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Based on changing trends among children it is also evident that video games have replaced traditional physical games that were common some years back. Initially, there was a common stereotype that as compared to women, men had dominated in the consumption of video games. Today, the number of women who play these games is almost equal to that of men. As time goes by, video games continue to evolve and advance hence attracting the interest of the media. Since many people have been attracted to this form of entertainment, the term ‘gamer’ is commonly being used by the media to refer to people who play video games. Media has played a significant role in shaping public perception on video games.
Media has contributed to popularizing video games to a large extent because almost everyone is talking about the new games in the market. Prominence received by games such as Doom and Grand Theft Auto can be attributed to media coverage. As a result, many people have been attracted to this form of entertainment hence leading to a tremendous growth of the video game industry. Developing and selling new games that meet various demands of consumers has become a thriving business. In recent times, manufacturers are facing stiff competition from different players in the industry. This has forced them to make improvements to existing games and develop new ones. Examples of transformations that have occurred include the introduction of 3D games alongside the improvement of digital quality of sound and images. In regard to this matter, media coverage has shaped the public debate by raising the question of how much revenue governments generate from the sale of video games. Evidence from media sources indicates that in 2014, revenue from video games in the United States alone had amounted to approximately 886 million dollars. This figure has since risen (Statista 1). Imagine how much the government would lose if video games were to be banned.
Through the media,
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Nowadays with an increase in technologies different devices which were designed only to serve useful purposes have now turned out to be negating those useful purposes. One such form of entertainment which has been designed is games. Games are defined as a set of activities which are usually done to satisfy the needs of entertainment.
Computer and internet are the technological revolutions, which made drastic changes in human life. Teenagers seem to be the community, which was influenced more towards technologies and innovations. Teenagers in the past were more interested in playing games as a way to spend their leisure times.
Most of these physical games were played at school though the level of participation amidst children has gone currently gone down. The physical games were encouraged because they allowed children to interact with each other through talks on various subjects or issues affecting their lives.
This paper will discuss the negative impact of violent video games on teenagers’ behavior. This paper is organized in to the introduction, the body and finally conclusion. Introduction Violent video games have attained a high popularity and formed an integral entertainment tool of many teenagers (Gentile 23).
Since their inception, video games have become a very integral part of every child’s journey as the child grows up from a toddler to an adolescent, and loses out on his teenage years. Most children grow up playing with arcade and video games because parents believe that these games provide them with a good sense of practising their reflexes as well as hand eye coordination and provide them with enjoyment to pass time as well.
The game avatar is a representation of a created character and while there is often confusion about the real and the invented identity, it is never fully the real identity of the user. This does not mean
inition, the most important quality that a videogame should possess in order for it to be deemed as art is, its story being presented to the player through its intricately designed graphics which beautifully solicits an emotional response within the player.
Be it the Persona
The author states that the major harm created by playing video games is the dangerous physical health effects brought about by playing video games. When children sit down for long playing hours, it does not help in any way about their health status. Many have a playing style where they just sit and play as they take snacks and other types of junk food.
8 Pages(2000 words)Research Paper
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