...involvement. That means understanding what makes a game both fun and educational. What makes a game fun? * Challenge and strategy – this is the core of the game. It includes the objective, the play and the scoring. The game should provide a challenge for its players and allow them to use different strategies to gain a level or win. This is what determines the age group or skill level. * Element of surprise – this is the variation of the game. The element of surprise must be built into the game to provide laughter, excitement, regret or risk. * Replay ability – this is the ability to play the game over and over with different outcomes each time. This is measured by the ‘boring’ factor. If the child gets bored fast, the game lacks replay ability. What makes a game educational? * New information – this is the educational information provided. It may be text or graphics, and is normally unknown by the age group or skill level for which the game is made. * Memorization – this is the part of the game that rewards good memory. If players are able to remember the new information, they can advance in the game. * Context and Cognition – this is the part of the game that puts the new information to use. Players win or score points by matching pairs, answering questions or problem solving. * Gender and Ethnic Balance – the game addresses equity issues through cooperative group play, language diversity, and...
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...University of Phoenix Effects of Video Games on Individuals and Families Video games have many different effects on the people who play them. There are good aspects to educational games being developed for business, schools, and even the military. The military uses video games for teaching combat tactics and skills needed by pilots. Drone aircraft are controlled from miles away, in a video game fashion. Piloting these drone aircraft is similar to playing a flight simulator video game. Several businesses and industries have started the use of video games in different aspects to teach team unity, sales and management skills. These educational and training games are being developed with the learning aspect at heart. Schools around the world have started to use different learning video games to keep students involved and motivated about learning. Along with the upside of educational games there is also a downside to video games as well. The downside to video games is the violent content in the games being sold to children. Some of these types of games can pull a child in without them knowing it and in some cases can alter their mindset between right and wrong. When children continuously see the violence of video games it starts to take a hold on the child. Some of these players start to think that the types of things they are exposed to in these video games are alright. Even though video games are exposing young people to violence, there are video games available that...
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...people hear many stories about athletes being involved in sexual abuse, physical abuse, harassment, and other violent cases. If this is something that is continuing, what can the professional and collegiate levels do to educate and help put a stop to athletes being involved with violence and criminal law? Looking at sports we see that there is violence on the field, but this is normal, this does not fall into the category of regular violence, but competitive sports. The definition of violence is the use of excessive physical force, which causes or has obvious potential to cause harm or destruction. We then can break violence down into four different categories. The first type is brutal body contact; this is physical practices common in certain sports and accepted by athletes as part of sport participation. The second type is borderline violence; this is practices that violate rules of the game but are accepted by most players and coaches, like players pushing back getting positioning on a rebound. The third type is quasi-criminal violence that violates the rules of the game; examples of this would be cheap shots, late hits, sucker punches, and things of that nature. The last type of violence would be criminal violence, which is outside of the law and law enforcement prosecute. (McGraw, 2013) In sports there have been cases of each, we all have either experienced or witnessed someone pushing or shoving in fair taste just being competitive. As much as we don’t want to...
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...Some issues may be small, but on the other hand some situations pertaining to violence and sports are very serious, and should be viewed accordingly. I think the intended audience can be applied to everyone who plays any sport, coach a sport, and anyone who goes to any type sports activities. This article is the foundation of my research and all other articles will add to this one. Jewell, R., Moti, A, and Coates, D. (2011). Violence and Aggression in Spectator Sports. Economics, History and Policy, Sports Economics, Management and Policy 4. (11). 11-26. The authors in this article make a lot of interesting points when discussing violence and aggression in spectator sports. This article in intended for people who are concerned with the violent acts that occur in sports. The author briefly discusses the history of sports in Mesoamerican and Greek cultures. The article also discusses the revenue that is made from these sports that can be so violent. The author made a really interesting remark discussing that fans are the ones who demands violence and aggression in sports. I wonder why that is. The author gives a more thorough history of sports; discussing ancient Olympic games, blood sports, and bull fighting. Prevention of sexual violence in sports | EUSA (Prevention of sexual violence in...
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...Impacts of Multiplayer Online Battle Arena (MOBA) on People. Mila Tshering Dhendup Stamford International University Abstract With growing popularity of online video games especially MOBA games, this study is to explore the impacts of these video games on people. Focusing more on the addiction, the psychological effects and how it effects on learning. This study will show the reasons of addiction to this game. How violent gaming can effect to the mental and emotional state of people. The effects of these games to learning, if it’s good or bad. If these games are changing the system of learning. To see if it enhances learning. Introduction The popularity of internet has affected every aspect of human beings’ lives. With over 70 million registered users worldwide, 23.5 million daily active players and an incredible 10 games started every second, the game League of Legends is eye-poppingly massive. However, some negative effects are emerging at the same time, most noticeably the effect of internet addiction. Here we will focus on why people are addicted. If it’s good or bad depending on people. The psychological effects of playing video games on people. The effects may be different person to person. Learning maybe effected by video games. Positively or negatively, it has its effects and this study explains on it. MOBAS Addiction Addiction...
