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How Video Games Affect Our Lives - Assignment Example

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In the paper “How Video Games Affect Our Lives” the author discusses the negative effects of video games on society. There exist little counterargument and convincing evidence to support the idea that the negativity of video games on our lives depends on how we perceive video games in our society…
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How Video Games Affect Our Lives
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How Video Games Affect Our Lives While researching texts about ‘How Video Games Affect Our Lives’ written by a few authors, I found that these authors have published books, newspaper, pamphlets and brochures on this topic and have discussed it focusing mainly on negative effects of video games to the society. Therefore, I found that their research shown bias and there exist little counterargument and convincing evidence to support the idea that the negativity of video games on our lives depend on how we perceive video games in our society. Therefore, my goal in this paper is to bring to the surface the awareness to the society that some of video games have become an integral part of modern life and it is pleasant to learn they can actually help bring improvement in the lives of children and adults something that I believe is vital from both sociological and cultural point of views. To achieve this goal, I have connected my research with support from a few authors whose studies points towards the fact that video games are beneficial if played in a controlled manner such as for limited periods of time. Therefore, I believe my work presented on this paper will be useful for all kinds of people: those who are addicted to video games, those who play video games occasionally and those who do not play video games at all. Therefore, they paper verifies that “A video game is an opportunity to focus our energy with relentless optimism and we get better and enjoy it. Therefore, playing video games is the direct arousing reverse to depression.” To show my argument and the effort I have put along in placing counterargument on the past research done by authors before me, I have organized the structure of my paper in a simple, clear and linear manner. First, I have provided an account of a historical view where I have described some of the pioneers and early days of video games. I have discussed on the development showing the era in which video games started to gain some fame but only in the elite class of people in the society where video games were a big attraction for the kids in the higher class (Weiss 2010). Late in 20th century, video games such as Atari, Nintendo, Sega and home computer that were the only gaming devices during this time and games such as Sonic, Mario bros, Contra 4, the helicopter and fighting jet games, Street fighter and Tekken were common. In modern 21st century, video games have taken a next level with the invention of Xbox360 and PlayStation with PSP (PlayStation Portable) that has taken a new route of new games such as GTA, Call of Duty, Prince of Persia, Assassins and other millions of video games. These games are graphical and technology advanced and with introduction of 3D network has made it more compatible with changes in modern technology. Secondly, I have looked at the effect of video games in a social and psychological perspective of gaming specifying the effects on the bodies and minds of the participants. Starting with the effects of playing very many video games on the participant, I conducted a case study on children between the age of 6 and 9 years old on their development where results showed that children who participated in playing video games for a few hours in a week were better adjusted to changes in technology and had a well developed IQ. Therefore, they have been able to perform comparatively better in school curriculum activities posting admirable results to their teachers and parents. Therefore, this scientifically prove that playing productive video games help to develop a child’s brain and increases body metabolisms hence the body remains active and healthy (Ellis 2014). Even though the findings of this research show some different results as compared to the general perspective as Linda Carroll in her article "Video Games Are Good for You (a Little Bit)." TODAY.com/Health, 4 Aug. 2014 where she conducted her study by interrogating a woman who had her children conformed to playing video games where she complained on how her children performed relative poorly compared to those children that never participated in video games. The scope of research is too limited to suggest an unchallengeable conclusion since the research group confirmed that the data they obtained for the research was not enough to come up with a conclusion on the general impact of video games on the social life of individuals (Linda 2014). Although playing aggressive games such as GTA promotes violence and unsocial activities among the participants where they literary practice what they play using video game in real life and cause violence in the society pretending to play a game (Ward 2010), there is a convincing example to show that video games has promoted cohesiveness where over the past few years, video gaming has improved from an isolated single player experience to a global arena where participants interact and play games with