1. Are Video Games Educational
Are Video Games Educational? (based on 27 ratings) By Jayel Gibson Video games. While they
may seem like the bane of every parent's existence, they don't have to be–many of them offer unique
learning features. And with increased requirements in schools placing unprecedented demands on
children and parents, it may be time to start thinking about video games as teaching tools. The
learning component of gaming can be optimized with parent involvement. That means
understanding what makes a game both fun and educational. What makes a game fun? * Challenge
and strategy – this is the core of the game. It includes the objective, the play and the scoring. The
game should provide a challenge for its players and allow them to use ... Show more content on
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This requires the use of critical thinking and math skills. Management games have elements that
help teach science, social studies and language arts. Most management games are rated "E" for
everyone. * Role–playing games are based on exploration and the completion of quests. Role–play
games such as "Tomb Raider" and "Half Life" require reading dialogue and directions, inventory
and maps. There may be elements of fighting, but in many instances the player must decide whether
fighting, or avoiding the fight, is the best choice. Online versions of role–playing games include the
extremely popular "World of Warcraft," and long running "EverQuest" series. This genre is suitable
for teens. * Strategy games feature an array of activities, from building historical vehicles to
creating the history of new worlds or replaying the history of our own. These include games like
"Model Trains 3D", Microsoft's "Flight Simulator X," "Empire Earth," and "Age of Empires."
Players experiment and discover how things work, or don't work, as they set goals and labor to
achieve them. Strategy games involve many of the same skills used in today's science exploration.
They are suitable for most children 10 and older. For parents who are wary of just handing over the
console carte–blanch, there are ways you can get involved to make sure your child is getting the
most out of the learning game experience. * Play games with your child. Be
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2.
3. Violent Video Games
Kids Should Not be Able to Buy or Play Violent Video Games "Beep, Click, Click, BANG, BAM,"
goes the sound of your game and your controllers, and then all of a sudden, "You have to be kidding
me, this is making me so mad," you yell without even realizing it! You are currently about to lose a
videogame that you have been trying to beat for what seems like a million years. In a very
aggressive way you turn off the game, throw down the controller, and say to yourself in a very
frustrated tone, "I give up!" At this point, sweet innocent thoughts are not scrolling through your
mind, but instead violent, vicious, and angry thoughts that will most likely be taken out on someone
or something. Kids should not be able to buy or play violent video games because of the negative
impact the games have on kids. There are many reasons why kids should not be allowed to buy or
play violent video games. A study from Iowa State University shows that kids with media in their
bedroom watched Tv programs and played video games that were more violent, increasing levels of
physical aggression (3). A number of research studies have shown that violent video games cause
violent and aggressive behavior in people (1). The United States military uses violent video games
to train soldiers to kill (5). Violent video games reinforce fighting as a means of dealing with
conflict by rewarding the use of violent action with increased life force, more weapons, moving on
to higher levels, and more (5).
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4.
5. Video Games And Its Effects
Video games have some adverse effects, but they are also valuable learning tools. Research about
the role of video games as instruments of higher education is inadequate. The data is also limited by
the lack of long–term studies and inconsistent findings. Anyone that has not participated in the
activity of playing video games may look down on those that do, because it is not seen generally as
a productive use of one's own time. If playing video games were to be compared to other activities
that are more obvious with the meaning such as exercising to stay in shape, having a job to gain
wealth or going to school to gain further education. However, this way of thinking isn't completely
wrong regarding an alternative to what video games ... Show more content on Helpwriting.net ...
A statement such as this can be used to describe how video games can moreover be used to relieve
stress and/or distance an undesirable situation for a period of time. It has also been suggested that
the home computer has the potential to affect young children 's behavior, but no published data
currently exist to support this hypothesis. Most children additionally have the knowledge that
whatever can be watched on television should also be accessible on the Internet to gain even more
information on any subject desired.
