which individuals and communities share, co-create, discuss, and modify user-generated content. It introduces substantial and pervasive changes to communication between organizations, communities, and individuals. Cognitive Psychology is the branch of psychology that studies mental processes including how people think, perceive, remember, and learn. As part of the larger field of cognitive science, this branch of psychology is related to other disciplines including neuroscience, philosophy, and linguistics. The core focus of cognitive psychology is on how people acquire, process and store information. There are numerous practical applications for cognitive research, such as improving memory, increasing decision-making accuracy, and structuring educational curricula. Youth is the time of life when one is young, but often means the time between childhood and adulthood (maturity). Definitions of the specific age range that constitutes youth vary. An individual's actual maturity may not correspond...
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