like-minded people. Video games have acted as a medium where participant who are far apart are able to exchange ideas of innovation and creativity that has led to development of our technology. On the other hand, correlation between two variables of playing video games and the amount of time spent on playing video games where those people who spend most of their time playing video games especially those involving violence actions have a higher probability of being involved in violent antisocial behaviour in the society compared to those who spend little time. Despite results showing that video games have negatively contributed to the performance of boys and girls in their studies by lowering reading and writing scores in their academics, these games have caused a displacement in the after-school such as artistic games that has positively impacted academic performance of students (Ward 2010). Therefore, a general conclusion should not be made that video gaming industry provide access to involvement in antisocial behaviour in our society as the time spent on gaming is the influencing factor in our case as we have discussed above. Hence, this article will be of relevant for the purpose of this study because it was published in sage on 18th February 2010. Some of the negative effect caused by video game that I came across during my study on the participant include reducing the outdoor activities of the new generation to zero that has contributed to most of youth becoming dormant and lazy especially to workload demanding activeness and body stretching. In other case, these dormant youth have been engaged in antisocial behaviour in the society as playing and watching video games continuously indoors have led them to remain unemployed as they pose laziness in workplace. Video games such as FIFA and GTA have taken the opportunity of children from going out to do something productive as they are attracted to playing indoor video games most of their time on the other hand, since most of video games involve watching, starring on screens for a long time has health hazards to the eyes due to watching light of the same intensity for a long time without adjustment. Therefore, this may lead to those watching becoming short-sighted. However, this should not be viewed as conclusion since the participants get to play these video games with physical exercise like soccer and cricket on their gaming such that they do not need to go out to play them. Moreover, playing these games among participants require competing in coming up with ideas to defeat your opponent and this help in developing one’s mind and thinking capacity. On the other hand, sitting in the same place for long hours decreases physical activity of the body and affects skeletal and muscular system while staring on the screen for too long is not good for one’s health since it affects the eyes. However, this should not be overseen since the psychological effect on it has been somehow controversial with both positive and negative effects on our mind. Watching and playing video games is just an act and it depends on the participant knowledge and awareness on the video games effects in order to take control. On the other hand, parents have great responsibility on watching their children’s trend towards watching and playing video games in order to limit their addiction and dependence on the video games. Therefore, different video games have different effects on participants and a general perception should not been made to conclude that video games generally has negative effects to those participating in gaming (Peter 2009). Video games in our modern society has been of great importance to kids as it has aided them to get indulged in the real world happenings especially when there is time limit preferably less than one hour exposure per day for them play video games while supervised by their parents. From my case study, I believe you will acknowledge the quote that “saying the homework is too hard for a kid is the worst thing while saying the game is too easy for a kid is the worst thing.” However, parents are less informed about the changing trend in technology and that is why children are able overspend time playing video games without supervision hence they are able to spend long hours gaming. Therefore, they get obsessed with video games to a level of getting attempted to practice the actions in real life. Parents need to invest more on learning on the effect of video games in order to provide right guidance for their children to prevent them from getting addicted (Brittany 2010). Additionally, culture has greatly influenced the children’s desire to play video games since it is influential activity that can be passed from one generation to another especially in the elite class of people in the society. It has addressed the features of the rising generation of multiplayer online games such as video games and how this generation has impacted on the key decisions that have to be made by those designing these games. On the other hand, according to my research, I have across a special case on the issue of time parents spend with their children and I realized that parents have been much been occupied by their job hence have very little time to spend together with their children. Therefore, video games have played a vital role in maintaining children to remain indoors and yet append their time happy and jovial even with the absence of their parents. Moreover, children remain alone is exposing them