Many studies have examined the impact of video games negative results, such as aggression and
addiction, however, recent studies are addressing this imbalance. An example of such is how video
games are starting to be used for purposes that could advance other technologies that could lay the
foundation of greater future equipment. An instance of this idea is the uses of video games in the
field of health care, which provide more than enough examples of innovative ways to use existing
commercial games for health improvement or surgical training. Specially made games help patients
be more adherent to treatment regimens and also train doctors how to manage patients in different
clinical situations. A situation that this has been researched in is the rehabilitation of persons that
have been severely injured. In "Video Game Players Show More Precise Multisensory Temporal
Processing Abilities.", Ms. Donohue discusses
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6.
7. Video Addiction : Video Game Addiction
Video Game Addiction
Video game addiction is just like any other addiction in the world! Though it might not be as deadly
or destructive to the body as smoking or drinking alcohol, it can be just as dangerous. According to
psychiatrist Michael Brody, MD, a definition of addiction would be:
1. The person needs more and more of a substance or behavior to keep him going.
2. If the person does not get more of the substance or behavior, he becomes irritable and miserable
(Bakker)
According to the definition given above, compulsive gaming meets these criteria, and withdrawal
symptoms can occur. "The lure of a fantasy world is especially pertinent to online role–playing
games. These are games in which a player assumes the role of a fictional character and interacts
with other players in a virtual world. As Young puts it, an intelligent child who is unpopular at
school can "become dominant in the game." The virtual life becomes more appealing than real life."
(Bakker). Video game addiction might not seem like a big deal when compared to drug or alcohol
addiction but it can and will ruin a life. If a child spends 4 to 5 hours a day playing a video game by
the time he is 21 he will only have the social skills of a 12 year old. If he gives of playing sports or
going to hang out with his friends he wont know how to talk to women when he is older and or be
lazy and unathletic. If an older person becomes an addict to video games it can jeopardize their job
or relationship.
According to
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8.
9. Violent Video Games
A significantly large portion of the video games created within the past 5 to 10 years contain some
form of violence. On top of that, some of the most popular video games out in the market today are
extremely violent and warrant an "M" rating for mature. Video game developers are well aware of
this trend and continue to produce more graphic, interactive, and realistic content. Therefore, there is
a concern that the vast amount of violence in video games is changing how youth develop and what
they perceive as normal. Many researchers believe that there is a link between video games and
increased aggression in the people who play them.
The study, Violent Video Games and Reciprocity: The Attenuating Effects of Cooperative Game
Play on Subsequent Aggression, was conducted by researchers; Velez, Greitemeyer, Whitaker,
Ewoldsen, and Bushman. In the past GAM, "proposes that two types of input variables can
influence aggression: personal and situational variables" has only been used to look at a single
person playing a video game. However, these researchers decided to look into the relationship
between video games, aggression, and single players versus grouping of players. They believed that
if one person was playing with another as a team competing for a common goal then they would be
less aggressive than if they had played alone. But, if one of the participants was playing against
another person aggression would increase because there was no necessary social obligation and no
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10.
11. Video Game Violence : Violent Video Games
Brandon P. Student
Ms. Dunn and Mrs. Davis
English III
27 March 2015
Video Game Violence Violent video games have been being created since the first console. Yet only
recently have we been blaming them for aggression in the player. We as humans have a tendency to
blame our violent behavior on other things rather thin ourselves. Now aggression is being defined in
many ways in this situation but mainly people point to the anger that's brought out in the real world
after the game or maybe it's the gamers' tendency to have outburst will playing the game. Both these
thing show anger but do they really show that the game is what caused it. This same situation could
be put in the place of me eating a potato and getting angry right after is it really the potatoes fault
no. everyone get frustrated here and there could it not be that the player is only getting frustrated
with the game same as if I was to get frustrated with trying to open something. Anger is a
mysterious thing we all have it just some of us choose to show it more than others whether it be for
one reason or another. Aggression is not the same thing a assertiveness. will playing games that
include a vs. mode if the player was to die or be defeated by another player they usually want to
retaliate and most people call this aggression but it's not it's the player trying to show his
assertiveness over the other or that he's better so basically if you have in aggressive beaver
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12.
