...is increasing the dexterity of a child and improving his or her hand-eye coordination. As mentioned earlier, the new video games that are coming out are extremely complex and they involve the movement of many different kinds of sticks and buttons on the controllers. These can be very good for children as they learn to make fast connections between what they see and what their hands and fingers are doing. This allows them to think quickly and improves their reflexes. The newest games are very precision-based and it takes very minute and accurate movements for the children to control the characters. This helps in making the children much more adept at handling and operating real-life machinery and objects. Another effect that playing videogames have on children is that they tend to get addicted to playing these games and give them foremost priority. This takes the children away from their other responsibilities, such as doing house chores, homework, and other physical activities. Children...
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...Synopsis: Videogames have often been the center of entertainment for many people all over the world. Many consider videogames to be a form of free speech such as movies and books. Videogames have entertained millions across the world and have generated billions of dollars in revenue. However, there are also many ethical issues pertaining to the videogame industry. Some companies in the industry have recognized that certain monetization methods of their videogames can create large amounts of profit at the expense of the consumer. Videogames have often been labeled as overly violent and blamed to be the cause of murders or other violent actions. Videogame addiction is also becoming a real problem in many households and societies. Governments around the world have taken different approaches to the problems in the videogame industry and there have also been many studies on these problems. Videogames have often been criticized for having high amounts of violence. In 1992 when the videogame series known as Mortal Kombat was released, it had a system known as “Fatalities”. Fatalities were a finishing move performed on the opponent that would brutally dismemberment and execute them. The level of gore and violence in the game resulted in the creation of the Entertainment Software Rating Board (ESRB) which was established to make the videogame industry assign age and content ratings for videogames (Kohler, 2009). Even after the creation of the ESRB there were other violent videogames produced...
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...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...
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...vide Are videogames “bad” ? Videogames are electronic games that involve interaction with a user interface, to generate a visual feedback on a screen. The systems used to play videogames are known as Platforms, these can vary from computers to machines made specifically for the purpose of playing. One of the most important parts of videogames (as a unit) is the Controller, which is the input device used to manipulate the videogame, which has changed throughout time, it started as a joystich and a button, and now (generally) it has 2 joysticks, a 4 direction pad, and 4 buttons; sometimes, in computers, the user can play with a keyboard and mouse. Most of the time videogames use other ways of providing interaction and information to the player, one option is audio, which is universal, and is used to set the mood. The latest consoles contain haptic peripheral feedback, such as vibration, used to get the feeling of being involved in the game, which helps to feel as if you were inside the game. Videogames are more than fictional stories full of death and violence, there are many kinds of videogames, each with their ESRB (Entertainment Software Rating Board) rating. According to the content there are 7 ratings in total, the first is “Early Childhood” (EC) which is used when the videogames are suitable for ages 3 and older, because they don’t contain material that could be inappropriate for parent, also, there is “Everyone” (E) which may be suitable for years...
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...very realistic do to the fact game developers have better software. Due to the realism that video games have become there has been many more critics that believe that videogames do in fact cause children to act a lot more violent. You may ask yourself what is considered to be categorized as a violent video game. What makes a videogame violent is to beat up characters or causing harm to characters in order to get rewarded. There is a video game called, “Grand Theft Auto” and you are a part of a gang and the objective of the game is to go around and do missions. These missions ask for you to go around and kill mob bosses or blow things up. Some parents believe that violent video games do cause their children’s behavior to change. Since some parents believe this they have been pulling their kids away from the video game consoles and making them part take in other activities. Some of the things the parents believe the games to cause are: problems in school, bullying in school, violence against women, and school shootings. The parents believe that video games cause a change in their children’s behavior so much that they are filing lawsuits against game developers. Long Term Affects from Long Term Gaming According to Dr. Craig Anderson there are many cases that might show that violent videogames are the cause for many children’s behavioral problems. One case is a thirteen year old boy committed...
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...Video games, allegedly responsible for a tragedy. It is no secret that in recent times there has been a substantial increase in criminal activity , which has radically changed the lifestyle of people , even causing them vulnerable even in places that were considered safe in the past. Like any tragic event you try to find a suspect of the unfortunate events that have taken the lives of thousands of people in the United States , though such a search has no reason to be as real culprit lies in the eyes of all , this is an industry that moves dividends million a year , this is the game industry . Based on a series of scientific studies conducted by several universities , it is confirmed that there is a direct relationship between prolonged use of video games and aggressive behaviors in players . An immoderate exposure to this type of entertainment causes direct damage to the central nervous system, causing the individual to present a state of anxiety. There is a directly proportional correlation between the use of video games and an increase in the consumption of alcohol and drugs in young people aged 13-17 years. Additionally users become more frivolous in their interpersonal relationships , and although this type of entertainment does not promote isolation, if ideologically influence the player , making images witnessed remain in the subconscious and therefore intends to recreate them later. It is for this reason that it is intended to show the evidence that confirms the claims...
