Download file to see previous pages...
This work aims to argue that by allowing more room for more moral independent decision-making and by effectively incorporating the element of social reward, it is possible to utilize video games to enable children to make moral decisions in various contexts and also to make them aware about the implications of both moral and immoral decisions. The first point this work will address is the fact that video games are considerably different from other art forms in the fact that it is highly interactive. The second main point to be elaborated is the role of social reward, social conformity, and social learning in making decisions in the real society. The last point will elaborate on how to incorporate these elements in video games in order to make children aware about morality and its implications through video games.
This topic is highly relevant in the present situation where social thinkers, police forces and parents are busy, blindly accusing video games for the fall in morality among children. This research will describe how video games are close to real life and different from other forms of art. In addition, the work will show how this interactive nature of video games can be utilized to develop moral thinking instead of destroying the same. Moreover, the study can make the reader aware about the various elements which influence the decision-making in real life. This is a difficult research to accomplish because it needs to compile information from various subject areas, ranging from gaming industry, decision-making, development of morality, social reward, social conformity, and social learning.
From a reading of various scholarly articles on the subject, it becomes evident that scholars have already started accepting video games as different from other forms of art, and a few have in fact claimed that video games can be utilized to teach
...Download file to see next pagesRead More
Importantly, these video games nowadays are used in many constructive and beneficial ways. There were constant criticisms leveled against these video games as they accused of promoting sedentary lifestyle as well as violent behaviors among the people, particularly children and young adults.
In addition, playing violent video games is possibly more harmful than watching violent television shows or movies because these games are particularly interactive, engrossing and require the player to relate in a more personal way with the violent characters of the game.
Strengths. Being the pioneer in the in-game advertising industry, Massive has been has already established a strong image in the market. Massive enjoys the first mover advantage relative to its competitors. It can be recalled that the company is the first one to consult distributors and publishers as well as arrange focus groups with gamers to determine their preferences.
However this paper chooses to focus on several incidents of violence blamed on video games. This is to focus on the individuality of the crimes committed, instead of reducing them to statistics. This method is to
Video games are a product of the present advancement in technology, and these are popular among children today. It is essential to research the negative effects, which are realized in children who play video games, and develops possible strategies, which might be used to address the negative effects.
tle Need for Speed, in its formative years, it was exclusive to fifth generation consoles but with time it has come to future all the seven generation consoles. The Game allows players to race different types of cars on different tracks of fictional cities and towns, after the
An individual needs to take a balanced approach and put these utilities to advantage, by making use of them judiciously. Excess of everything is bad and so is the case with playing video games.
Most of the video games help to increase the power of concentration and
cross various visual stimuli but they have to identify the important ones which is their enemy or the target in order to successfully kill the target. This characteristic of fast paced shooting video games help in enhancing their visual attention.
Video games even assist in
Video games are electronic games that entail human interaction with a user interface, which generates visual feedback on video devices; personal computers and video game consoles used to be the most common video game electronic