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...of violence in video games on negative behavior has been widely studied and debated. In the United States, Europe, and Japan, there are more than 130,000 gamers from elementary school to college. (Jayson 1) This controversial topic has become a serious issue after numerous senseless shootings occurred and particularly after the Sandy Hook Elementary School Shooting. It was discovered that Adam Lanza, the shooter in Newtown, Connecticut, played violent video games such as “Call of Duty.” (Guarino 2) This video game takes place in World War II where the player has to kill anyone on the opposing side. Some people believe violent video games are morally wrong and inappropriate for children. These types of video games teach children that it is perfectly acceptable to harm another person in order to advance to the next level. They don’t learn any consequences to their actions because they can reset the game at any time. The rating system for video games has many flaws as well. This shows that there is no control over the restrictions on violent video games. Others argue that kids find video games enjoyable and such activities bring them closer to their peers. Children that usually play video games are more outgoing and make friends much easier. Violence is also extensively used in children’s literature. Kids have already been exposed to violence and eventually will in the future. They must learn to manage their fears and it is easier for them to do this in the safe world of video games...
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...bs_bs_banner Journal of Applied Social Psychology 2013, 43, pp. 1862–1868 The changing face of aggression: the effect of personalized avatars in a violent video game on levels of aggressive behavior Jack Hollingdale1, Tobias Greitemeyer2 1 2 University of Sussex, UK University of Innsbruck, Austria Correspondence concerning this article should be addressed to Jack Hollingdale, University of Sussex, Pevensey Building, Brighton, BN1 9RH, UK. E-mail: j.hollingdale@sussex.ac.uk doi: 10.1111/jasp.12148 Abstract Video game developments allow players to design their own personalized avatars. Previous research has shown that this capability increases levels of aggression within socially acceptable forms of violence. Using the general aggression model (GAM), the current study examined the effect of avatar personalization on behavioral aggression within a violent video game. Participants who played a violent video game and designed their own avatars were significantly more aggressive than those who played the same violent video game with a generic avatar, and were also more aggressive than those who played the nonviolent video game, regardless of whether or not they designed their own personalized characters. Limitations and directions for future research are discussed. Games present opportunities to behave in ways that are exhilaratingly wicked and dangerous—out of reach in real life. Freedom from consequences, and hence a feeling of escaping, is...
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...developing technology and the popularity of video gaming had been growing in recent years as well. Many people or institutions therefore investigate the negative impacts of video gaming. Since video games often include violence or aggressive language, people often think that video games lead to violent crime such as robbing, bullying and so on. However, Video games do not have direct impact on teenagers’ criminal behaviour because it is not proven that it leads to any criminal activities. This essay will examine the relationship between video games and teenagers’ aggressive behaviour and argue that video games do not assist to any criminal activities. Furthermore, video games also influence teenagers in a positive way. In recent years, many researchers found that teenagers tent to be more violent in behaviour after playing video games which might lead to crime for instance. Bösche (2010) states that video games lead to both aggressive behaviours and positive cognitions simultaneously. One of the positive effects of video games is securing players' attention and it can be implemented in education. Ferguson (2010) suggests that the violence and excitement of video games can draw players' attention easily, therefore video games can be used as a medium for spreading positive information. For example, educational tasks can be included in a first-person shooter game which appears to be a life saving mission. Besides conveying the importance of life, practical knowledge can also be...
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...socially acceptable outlet for hostile and aggressive feelings, and the role sport plays as a cultural element to bring meaning to life. Additional attention will be given to aspects of extra-sport character behavior and a determination of whether or not such behaviors support sport stereotypes and/or deviant characteristics. Through internet research, library study, and the use of periodical articles found in the ProQuest databases, I intend to apply the functionalist model of society to show that the fictional football team “The Miami Sharks” highlighted in the movie supports stability and equilibrium in the community of Miami based on common interests and convictions. The world of professional sports, especially professional football, is a world that most will only see on the television or through movies. “Any Given Sunday,” by Oliver Stone, is one such movie. It highlights a portion of a season for the fictional team The Miami Sharks with the interpersonal struggles on and off the field experienced by the characters related to the team. This paper explores the movie “Any Given Sunday” and attempts to discuss the movie in detail by focusing on the socially acceptable outlet for hostile and aggressive feelings, masculinity and gender roles, religion in sport, race in sports, character examples of the personal functions of sport such as feelings of belongingness and social identification, and the role sport plays as a cultural element to bring meaning to life. Additional...