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...The Misconception of Juvenile Video Game Violence The Misconception of Youth Video Game Violence A teen walks into a school with loaded weapon in hand. A young boy steals a vehicle and drives recklessly causing severe harm to others. A young girl sets her house on fire with family members inside. What do these seemingly uncommon crimes have in common? Each juvenile in these examples has played violent video games. Our media that covers these violent crimes is quick to make that point known. Often times they also erroneously blame the playing of violent video games as the root cause of these crimes. Research suggests that violence in video games does not contribute to violence in today’s youth because juvenile crimes have declined as video game popularity has increased; they in fact provide an outlet to express aggression without causing physical harm, and juvenile violence has been more commonly linked to exposure of family violence. When looking at research from the FBI, crime rates involving juveniles over the past 30 years have declined. In fact, in most violent crime categories the crime rate among our youth is at an all-time low (Butts, J. 2013). At first, this information may be hard to believe. It shouldn’t however, because violence among youth commonly ends up making headline national news. For this reason, we end up being exposed to the details on many of these youth related violent crimes. This can make it difficult to put actual facts into...
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...Synopsis: In today’s media-crazed society, videogames are becoming both more realistic and violent. Violent videogames now include material such as graphic murder, prostitution, and various other extreme crimes. The main problem with these videogames is that they are ending up in the hands of children; immersing themselves into the games and the characters (committing the violent acts) themselves. These violent videogames have become very popular among this generation and are returning high profits to the companies who make them. Due to all the studies linking violent behavior among children to watching violence on television, researchers and parents alike have expressed great concern regarding the videogames. Members on this side of the debate are claiming the videogame companies are socially irresponsible, while the videogame companies are placing the responsibility of keeping the games out of the hands of their children. Facts: • Violent videogames are becoming much more violent • Studies have linked violent behavior among children to watching violence on television • Researchers suggest that videogames cause the same violent effect on children • Videogame industry executives claim the M-rated (graphic content) videogames are intended for 19-22 year olds, who clearly know the difference between fantasy and reality • Defenders of the industry state it is the responsibility of the parents to make sure the videogames don’t end up in the wrong hands Defining Assumptions:...
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...Videogames in America have led to a downfall in our youth. Teens are now unsocial and believe everything they see in their games. Once meaningful conversations have turned into discussions about achievements and progress in games. No longer do students actually participate in sports; now they play as their favorite player on an Xbox. Videogames have caused teenagers to become antisocial, lazy, and unintelligent. Before long, America will be taken over by a foreign country because our youth were too busy playing Call of Duty. Conversations used to be when people would come together and discuss news and share information. Now people simply text or message each other on game systems. Because of videogames, students are too busy to have real conversations...
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...The Effect of Videogames on Student Achievement BY JONATHAN CRATON Introduction In the past few decades, interactive electronic media has grown from virtual non-existence to one of the primary means of entertainment for college students. In more recent years, the Internet has completely changed the landscape of electronic media from something individual and static into something with the potential to be interactive and social. This article examines the effects of increased student usage of traditional video games as well as online games. The demographics of the typical game player will be examined along with effects on the individual development and sociological perceptions. This article will also look at the potential education utility of video games and the effect of games on student engagement and social development. The College Gamer Recent data from UCLA’s Higher Education Research Institute provides useful information about video game usage on college campuses. The data show that most college students have played video games, many play them regularly, and a small percentage use them as a primary means of entertainment and leisure. In the 2009 Freshman Survey, around 1% of respondents admitted to playing over 20 hours of videogames per week. Over 35% of the respondents stated that they play at least one hour per week. There is an enormous gender disparity in the amount of time spend on videogames. While less than 1 in 50 incoming freshmen women played more than 10...