13. Video Games And The Video Game
I've been playing video games and watching various forms of animation for years. I started to play
video games on my Sega Genesis, like Sonic the Hedgehog and Phantasy Star. From then on, I
advanced in gaming platforms and experienced games from Nintendo since the Nintendo
Entertainment System (NES) and from Sony on the first PlayStation. I spent countless hours playing
video games. However, I also spent a fair amount of time watching animation. I'd wake up on
Saturday mornings to watch shows like Pokémon and Dragon Ball. Additionally, there was the
occasional marathon of Disney VHS tapes. Through video games, I was able to explore new realms
through virtual reality. In role–playing games (RPG's), I'd be able to take on the role of a protagonist
that would save different worlds and trek across lands teeming with adventure and evil to vanquish.
Similarly, these experiences were also found in the characters of the cartoons I watched. As a result,
I became inspired to create my own characters and even illustrate the ones I watched from those
Saturday morning cartoons. At the time, my room was decorated with multiple drawings and posters
of cartoons characters along with '90s gaming posters that displayed advertisements for the
Nintendo 64 console and Mortal Kombat games. It was there in that room, where I was able to cross
over to other worlds and experience journeys to distant lands. In a sense, my room was the
equivalent of Narnia's wardrobe. I was able to enjoy video
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14.
15. Video Game : Violent Video Games
The video game industry possible causing behavioral problems for people of all ages. Video game
violence isn't breaking news for years people have played games with murder and sexual innuendos.
People ask why violent video games are so attractive, maybe it's a way to escape from real life or
even therapeutic. History shows us that human being like violence, in roman time gladiators killed
people and animals for sport with huge number of people as an audience. Today the video game
industry has found a way to bring that same violent killing times ten, straight to your living room
TV. Tons of people play violent games both adults and children, but which are more effected by the
violence and should stricter guide lines be set in making violent games. Violent video games for
adults are rated adult, "content suitable only for adults ages 18 and up. May include prolonged
scenes of intense violence, graphic sexual content and/or gambling with real currency" (Impact).
"The average game player is age 35, and adults 18 plus make up 75% of overall violent video game
players" (Charts). Adults that play violent games are constantly repeating violent actions throughout
the course of the average 40 hours of game play. The time it takes to complete the average 40 hour
game is equivalent to the average work week in America. One good thing that has come from
playing video games in general is an increase in hand eye coordination, but the damages from
playing the violent games outweigh the
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16.
17. Video Games : The Video Game Industry
The video game industry is one that continues to grow exponentially with consumers spending over
$22 billion dollars on the gaming industry in 2014 (association, 2015). This popularity brings the
opportunity to produce a stream of games that continue to expand in their nature and impact on their
audience. Video games are now artistic, social and collaborative, with many allowing massive
numbers of people to participate simultaneously (htt). The collaboration of the video gaming
industry doesn't stop at the multiplayer options, or online gaming forums, but has surpassed that and
has delved into intertextuality ("any text is constructed as a mosaic of quotations; any text is the
absorption and transformation of another") (Kristeva, 1986) where we are seeing video games riffled
with real life advertising coded into their layers. The demand in growth in the industry means video
game creators are constantly pushing the boundaries in the types of media they can produce, and
with improvements in video game technology games are becoming more realistic with increased
graphics and point of view play, allowing for more lifelike depictions of violence to be brought to
their eagerly awaiting audiences.
The release of Grand Theft Auto came with a storm of negative news media attracting controversy
over violent content and concerns about the effects it might have on its players. The media generated
frequent stories drawing connections between video games and violent behaviour, headlines
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18.
