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The Effects of Video Games on Society - Research Paper Example

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This paper determines the effects of mass media, particularly video games on society. It initially starts on the origins of video games and the rationale for playing video games. The discourse also presents the advantages and disadvantages of video games to find out their implications to the users.  …
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The Effects of Video Games on Society
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 The Effects of Video Games on Society Abstract This essay is written with the objective of determining the effects of mass media, particularly video games on society. It would initially start on the origins of video games and rationale for playing video games. The discourse would also present the advantages and disadvantages of video games to find out their implications to the users. Introduction Games have been part of humanity since time immemorial. Scholars from different fields of endeavor have been intrigued by the development of games from their simplest form to the most complex games of today. Technological advancement provided the impetus to create innovative games which serve a variety of purposes. One of these is video games which are products of man’s quest for excitement and entertainment. In this regard, this essay is written with the objective of determining the effects of video games on society. It would initially start on the origins of video games and rationale for playing video games. The discourse would also present the advantages and disadvantages of video games to find out their implications to the users and to society, as a whole. History of Video Games The exact date for the creation of video games could not be pinpointed due to its reference and interrelationships with people, games, companies and culture which actively influenced it. According to Herman, Horwitz, Kent & Miller (2009), video games started with Ralph Baer’s assignment of creating a television set incorporated with a game. They averred “it would take another 18 years for his idea to become a reality, and by that time there would be other people to share in the glory, like Willy Higinbotham, who designed an interactive tennis game played on an oscilloscope, and Steve Russell, who programmed a rudimentary space game on a DEC PDP-1 mainframe computer. And then there was also Nolan Bushnell, who played that space game and dreamed of a time when fairground midways would be filled with games powered by computers.” (Herman, Horwitz, Kent & Miller, 2009, par. 1) The golden age in video games was identified as spanning the years 1978 to 1981with the emergence of famous brands synonymous to video games such as Atari, Nintendo, Magnavox, Microvision and Intellivision, among others. (Herman, Horwitz, Kent & Miller, 2009, 3) The evolution continues until brands such as Sega, Game Boy Playstation and Xbox remain imprinted in the minds of millions of patronizers. But what exactly are video games? Allwords (2009) define video game as “a style of game existing as and controlled by software, usually run by a video game console or a computer, and played on a video terminal or television screen. Video games are usually controlled by a paddle, joystick, mouse, cursor keys or a combination of any of these input devices.” Rationale for Playing Video Games The rationale for the prevalence of contemporary users of video games is due to the following factors: “ineffective time management skills or as a symptomatic response to other underlying problems that they are escaping from, rather than any inherent addictive properties of the actual games” (Wood, 2008). The other identified reasons for playing are: purely for entertainment, to feel in control, to develop mastery of the game, to join the crowd, and to relieve boredom, among others. (National Institute on Media and the Family 2009) Effects of Video Games Video games have influenced contemporary times in such profound ways which could not be ignored. There are clearly identified positive and negative effects of video games to peoples from all walks of life in every society, culture and nation. From among the positive effects, the following were enumerated by the National Institute on Media and the Family (2009, 1), to wit: “video game playing introduces children to computer and information technology; games can give practice in following directions; some games provide practice in problem solving and logic; games can provide practice in use of fine motor and spatial skills; games can provide occasions for parent and child to play together; players are introduced to information technology; some games have therapeutic applications with patients; and games are entertaining and fun.” As stipulated video games provide the medium for introduction to computer and information technology which enhances various skills. It also has benefits in healthcare through according patients with therapeutic applications which assist in their progress towards better health status. On the other hand, video games have been found to solicit negative effects as follows: tendencies for social isolation due to many hours spent on video games; emulation of violent characters fosters violent and aggressive behavior; prevalence of game plots on war, killings, shooting, stabbing, and other violent activities using diversely dangerous weapons; failure to provide creative environment for independent and innovative thoughts; poor academic performance due to more time spent playing than studying. Over all, players were found to imitate violent and aggressive behavior seen from characters in video games. These behaviors are expressed in actual real life situations endangering social structures and moral values. The excitement felt by players while engaging in video games gives them the reasons to keep coming back for more and thereby forget other tasks that need to be done such as compliance to academic requirements, giving quality time to family members and accomplishments of responsibilities. Facts About Video Games In a study conducted by Lenhart (2008), an astounding majority of today’s teenagers exhibit that “97% of all teens play video games regularly”. Society now finds today’s generation in front of consoles most of the time than engaging in outdoor games. This phenomenon has increased the incidence of poor physical fitness and even obesity due to lack of exercise and physical activities. In addition, as previously noted, a study made by Vivek confirmed the low academic performance of children in school due to excessive playing of video games, to wit: “video game usage may be linked to a lower GPA and SAT score” (Vivek, 2007). Players seem to be unconscious of how time flies when they engage in video games. In conjunction, they have lost conscientiousness in complying with academic requirements and disregard parents’ and teachers’ advice. Analysis The facts and figures reveal that video games contribute more negative effects to society in general. They erode the traditional values promoted by conventional medium of entertainment. They create solitary teenagers with violent, aggressive tendencies emulated from characters created in video games. They are the major culprit for poor academic performance and subsequently endanger the pool of qualified workforce in the near future. However, parents can still prevent the negative impact of video games to children by being aware of the following suggestions: “(1) LIMIT game playing time; (2) CHECK the age game ratings and descriptors on the box; (3) USE other content sources and reviews to help you choose a game; (4) Check the ESRB rating symbols (on the front of the box) that suggest age appropriateness for a game and content descriptors (on the back) that indicate elements in a game that may have triggered a particular rating and/or may be of interest or concern; (5) AVOID the "first person shooter", killing-machine games; (6) REQUIRE that homework and chores be done before game playing; (7) DO NOT PUT video game consoles or computers in children's bedrooms; (8) PLAY AND ENJOY a game with your child; check in as your child moves into deeper levels in the game; (9) TALK about the content of the games. Ask your child what's going on in the game; (10) EXPLAIN to your children why you object to certain games; (11) Most major retailers of games have store policies preventing the sale or rental of M-rated (Mature) games to children or youth. In the event you notice a store clerk not complying with this policy, talk to the store manager or contact ESRB; and (12) Finally, ENCOURAGE your child to play with friends, or other activities away from the video game set.” (National Institute on Media and the Family 2009) Conclusion Video games, like any other form of entertainment, would only be beneficial when used with vigilance and care. Every innovative technological development could be abused when unchecked and unmonitored. What could initially benefit majority of a population could in turn be the cause of its demise. A corruption of the values of the youth and the erosion of traditional family structure should immediately be addressed to ensure that the evolution of video games would still continue in the future. References Allwords. (2009). Definition of Video Game. Retrieved 23 September 2009 from Herman, L., Horwitz, J., Kent, S. & Miller, S. (2009). The History of Video Games. CBS Interactive Inc. Retrieved 23 September 2009 from Read More
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