...Videogames have been accused of social aggression since the 90’s. As many as 97% of United States kids ages 12 to 17 play videogames and more than half of the 50 top-selling videogames contain violence. People claim that they are source where killers are inspired to do what they do, and therefore they must be banned and forgotten. This is a controversial topic given that some people say that there is more to it than people think about, and there is some others that directly blame videogames for all mass shootings in the country. Violent videogames should not be consider to contribute to youth’s aggression and violence. Videogames should not be banned because they are believe to desensitize players to real life violence, perpetrators of mass shootings played violent games, and because...
Words: 1901 - Pages: 8
...the last decennia, there have been substantial rise in the community of researchers reviewing about videogames and computer. The introduction of videogames has become one of the chief medium of entertainment for youths. According to researchers, the educational potential of videogames has created a lot of attention among the people. Research illustrations that the application of videogames can empower students to control their process of learning, situate learners in a thoughtful setting, promote constructive attitude towards the course of learning , promote inquiry-based and integrate multiple topics to confront learners. The emergence of entertainment-based cultural background increased the subject of taking serious action towards the implementation of videogames into classroom. Videogames have the capacity to enrich the learning process and encourage student commitment. This paper examines the integration of videogames into classrooms, as it can benefit students to improve cognitive skills and reach curricular education goals. Thesis statement “The integration of videogames into classroom learning process can allow students to reach curricular learning goals and develop critical thinking skills” Historical background The rapid development of gaming industry is on its way to outdistancing television and film industry. A movement was started in the year 2003 to use videogames in training and teaching process. This movement is known as serious games. The significant range of...
Words: 1590 - Pages: 7
...many acts of violence through the previous years. The internet and videogames that are filled of violence are responsible of children’s behavior they have taken total control of their actions. Children are inundated with violence in all forms like never before. One of the causes of violent crimes in America are videogames and the internet that are factors that expose kids to violence. Basically, videogames have changed throughout time. Now, videogames have changed to nonviolent to violent. Before the most famous video games there was Mario games. Children were so interested in having all the Mario and Luigi games. Back then, they were classical videogames that were appropriate for children now they contain violent and abusive behavior. It first started with Call of Duty, a videogame that contains realistic weapons, sexual behavior, profanity, killing others and the use of guns. Children are so interested in these things that they believe videogames can come true. Basically, the difference of fantasy and reality is that children assume it is correct to use a gun or even use it as a play toy. Therefore, children thinking that carrying a gun with them at all times is correct. They believe that if they are allow to walk with a gun at all times in their videogames, they suppose it is fine to do the same thing. It’s like mimicking everything they see on videogames. It is fair to say that playing violent videogames over and over again does, in fact, make young people more aggressive...
Words: 903 - Pages: 4
...2013 Video Games: Pointing Fingers at the Wrong Cause The significant increase in technology in recent years has caused the average American’s media exposure to skyrocket. People now have easy access to various forms of media, such as movies, videos, and video games, which promote violence and aggressive behavior. Because of the easy access to violent videogames, people have questioned if there is a correlation between the games and aggressive behavior. For example, within the last decade there have been school shootings; questions regarding the effects of violent video games have begun to rise. (Radford, 2008) Due to personal experience and a little research, I believe that there is no correlation between the two. First of all, my cousin Carlos is a great example as to why aggressive behavior is not caused by video games. Carlos lives in a home with two sisters. Since he is the only guy, he spends a majority of his time alone in his room. In his room, he has his xBox 360 hooked up to the television. To pass the time, Carlos will play the xBox for hours upon hours. Last time I was at his house, I looked at his videogame collection and the games that he played the most were rated M for mature. Those kinds of games are intended for people 17 years of age and older. He, however, is only 13. When Carlos stops playing the xBox, he is such a sweet child. He has manners and is actually very polite to everyone. One would not know that he has just spent the last four hours shooting...
Words: 1137 - Pages: 5
...A Medium Fit For Masterpieces “Videogames and Increased Violence” and “Disheveled? Lazy? Too Many Videogames?” are both news articles describing the negative effects of playing this ever-expanding, interactive playground we call videogames. The media already gives this form of entertainment a bad rep, assuming spending hours playing will turn kids into hyper-masculine sociopaths. We already know that is not the case and that video games can actually be very meditative and enhancing, but could we go so far as to say that this remedy for passing the time could pass as art and even surpass the works of some of the great artists of this time? Personally I have been dramatically influenced emotionally and creatively by playing videogames, but unfortunately the mass public sees it quite opposite and that is mainly due to the venue that the average person is exposed to....