19. Video Games : Video Game
Video Games
People will be surprise for what I am going to talk about. To start I have to tell a little bit about the
topic "video games". Video games is any electronically game played with the help of controller and
consoles connected to a television or a computer. People can find different kinds of video games as
action, shooters action adventure, and management simulation, role playing games, strategy and
racing. The first video games were created by scientist and programmers after the Second World
War. The first video games simulated shot missiles to objects flying. But until 1972 was created the
first home video system called Magnavox Odyssey. This video games were too simple that people
only can move and objet down and up. One of the famous games was called "Ping Pong". But
Sonny and Microsoft revolutionized video games making them more enjoyable and complex. Now
days people can play video games everywhere and anytime with the help of a console or computer.
People can play online with gamers from different countries around the world. Now I can start,
people hear about video games always think about violence. But what they do not know it is that
besides violence exist other big problem that can be new for all of them. It is called addictions. Aviv
Malkiel Weinstein said that "Computer game addiction is excessive or compulsive use of computers
and video games that may interfere with daily life". How a person who play video games can
become an addicted? It can be
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20.
21. Video Game Players And Non Video Games
Abstract This study tests the executive control differences in regular video game players and non–
video game players. Through the use of a Stroop task, subjects were tested on their reaction times
when answering the direction of an arrow stimulus with either random words or dissimilar directions
written across it. The incongruent directions were to cause cognitive interference, resulting in slower
reaction times. Evidence suggests that regular video game players may be less affected by this form
of interference. Findings indicate that the Stroop task did not create an interference effect, regardless
of video game familiarity, and that there were no differences between video game players and non–
video game players in Stroop task performance. As technology continues to progress, the traditional
pastimes of board games and hand cards have been largely replaced by modern video games.
Attention has been brought to this with a 43% increase in the use of video games in the last few
years and the percentage of college students who acknowledge themselves as regular video gamers
at nearly 70% (Barlett et al., 2009). These statistics raise the question of what impact these visual
games might be having on our cognitive processes. The two main executive control functions that
are critical in playing video games include increased attention skills and problem solving. Video
game players are thought to be better at these skills either through practice or self–selection (Barlett
et
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22.
23. Violent Video Games
Thad Rogers Mrs.Findley English IV 9th November 2017 Videogames are bad for American society
In 2008 an eight year–old intentionally, living in slaughter louisiana,shot his grandmother in the
head right after playing grand theft auto IV. In America the rate of mass shootings and obesity each
year. Video Games also teach antisocial behavior. Video games are responsible for increase of
violence in schools, desensitizing American youth, and prompting unhealthy behaviors. Violent
video games increase the amount of mass shootings every year. The violence in the video games
teach kids and even some adults to do things that they normally wouldn't know how to do, the first
person shooter effect teaches kids how to use a gun and more than that, teaches them that it's alright
to use a gun anywhere. When kids are playing first person shooter games against their friends, it
seems like a game to them, those kids think that it is fun to run around chasing your friend with a
gun and try to kill them, these games are also like target practice for them. Teaching these kids those
skills prepares them for school shootings, abusing their families, and even causing them to talk back
to their parents, other family members, teachers, and any other adults that could stand in their way.
Adults who play first person shooter video games could be playing them for fun, what they were
intended for, but when ever mass shootings occur like the one in Las Vegas at the Jason Aldean
concert, or the one in
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24.
25. Video Games And The Video Game
Have you ever played a video game and wonder? How does this thing work? Who invented it? Well
you're in luck because I have all the information that you'll need to know all about the history of
video games. How video games have advanced right along with technology that we use in everyday
life. If you ask people. When video games did first came out? Most people would say in the 1970 's
and they would be wrong. "In 1958, William A. Higginbotham, an engineer working for the United
States government, came up with first game played on a type of screen. It was a two player tennis
game played on an oscilloscope, a piece of electronic equipment with a 5 inch display". (The history
of video games) In 1961, Steve Russell developed the first game played on a computer called
"Space war". The game was a hit with people, but only a very few would really have the chance to
enjoy it. The reason was because back then a computer was the size of a car and very expensive this
system cost about $120,000. Only about fifty of these computer were ever sold. In the mid–1960 the
Military wanted some sort of device that would develop the reflexes of the military personnel. In
1966 Ralph Baer, an employee of defense contractor Sanders Associates, addressed this demand
when he came up with the concept of a "television gaming apparatus." (Miller) It took four more
year to get a working system. When Baer did he showed it to Magnavox, which then signed him to a
licensing agreement in 1971. In January
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26.
