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I went through different books, searched online for information and finally ended up with something I think is important from both sociological and cultural point of views.
The topic I have chosen for my research project is ‘How video games affect our lives’. This research would be useful for all kinds of people, those who are addicted to video games, those who play video games occasionally and those who don’t play video games at all. The structure of my research project would be simple, clear and linear. Starting from a historical point of view, I would first describe some of the pioneers and early days of video games. Then I would move on to their development, an era in which video games started to gain some fame but only in the elite class of the society and they were a big attraction for the kids in that class (Weiss). Moving on to the invention of some video games of the late 20th century for example, Atari, Nintendo, Sega and home computer which were the only gaming devices at that time and many games such as Sonic, Mario bros, Contra 4, the helicopter and fighting jet games, Street fighter and tekken were introduced on these gaming stations.
The modern 21st century video games have taken the level of video games to a next level. The inventions of Playstation and Xbox360 with PSP (playstation portable) have opened the doors for a totally new generation of games such as GTA, Call of Duty, Prince of Persia, Assassins and millions of other games. These games are both graphically and technologically advance and take the gamer inside the characters they are playing with and Now to increase the experience 3D games are being introduced (Rowlands).
After the history and development, I would choose a social and psychological perspective of gaming. I would describe the affects that they have on our mind and body. Starting with the main affect, playing too many games has led our children to stick inside their homes and decreased their outdoor physical
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Most students in adolescent age play games and get excited with the video games or other devices every day. Most of them are able to organize the several demands of schoolwork, sports, or everyday jobs and their family life.
A Dutch prosecutor was reading the trial of a 24-year-old Tristan Van Der. Tristan was facing multiple charges of first-degree murder and causing injuries to a dozen other people. According to BBC sources, Tristan went on a shooting rampage at Alphen a Dutch town, opened fire using an automatic weapon and short five people dead before shooting himself.
At its best, video games provide maximum entertainment, but at its worst, these modern innovations present serious damaging effects on children. This type of media entertainment greatly affects the behavior of the younger generation. Today, the aggressive behavior in children and the mounting occurrences of crimes by young gamers may be attributable to their constant exposure to video games with violent content.
According to the study, individuals who frequently play action video games often outperform non-gamers on measures of cognition and perception. The possibility that video game creation and training conveys broadly to other aspects of cognition is exciting in the sense that training on one task rarely improves routine on others.
The author states that video games have been part of consumers for about 30 years. They are a preference to many parents due to the fact that children do not have to go outside the house to play. Apart from that, they are a unique source of entertainment since they encourage those who participate in it to be part of the game script.
Video game addiction refers to compulsive use of video games in a manner that end up interfering with an individual’s daily activities. Excessive use of computer games is a mental disorder that affects people of all age groups though it is evident among many pre-teen and teens.
This concept is not actually as complex as it may sound but only meant that everything on this planet is interconnected or an “interbeing” as he would like to call. This is reflective of Bhavat Gita’s concept of karma that everything is just a cycle and interrelated including life and death. So everything in this world is in a continuum and nothing exists by itself because all is subjected to the law of karma which is cyclical and interrelated.
The violence that is displayed in video games has proven to be harmful and influential to the children that are exposed to it, thus promoting violence to those who engage in the games. Video games do promote
Parents, on the other hand, usually wonder about the impacts of games, especially the violent ones, on their young ones and teenagers. In most instances, they underscore that excessive exposure must lead to various negative effects on children (Sherry, 2001). Irrespective
etc.), but at the same time, gamers were also experiencing a negative impact the process was making on their physical and mental health, and on their socialization, requiring from professionals to give a definition of observed effect. Nowadays, a video game overuse hasn’t
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