at risk of engaging in anti-social behaviour such as stealing but video games have reduced this incidences and played contribution role to restraining children just like the role of parents. Since the world has progressed into an era of technology, use of video games has also enlighten of our young generation via video games played using computers as computers have become the most gadget to facilitate advancement in the modern technology. Therefore, children are nurtured being computer literate and have easily adapted technology life than adults who did not have computer video games during their time. Additionally, videos games have become extremely common among children of young age as they provide means of entertainment that can easily been accessed and require little physical effort hence has reduced boredom and involvement in antisocial behaviour caused by children being idle in the society. Besides, some of the video games such as FIFA have influenced children to grow with adoration of becoming footballers in their life when they become of age. This has been proven by the profile of some of famous football players that exist in worldwide as we have heard them confessing during their interviews. Moreover, some grow admiring to become movie actors hence these video games have led to young people developing their career out of them (Dill 2009). Moreover, playing video games has enhanced socialization among youth and children since when they are together, they engage in exchange of ideas and sometimes crack light jokes that make every moment they are together playing hobby games very enjoyable and memorable. Although, too much of socialization has some negative effects, they are results that show that when young children are together, they are able to teach each other quicker than when they are with their parents at home. Therefore, I can conclude that video games have both harmful and good effects on our daily lives. All that matters a lot is our perception towards these games. On the other hand, those involved in making these games have the obligation to ensure that the invent games that are both psychological and social helpful to our new generation and should avoid making those games that promote aggressive, violence and crime actions in the society (Ellis 2014). My personal experience and case study that I have conducted on video games has made me realize that like every other innovation and invention of the 20th and 21st century, it exclusively depends on how video games are used. I also suggest that rather than their use for the sole purpose of entertainment, video games can be used for much greater achievement such as attaining new generation with a greater understanding to differentiate fiction and real world and have improved knowledge and skills to apply any benefit they learn from these video games so that we can have innovative and creative young generation to better our world. Lastly, parents have the responsibility to ensure their children do not often stay at home and play games for long hours avoiding other chores involving physical activity to avoid negative effects such as laziness and addiction. On the other hand, parents should be made aware that they play an essential role when they spend much of their time with their children despite having tight job schedule. During their engagement time with their children becomes a great opportunity to advise and them on the limit of playing video games in order to reduce overdependence and addiction of children and youths to playing video games. Therefore, with the discussion I have provided in my paper. I believe it will play a vital role in assisting the society change their perception on video games and have an insight that video games have more positive effect to the society compared to the negative effects from the explanations that I have provided above. On the other hand, for those video games that are violent we can offer an advice with a quote that “If reality can be broken, video games designers can also fix it and red wine is dissimilar from white. Eliminating the grape skin does all the disparity.” Works Cited Agent-Based, Monitoring of Functional Rehabilitation Using Video Pradeep Ray Game Stuart T. Smith, Amir Talaei-Khoei, Mililani Ray. Bissell, Tom. Extra Lives: Why Video Games Matter. New York: Pantheon Books, 2010. Print Carroll, Linda. "Video Games Are Good for You (a Little Bit)." TODAY.com/Health. N.p., 4 Aug. 2014. Web. 05 Oct. 2014. Dill, Karen E. How Fantasy Becomes Reality: Seeing Through Media Influence. New York: Oxford University Press, 2009. Print Ellis, Marie. "Could Playing Video Games for Short Periods Be Beneficial for Kids?" Medical News Today. MediLexicon International, 4 Aug. 2014. Web. 08 Oct. 2014. Peter, Vorderer. Playing Video Games. Lawrence Erlbaum Associates, 2009. Internet Resource. Steinberg, Shirley and Joe Kincheloe.Kinder culture: The Corporate Construction Of Childhood.2nd ed. Westview:Cambridge.2004 Rowland, Timothy. 2012.Video game worlds: Working at play in the culture of EverQuest.Walnut Creek: Left Coast Press, 2012. Print. Ward, Michael R. "Video Games and Adolescent Fighting."Journal of Law and Economics 53.3 (2010): 611-628. JSTOR. Web. 08 Oct. 2014. Weis, Robert, and Brittany C. Cerankosky. "Effects of Video-Game Ownership on Young Boys Academic and Behavioral Functioning: A Randomized, Controlled Study." JSTOR. N.p., 4 Apr. 2010. Web. 08 Oct. 2014. Read More
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