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...…………………………………………………………………. 39 VII. Appendices …………………………………………………………………………. 43 Page | 2 I. Introduction: DOTA or Defense of the Ancients is a game that rose in the age of the modern technology. It is a LAN game or Local Area Network Mode. DOTA started in early 2000’s in the program Warcraft; it was revised in around 2006 in the program Warcraft III and later on they launched an online based application of DOTA which can be played not only by the LAN Users but also the WWAN Users, it was named as DOTA 2. DOTA has been a great impact to some group of people in the society. It affects the students, the creator of the game, the sponsors and LAN Owners, the National Telecommunications Subscriber and Distributor, the Players and gamers and most of all are the developers. That entire group of people in the society that has/is concerned in DOTA has both the positive and negative affections. One of the greatest...
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...…………………………………………………………………. 39 VII. Appendices …………………………………………………………………………. 43 Page | 2 I. Introduction: DOTA or Defense of the Ancients is a game that rose in the age of the modern technology. It is a LAN game or Local Area Network Mode. DOTA started in early 2000’s in the program Warcraft; it was revised in around 2006 in the program Warcraft III and later on they launched an online based application of DOTA which can be played not only by the LAN Users but also the WWAN Users, it was named as DOTA 2. DOTA has been a great impact to some group of people in the society. It affects the students, the creator of the game, the sponsors and LAN Owners, the National Telecommunications Subscriber and Distributor, the Players and gamers and most of all are the developers. That entire group of people in the society that has/is concerned in DOTA has both the positive and negative affections. One of the greatest...
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...boys and even girls. DOTA is an online game, also played into a computer Defense of the Ancients (DOTA) is a multiplayer online battle arena mod for the video game Warcraft III: Reign of Chaos and its expansion, Warcraft III: The Frozen Throne, based on the "Aeon of Strife" map for StarCraft. The objective of the scenario is for each team to destroy the opponents' Ancient, heavily guarded structures at opposing corners of the map. Players use powerful units known as heroes, and are assisted by allied heroes and AI-controlled fighters. As in role-playing games, players level up their heroes and use gold to buy equipment during the mission. The scenario was developed with the "World Editor" of Reign of Chaos, and was updated upon the release of its expansion, The Frozen Throne. There have been many variations of the original concept; the most popular being DOTA Allstars, which eventually was simplified to DOTA with the release of version 6.68. This specific scenario has been maintained by several authors during development, the latest of whom being the anonymous developer known as "Ice Frog" developing the game since 2005. Since its original release, DOTA has become a feature at several worldwide tournaments, including Blizzard Entertainment's BlizzCon and the Asian World Cyber Games, as well as the Cyber athlete Amateur and Cyber Evolution leagues; in a 2008 article of video game industry website Gamasutra, the article's author claimed that "DOTA is likely the most popular and...
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...The Benefits of Playing Video Games Isabela Granic, Adam Lobel, and Rutger C. M. E. Engels Radboud University Nijmegen Video games are a ubiquitous part of almost all children’s and adolescents’ lives, with 97% playing for at least one hour per day in the United States. The vast majority of research by psychologists on the effects of “gaming” has been on its negative impact: the potential harm related to violence, addiction, and depression. We recognize the value of that research; however, we argue that a more balanced perspective is needed, one that considers not only the possible negative effects but also the benefits of playing these games. Considering these potential benefits is important, in part, because the nature of these games has changed dramatically in the last decade, becoming increasingly complex, diverse, realistic, and social in nature. A small but significant body of research has begun to emerge, mostly in the last five years, documenting these benefits. In this article, we summarize the research on the positive effects of playing video games, focusing on four main domains: cognitive, motivational, emotional, and social. By integrating insights from developmental, positive, and social psychology, as well as media psychology, we propose some candidate mechanisms by which playing video games may foster real-world psychosocial benefits. Our aim is to provide strong enough evidence and a theoretical rationale to inspire new programs of research on the largely unexplored...
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...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 be classified as obsessive gamers. (Faiola, 2006). Research says effects can be good: reduces stress, improves learning ability, and develops team work. Others oppose by saying negative consequences outweighs the good: violence, aggression, time management problems, and low academic performances...
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...living conditions and a negative home life. Some behavioral issues are a direct cause of mental health problems, but for this study, we will not look at the mental health issues that cause behavior issues. A growing body of research has examined the cause of youth violence, among peers and parental relationships. The world we are living in today is full of violent images; from video games to movies, even much of today’s music can promote a violent message. There are other external influences that can also influence many children’s behaviors; such as impoverishment, inferior living conditions, inadequate housing, which often leads to illicit activities; such as drug and alcohol abuse and other criminal activities. In this research study, we will try to answer several questions the effects of violent images, or video games may have on our youth today. We will also examine if coming from a broken home has any direct correlation on the behavior of the child or children? This paper will examine several studies on this subject in the hopes of discovering the possible solutions to the questions raised in this paper. * Do violent images, video games, etc. influence children’s behavior? * Does coming from a broken, or abusive home, etc. influence children’s behavior? * Do children raised in a typical two parent household have an advantage over those raised in single family households? * Can coming from an urban area influence bad behavior in children? In the first study...
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