Words: 867 - Pages: 4
...Text B: The trouble with videogames isn’t the violence. It’s that most of the characters are dicksBy Charlie BrookerThe Guardian 13. November 2011 We often read articles about how young people turn violent when playing war videogames. Yet, do we ever hear about how the gender roles affects young people, in the same videogames? I have read to articles, one with the focus on bad manners and a homosexual environment, another with focus on body ideals both articles about videogames. In the article, “The trouble with videogames isn’t the violence. It’s that most of the characters are dicks”, written by the 43 year old, English satirist and broadcaster, Charlie Brooker, from The Guadian 13. November 2011, the author tells the reader about his experience while playing the war game “Call of Duty: Modern Warfare 3”. Brooker expresses how the players in the game is male chauvinists, unmannered and cursing. One of the main claims in the article is that the players are acting violent. Brooker plays the game with another player, mentioned as moustache man. Moustache man kills a guard in a very brutal, harsh way. Brooker writes: “And I thought, “I don’t want to be friends with the man who did that”. However, later on in the game Brooker climbs up a watchtower and has to kill another guard. The game suggest one option “Press X to take out guard”. Brooker kills the guard in the same aggressive way as the moustache man. He wonders why he is not offered mutual choices, why he cannot ask the...
Words: 814 - Pages: 4
...this study as evidence that video game culture is falling behind in terms of appealing to a female audience, and that a culture of sexism and misogyny is perpetuated and rampant throughout videogames. As a component of this culture we must question whether these accusations are valid. In order to understand this argument we must answer the question, what is a gamer? According to this study a gamer is anyone who plays, however occasionally, any form of game including mobile games like “Clash of Clans” or “Candy Crush”. Even a person who played “Pong” even a single time in the 1980s...
Words: 815 - Pages: 4
...now turned into a billion-dollar industry that doesn't have any signs of slowing down. Some of the negatives of gaming are now being overshadowed by the overwhelming positives. With introduction of the Nintendo Wii we now have interactive video game system that requires users to interact with the game. Gamers no longer sit back and play games but now they are required to interact with them. With games becoming a more integral part of everyday life, the real potential and benefits are now becoming realized. Games are being put into use as educational training aids, that making learning fun and seamless. They are blurring the lines between virtual and reality. With an industry with so much potential, where is it headed? History of videogames The first electronic games were not played at home or even at video arcades. Instead, research departments at universities, labs, military installations and defense...
Words: 3533 - Pages: 15
...this because of its huge fanbase, that have supported them throughout the years. Because of it’s rapidly increasing popularity, Chicago University has been the first school to recognize video game as a varsity sport and even offers scholarships. Video games is like any other sport, it’s extremely competitive because one has to train to become recognized in the gamer community and get a title like in any other sport. Video games might not be a physical sport, but it requires as much skill, and mental focus as any other sport. Most people think that videogames are not a sport because there is no physical activity involved with it. However, videogames requires so much mental training, focus, and the ability to try to read what your opponent’s next move is going to be. Games like chess which is considered a sport require strategy, it’s played worldwide, and is very competitive. The same principle apply to video games. In my opinion videogames take more mental prowess. You have to learn how your opponent plays, you have to practice everyday to become good at the game, you have to understand the rules of each game, and how each game...
Words: 1454 - Pages: 6
...It was once said “where there is light there is shadow.” Meaning, every element has an aspect of good and bad. However, it is up to us to determine what prevails. Like everything else in this world, technology has its pros and cons with each side being valid. Two pieces of literature in Unit 4 that coincide with opinion are “A Sound of Thunder” by Ray Bradbury and “Nolan Bushnell” by David E. Brown. Undoubtedly, modern technology has become crucial for survival in this generation. From television, to video games, internet and smartphones; many humans don’t realize how dependent we are on technology. Author David E. Brown records important events that led to the making of a tech icon and the father of videogames, Nolan Bushnell. For years, Nolan has perpetuated the notion that videogames are great for the mind. Studies also agree with Nolan’s opinion showing that 73% of students prefer to play educational games opposed to traditional studying. His engineering and innovative inventions allowed him to watch a genius in the making, Steve...
Words: 523 - Pages: 3
...“Violence in Video Games” Video Games are something that are on the rise in today’s world. They are increasing economically and politically. Video games are something that can be enjoyed by all ages. They are a fun, fantasy TV station you get to create for yourself. Even though they are for everybody, they are targeted more towards teens. The most popular games out today are shooting and fighting games, which incorporate violence. The definition of violence is behavior involving physical force intended to hurt, damage, or kill someone or something. People may say that these video games incorporate this term called “violence”. Sometimes they do, sometimes they don’t. Violence is visible in Video Games, but may not fuel teens to be violent in reality. First, Violence is something that has been in this world a long time. It is something that, no matter what, will continue to happen in this world we live in. Like before, violence is a behavior involving physical force intended to hurt, damage, or kill someone or something. There have been a lot of instances of violence in history. Not just any kind of violence, but violence that people could not imagine happening. The Columbine Shooting is a great example of this so-called “violence”. This horrific event involved two young teens that had previously been bullied in school. The bullying they went through caused a built up anger that they eventually had to release. These two teens unleashed their built up frustration...
