...Video Games: Learning Process In this modern age, society is overrun by the latest entertainment available, video games. Across the world, many people find their time consumed by a game on their phone, computer, or television. Video games have been in daily lives since 1958, although not being as extreme as it is today. Nowadays, these games are associated with violence, gore, and anger; however it shouldn’t be stereotyped because of one genre. Like movies, video games have different genres (action, adventure, puzzle, simulation, etc…). In a way, video games are movies with a few exceptions: there's a controller, the player is in control, and in some cases, there aren’t any characters. Essentially, the player is the main character, but with extra perks. Video games provide players of all ages to learn and adapt to surroundings to proceed to the next level. Video games give people an improved perception, develop cognitive abilities, and help disabilities. Video games as stated before, came out in 1958 with a simple table tennis game. This game just provided entertainment to college students and helped innovate programming as society knows it. Many companies wanted to gain profit in video games during the 1980’s, producing many different devices and genres to entertain society. A company known as Nintendo gathered the first copyright for the games they were producing, causing other businesses to shut down because of lack of creativity. Different genres started popping up, and...
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...Good, Better, Video Games Dakota Boyd ITT Technical Institute Over the past twenty years or so there has been much controversy regarding whether video games are good or bad for children and adults. I believe that video games have many physical and mental factors about them that are beneficial. This can range from helping with cataracts to even helping with depression. Video games are a tool that has not yet been utilized to its full potential and not just for entertainment. A Professor named Daphe Bavelier who works at the University of Rochester studies brain and cognitive sciences. She conducts studies on young people who play action video games. Bavelier says, “It turns out that action video games are far from mindless.” Her studies show that video gamers who played action video games showed improved skills in vision, attention, and certain aspects in regards to cognition (Trudeau 2010). German researchers conducted an experiment to help better understand how video games affect the brain. They asked 23 adults around the age of 25 to play “Super Mario 64” for 30 minutes a day over a period of two months. They then had a separate control group which did not play video games at all. Then they examined the brains of the two groups using an MRI machine, which resulted in them finding that the group who played the video game had a rise in gray matter in the right hippocampus, right prefrontal cortex and cerebellum. These areas of the brain are responsible for spatial navigation...
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...Video games are something almost everyone is familiar with. Just like books and movies, video games target all different types of markets. There is one type of video game genre that draws attention though, action. Many people believe that action video games increase violence tendencies thus they believe that all video games are bad. Does this mean that all video games are bad? Like any other product out there, video games have pros and cons. Some pros to action video games include low-level vision enhancement, visual detail attention, speed of processing and statistical inference (Bavelier, Green, Han, Renshaw, Merzenich, and Gentile, 2011). Not every gamer will experience these benefits from video games; it varies based on individual and video game characteristics. A research study conducted by Douglas A Gentile found that playing pro social games led to more helping behavior while violent games led to more harming (Bavelier, Green, Han, Renshaw, Merzenich, and Gentile, 2011). While video games are beginning to show that there is a good side to them, the bad stigma is still there for a reason. Violent video games may not lead to the act of violence by a child but it can produce behavior and thoughts that lead to violence. They may produce reduced empathy, anti-social actions, and disruptive behavior in the real world (Bavelier, Green, Han, Renshaw, Merzenich, and Gentile, 2011). Depression, anxiety, and social phobias were also at a higher rate with those who played video...
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...June 2013 Discuss what research studies have told us about the positive effects of computers and/r video games on behaviour (4 + 6 marks) Green and Bavelier found that some games like Tetris, have been found to improve specific cognitive skills, hand eye co- ordination and some aspects of vision Games with a pro-social theme can effect helping behaviour. Graham et al found that active Wii fit style games may promote higher levels of physical activity in sedentary individuals, and often people can find these games more helpful than regular exercise, as they claim it to be more interesting, and often use these types of games to motivate themselves to do exercise Social networking sites can promote pro-social behaviours, political change. However, some research has found that playing violent games can often provoke violent thinking. An example of this is Anderson and Bushman where they gathered 224 participants in two independent groups, one playing a violent video game, one none violent. At a certain point, the game stopped and then they were asked to say ‘what happened next’. Research found that those playing the violent game often had a more violent ending than those that did not. This shows that violent games can cause violent thinking. June 2011 A local school head teacher wants to produce a leaflet for parents about the possible effects of video games and computers on young people. Suggest what information should be included in the leaflet. Use your knowledge of psychological...