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...Video games – Cause for aggression or not? 1999 saw an unimaginable catastrophe, the massacre of Columbine. Two 18 year olds ran into their high school and shoot twelve people, fellow students as well as teachers. After the incident many people looked around for someone or something to blame. Sadly I must say it was not long until they set their sights on video games. As an avid video gamer, it angers me to see that video games are an easy target and take the fall for an incident which was caused by two younger men who were not completely sane. I have been playing games for more than 15 years. I started to play games when I was eight covering all kinds of genres, from shooters to adventure games. However never have I gotten the idea of murder or violence. People try to say that playing a violent game at the age of fourteen will cause you to get the idea to murder a fellow human. They however neglect the fact that the families of these individuals may be dysfunctional, that the person may have lived alone and secluded. He or she may have been picked on in school and they snap, see red and go make a huge mistake, such as becoming a bully or even going as far as a massacre. I do however will admit that a video game may give an idea. If an individual is pushed to a boiling point that they may get the idea of murder, playing a shooter for instance may show them how to shoot someone effectively, and with games getting more realistic it is easier to “learn” and even see the effect...
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...Whether you enjoy solving complex puzzles from Legend of Zelda, or your dream is to be the very best and “Catch ‘em all”, in some level, we all enjoy playing video games. I would like to address the most fundamental question surrounding video games. Why do we play video games? Because they are fun? Although that is in fact an answer, it is much more complicated than that; why are they fun to us, what needs do they fulfill in our lives to keep us wanting to play them? In the book titled Glued to Games, coauthor Scott Rigby, explains how video games must satisfy at least one of the three core needs, or realms, in our lives: competence, autonomy, and relatedness (Ryan & Rigby, 2011). The first piece is competence; this is the feeling of achievement and mastery. The sense that you’re growing learning and progressing plays a huge role in the identification of this realm. Games that satisfy this are best exemplified by plat-formers or puzzle games like Mario Bros. or Legend of Zelda. According to Dr. Przybylski, “games offer a sense of accomplishment and competence that gamers might not be able to achieve in meatspace” (Carter, Escapist Magazine, 2011). Most people who are “Completion-ists” and Achievement Hunters fit best in this category, as they are driven by the need to excel and complete their quests and are able to quickly pick up and make progress; such as pass levels and beat bosses, watching the character level up, and seeing yourself solve increasingly difficult puzzles...
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...In the article "Videogames, Avatars, and Identity" by Jack Waggoner (2009) the author utilizes the rhetorical device ethos. This rhetorical device is employed throughout the text to reassure the audience of any doubts they had about the factual claims stated in the passage. Waggoner (2009) also incorporates multiple individuals that are educated on this topic. For example, in the beginning of the article, the author uses two different quotes from Marvin Minsky and Janet Murray; Minsky is an MIT scientist and Murray is a technology theorist. These sources help emphasize the fact that the article is authentic and are defended by credible people. The article is mainly about gamers, their virtual identities and the relationship between them. In order to effectively speak about the topic, Waggoner applies this device to gain respect for himself and the sources that he encompassed within the text....
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...Videogames have been a part of children’s life for the past few decades. Today we have many different consoles with very complex games requiring more than just one controller and one button but it all started when Atari came up with its first gaming console, including a very simple game of tennis. These days playing videogames comes as a normal thing to modern children, just like walking and talking. There are even videos of babies playing with our phones, Ipads and tablets. If you are parent in this era chances are you have a child who has played, is playing, or will be playing videogames. Parents usually refer to videogames as time-wasters or worse. Even some education experts think that these games can corrupt the brain. The media can also easily blame violent video games as the reason why some young people become violent. But three decades of research have failed to produce agreement among scientists, instead showing that...
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...Effects of Video Game Addiction on the Body and Mind Ryan Wootton 7th Hour Psychology 10-22-12 Abstract For most young people, playing games on a computer, video game console, or handheld device is just a regular part of the day. Most are able to juggle the multiple demands of school, sports, work or chores, and family life. Gaming becomes an addiction when it starts to interfere with a person's relationships or their pursuit of other goals, such as good grades or being a contributing member of a sports team. Computer and video games, especially the massive multi-online role-playing games (MMORPGs) such as "World of Warcraft," allow players to behave very differently from their normal persona. A shy child can suddenly became gregarious; a passive child can become aggressive. Young people, who often feel powerless in their daily lives, suddenly have the ability to command armies, drive (and crash) cars, and wreak havoc on a virtual world with no real-life consequences. This is seductive! And when that boy or girl is already finding it a challenge in the "real world" to make friends, computer and video games offer a way to interact with others in their "virtual world," without the distress of face-to-face interactions. What Makes a Video Game “Addictive”? Most adolescents like to spend at least part of their free time playing video games. But for some, what starts out as innocent recreation can become an addiction. Soon, friends, family, school, and even personal hygiene are...
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