Words: 1111 - Pages: 5
...Mario Kart for hours on end – with my father joining us every so often. I noticed as months and years went by, that newer systems with better games and better graphics started to come out. The Gameboy Color, which came out in 1998, was the first handheld gaming device that I had the liberty to enjoy playing. Since GameBoy Colors were one of the first handheld videogame systems, making them very expensive, it was rare for kids to have them, so I was one of the lucky few who owned a GameBoy Color. As we moved toward the beginning of the 21st century, newer and sleeker versions of almost every videogame system slowly came out. Sony started out with the PlayStation, which turned into the PlayStation 2. The PlayStation 2 later evolved into the PlayStation 3, which had the technological advancements of an updated hard drive, wireless internet, Bluetooth capabilities, blue ray, Wi-Fi, and wireless motion detected controllers. Microsoft designed its own video game system that would later rival the PlayStation. The company came out with the Xbox in late 2001, which would then be upgraded into the Xbox 360 only a few years later. Videogames have advanced so much over the turn of the century. We have progressed at a rate that it is almost incomprehensible. Memory chips that were as big as today’s laptops are now microchips, thousands of times smaller, which are now used in the latest...
Words: 2725 - Pages: 11
...physical drills.”(Jeremy Hsu 2010). Another key difference is that simulations tend to be more realistic then videogames. The surgery video game Trauma Center for the Wii has graphics that are cartoons like and uses a controller, while the company ENT Simulation Technologies Ltd has an ultra-realistic simulator “The simulator uses a haptic arm, a 3d visor mounted on a stand, and a computer to closely mimic an actual surgical procedure”( ENT SimTech 2010). There are more differences but now I will discuss some video games that are a close to being simulators. Proflight Simulator is a video game that you can play online with others but learn how to fly at the same. It has realistic graphics, real time maps, many different planes to fly and many challenges to complete. I downloaded the demo and it was I was playing a video game instead training a simulator. Another video game that comes to mind is Nintedogs + Cats for the Nintendo DS. First you to choose between a puppy or kitten and then you have to take of it or it will die. You get interact with your pet with the DS’s touchscreen, you can pet, throw balls, feed it snacks and much more. This video game teaches kids how to take care of virtual pets which in turn help them take care of a real one someday. Next I will discuss using videogames to teach. Most people tend to think to that using video games to teach is a bad...
Words: 553 - Pages: 3
...Video Game Addiction In the 19th century, if you asked a thirteen year-old boy what they did in their spare time, they'd probably talk about helping their parents on the farm. You ask the same question to a teen in the 20th century, and you'll get an earful about baseball, double-dutch, and pick-up sticks. But now we are living in a new millennium, a millennium where 97% of children ages 12-17 would reply 'videogames' to that question. To me, this massive percentage is horrifying (99% of boys and 94% of girls), yet some will sense nothing wrong with it. These people frequently argue, 'But videogames aren't that bad,' 'they're not actually harmful to the body,' or 'some games improve hand-eye coordination and analytical thinking skills.' Granted, video games often appear harmless, but they can be very damaging to children and teens who are lacking in self-control. The dangers of video gaming can be summarized into one word: addiction. Guilty pleasures like video games, television, and candy are tolerable when done in moderation. The problem with video gaming is that unless controlled or limited by a third party, it's both chemically and mentally addictive. Studies have scientifically shown that excitement from playing video games causes the human brain to release an addictive chemical. Psychologically, video game addiction is explained through what is called 'the God effect.' This simply means that players receive the ability to control and manipulate everything in the...
Words: 744 - Pages: 3
...The Sony Corporation: A Case Study in Transnational Media Management by Richard A. Gershon, Western Michigan University, U.S.A. and Tsutomu Kanayama, Sophia University, Japan The transnational corporation is a nationally based company with overseas operations in two or more countries. What distinguishes the transnational media corporation (TNMC) from other types of TNCs, is that the principle product being sold is information and entertainment. The following paper is a case study analysis of the Sony Corporation; a leading TNMC in the production and sale of consumer electronics, music and film entertainment and videogame technology. There are two main parts to this study. Part I. examines the history and development of the Sony Corporation. It builds on the theoretical work of Schein, (1984, 1983), Morley, Shockley-Zalabak (1991) and Gershon (2002, 1997) who argue that the business strategies and corporate culture of a company are often a direct reflection of the person (or persons) who were responsible for developing the organization and its business mission. Second Part examines the Sony Corporation from the standpoint of business strategy. Special attention is given to the subject of organizational culture and strategic decision-making. A second argu- ment of this paper is that while Sony is a TNMC, the organization is decidedly Japanese in its business values. This is beginning to change in the face of global competition and the need to improve business performance. This...
Words: 9965 - Pages: 40