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...young teenager Mortal Combat was my younger brother and I favorite game. Our age difference did not matter, that was our common ground and one of our favorite things to do together. We would go to the local convenience store and cash in a dollar in pennies. Pocket full of pennies we walked the train tracks that led right behind the town arcade. Exited about what was in store, we put all of our pennies on the the train tracks, then like clock work every hour on the hour a train would go by, the train would would crush our pennies. They were no longer pennies, they were arcade tokens. The train driving over the pennies flattened them out and were the exact same size as an arcade token. As a result we now had 100 game tokens, 50 tokens a piece, that meant we each could play up to 50 games, 50 times trying to kill each other and rip each others spine out of the body and sever the head or limbs. That was the final move on mortal combat, it was when a person has won the fight and is wounded or dizzy the finishing move was applied if you know how to do it,it is called fatality. Thinking nothing about it we would brag about how we killed each other and how many times. We never gave it a second thought. My mother always told us not to play that gory game but we did not listen very well. As a result of kids like me that did not listen to their mothers the video game industry has grown to a billion dollar industry world wide. Consequently this multi billion dollar industry gets a significant...
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...represents the review on related literature and studies regarding topic about the students who plays MOBA games (Multiplayer Online Base Arena) and its effect to their study habits and time management. Studies on productivity provided ideas as to how to design our own study, while the studies on work breaks gave us an idea of how merely not working for a segment would affect our study. This would mean that we could have a clear idea of the effect of the games themselves rather than merely the break. Foreign Literature A paper made by Thomas M. Connollya, Elizabeth A. Boylea, Ewan MacArthura, Thomas Haineya, James M. Boyleb from University of the West of Scotland, High St., Paisley PA1 2BE, Scotland, United Kingdom and University of Strathclyde, Glasgow, Scotland, United Kingdom with a title of “A systematic literature review of empirical evidence on computer games and serious games” examines the literature on computer games and serious games in regard to the potential positive impacts of gaming on users aged 14 years or above, especially with respect to learning, skill enhancement and engagement. Search terms identified 129 papers reporting empirical evidence about the impacts and outcomes of computer games and serious games with respect to learning and engagement and a multidimensional approach to categorizing games was developed. The findings revealed that playing computer games is linked to a range of perceptual, cognitive, behavioural, affective and motivational impacts and...
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...signifies the decline of human, moral, spiritual and traditional values.” Abstract: The progress of video games has done a great change in our lives. There are studies show that there is a study between video games and violent other research shows the good benefit of video games adult expose themselves to greater amount of video games What would our life be without technology; the term technology has Greek origins which means the science of craft? Nowadays technology has become such an integral part of human's life. Millions of people claim that technology has speared humanity from nature and affects the teenager's behavior badly. Although technology is still the source of enormous development; people don’t realize the danger which comes from it. Technology is classified to different media one of these media...
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...Video games themselves have been around at a very early age of technology. Beginning in 1958, video games have revolutionized the world and everything on it. The first violent video game made its first appearance in 1976 with the release of the video game, Death Race. This consisted of a car shaped blob running over stick figures and having them turn into tombstones. Other popular violent video games that appeared in 1993 were Mortal Kombat and Night Trap. People, such as Senator Joe Lieberman, were outraged by these two games that they proposed federal video game regulations and had Night Trap taken out of stores. They most likely understood the effects that violent video games would have on the user and therefore took action against them....
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...9:00 10/25/2014 Negative Effects of Video Gaming On Young Adults Video games have been around for over forty years helping to keep people entertained, and in the last decade have been a substantial evolution in technology. As these games have grown so have their benefits but their downfalls have developed as well. With their almost lifelike representation of the world, intricate settings and storylines, and wide spread social gaming scenes, the video game world has created a new venue for people to interact and compete. Games are a wonderful addition to the technological era, but they have negative effects on the brain, develop addictive personality traits and promote antisocial behavior. A study shows that our brains respond very well to changes in the environment. Consequently, when a player plays in any game, our brains make it real. Moreover, video games can help players to pay attention to details, to think and react quickly and to improve their academic performance. When playing an action game, our brains need more attention to successfully complete tasks or events in the game; this actually builds visual skills and spatial distribution. Video games have adopted modern and efficient techniques that require both the body and the brain; this action makes us more dynamic, and it can improve our static balance in games such as “Dance Dance Revolution” and “In the Groove” “In today’s era, games have become so advance that the visual game play is almost realistic, and with...
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...to both casual and hardcore gamers and has tons of casual games like MySims and WiiPlay and than nintendo busts out its killer apps like galaxy and brawl Hmm... innovative control scheme and abigger focus on casual gamers, non-gamers, and women... while continuing to bring out hardcore games * price advertising uniqueness ability for everybody to play Introducing something new to the market - Controller Getting mainstream help - Media (south park, Elderly people playing, helping stroke victims) Helping people loose weight - WiiFit, WiiSPorts Its cheaper than competition Bringing back old gamers. a big thing you should talk about is their family name. for more then twenty years nintendo has been seen as always a good choice. parents knew if they would get their kids a maro game they choose quality. explain their franchises that call to everyone. if you want to seem cool you should qoute that line about mario in that one video of that guy talking to snake explaining how mario is known through out the world. also talk about how nintendo managed to be the best thing in handheld gaming since the gameboy was created and never lost a generation * Nintendo completely changed their look in gaming, staring with the DS. The DS introduced a new way to play games. Not only is it intuitive, it can also make games easier and more accessible, like a PDA. This first opened the platform to an expanded audience. Then, games like Brain Age and Nintendogs further opened the platform...
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...Huy Tran English 1301 11/13/12 (1510) The M Game Effect Technology has been an ever-developing innovation in our society. We make use of it for a variety of things. One of those things is for our entertainment. Gaming has been one of the more popular forms of entertainment as the decades have passed due to its evolving nature. Video games are played by people all over the world ranging from young children to even senior citizens. Given the audiences that have been amassed, the different types of video games are regulated into ratings due to their content material by an organization that specializes in this area for gaming. Now imagine the idea where video games intended for a mature audience fell into the hands of younger children. Video games with themes of constant violence or that of which rewards the players for taking part in acts of violence. This is where most of the controversies regarding video games fall upon, raising the suspicion of parents and scientists alike. Since many of the negative aspects of video games are put in the control of children at such a young age, do kids suffer as a result of graphic contents in video games? Such incidents could possibly play a role in the emotional, behavioral, and intellectual aspect of kids who are exposed to contents like the violence and suggestive themes within the video games that are played. It has been believed by many supporters that playing violent video games that involves shootings and killings would lead children...
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...to what is actually on the screen but they pick up on the sounds that others around them are making like screaming when your watching a football team getting a touchdown or clapping at a game show. Babies do react to what others are watching and are very sensitive to the emotions of others around and will pick up, even unnoticed, how others are reacting to what they are watching. There is a huge amount of research that show the negative effects of TV, computers and video games on young children in their development but some parents just don't get it and use these things as a babysitter like if the child is crying or showing frustration and instead of helping the child get through this by talking to them, directing then to a more positive activity they just say go play a video game or watch TV. TV's and video games do deprive the child of their sensory experience but, when the child plays outside in the real world they use all their sensory skills like seeing, hearing and touching. When they also play and interact with other kids they develop a sense of balance, co-ordination, general and fine motor skills as well as physical fitness and all these are all so important for short, long term and mental health. When children watch video games the voices and people represented in these video do not behave or react like real human beings and in response to the child this disassociates elements that in a human being are whole and all associated together. Children with repeated exposure...
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...The world has gone through fifteen years of the 21th century with a huge leap in gaming industry. Its concept about video games have been altered throughout not only by generations of video games, but also by the egos of gaming community. If at first gaming was considered “just for fun”, it is now competitively played by hardcore gamers, and being requested to be organized in a greater scale as a sport. From my point of view, due to how professional gamers are, the requirements, which are similar to normal sports, are needed for gamers to play professionally, and the enormous profit earned from gaming competitions, video game should be considered a sport. First of all, like any other sports or games that have been organized and invested for...
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...their parents, and missing their homework assignments resulting in falling grade point averages. Out of all of the possible causes, for all of these problems, the video game system is the “it” that lies at the core of the issues. Video games are destroying today’s youth with their addictive nature, their lack of morality, and the ease of access to mature games. The addictive nature of the video games children play is quite revolting. Most children, that actively play videos games, often have a rather glazed over look in their eyes. Like the junkies shown on television, the only time they lose this glaze is if someone starts talking about a video game. According to an article written by Kara Shemin, “a recent study published in the journal Pediatrics indicates that heavy video gaming can become habit-forming for children, pre-teens, and teens and lead to depression, social phobias, and even poor academic performance.” (Shemin) Amazingly, it does not matter what game, or gaming system children are playing, the results are the same. For instance, Minecraft, a pixelated game about placing and breaking blocks, appears to be a very basic and boring game. However, most kids that actively play video games know or play this game extensively. Regardless, the difference in today’s games and yesterday’s games is that yesterday’s games were for rainy days, or during the...
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...We have all played video games at least a few times in our life and moms have always said, “Those video games will rot your brain out,” but will they actually “rot” the brain? Studies are showing that moms could be wrong when she says “video games will rot your brain out,” and they could actually be beneficial to the brain. But what about violent video games? Surely they cannot be good for you, right? Even violent video games can help develop some areas of the brain (Jaeger), though they may not be the most optimal type of game to be playing if you want to increase your brain as much as you can, but they still help. Video games have both positive and negative effects on the human body. Video games have many benefits on the brain, including better problem solving, more logic, increased hand-eye coordination, improved fine motor skills and more (“The Positive and Negative”). This is just a small chunk of what video games can help the human brain to expand. The human brain is a very complex organ, in fact, it is the most complex organ in the body. The brain has the ability to change, so every time it learns new information then it grows (Jenkins), so when humans play video games the brain can grow in many areas like visual-spatial capacity, visual activity, task sustaining, decision making,...
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