27. The Importance Of Video Games
Video games are generally seen as a waste of time and nothing good can come out of playing them.
People usually associate video games with nerds and adults who stay in the basements of their
parent's house. With all these negative associations with video games, it is hard to see that video
games can actually be helpful and beneficial to an individual's mental and physical health. The
negative associations of video games started from the Video game crash of 1983. The crash led to
bankruptcy of numerous companies that were producing computers and video game consoles. Due
to the bankruptcy, the majority of the population believed that working for computer companies and
video games would be a waste of time since job security was not high. Presently, both computer and
video games companies are successful, but the majority of the population still believes the negative
aspect of video games. While it was about job security before, the negativity aspect associated with
video games has changed. The big negative aspect associated with gaming is that it is a waste of
time and can only negatively affect an individual's mental and physical health. Chris Regal, an
author of Health Central who wrote 8 Ways Video Games Are Bad For Your Health, argued that
video games increases obesity, increases aggressive behavior, and more likely to become less
educated. While these claims can be true, these claims also focus on individuals who have spent the
majority of their time playing video games. I can see Regal's conclusion because there are cases that
prove that his points. The increase in obesity is true because individuals are more and more of their
time playing video games instead of exercising. People believe it increases aggressive behavior
because most action games are usually aggressive, but in reality, individuals with high aggressive
behavior are usually the ones who play aggressive action games. Individuals are also more likely to
be less educated because children who go to school would not focus on studying or doing their
homework because they want to play video games more. Since the majority of the population
believe these claims, a new derogatory was created to describe gamers which is NEET. NEET is
short for Not in
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28.
29. Video Games And The Video Game Industry
Video Games and the Video Game Industry
The video game Pong was introduced in 1972 and can be considered the beginning of the video
gaming industry. Unlike the game Pong, the controversies surrounding video games today are not
quite as simple. Certain media outlets often portray video games to be bad for individual's health
and behaviour. There are still some people in the world that believe video games are contributing to
the decline of today's generation. However, video games and their industry are much more
beneficial than they are perceived to be. Today the video gaming industry employs thousands of
people worldwide. The video gaming industry has grown to support other industries. In the 21st
century, the video game industry produces ... Show more content on Helpwriting.net ...
Stories, visual art forms and music are contained in video games to help provide entertainment.
There are few other mediums that utilize all of the art forms used in video games. Video games have
been accepted as its own art form in modern society. Inside the Smithsonian American Art Museum
there is a video game exhibit that showcases the progression of video games. More artists can thrive
in today's world now that a new art form exists. Video games have positively influenced our culture,
for it allows artists to express themselves and inspire creativity in others.
The video game industry has become a large contributor to the global economy. The creation of a
video game requires collaboration from artists, musicians, authors and programmers. The effect of
video games is not just local, but global as different companies from across the globe are involved in
producing and distributing video games. Profits surrounding the video game industry are substantial
in Canada and other countries. The video game industry adds 2.3 billion dollars to Canada's GDP
every year (Entertainment Software Association of Canada, 2014, p. 4). The result of this growing
industry is more employment to develop and produce video games. The video gaming industry also
employs those who play video games competitively. The competitive gaming environment is known
as esports or electronic sports. There are several video games that are played and watched in a
competitive
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30.
31. Violent Video Games
Video games have been around for over fifty years and have become quite popular over the past four
decades. In fact, they are so popular that a certain subset of them have recently come into scrutiny
and are a topic of hot debate. This subset contains video games that are violent in nature, which,
many people loathe. Those people try to use many fallacious tactics to persuade others to join their
cause. Take the article 'Violent Video Games Can Desensitize Players and Increase Aggression' for
example, firstly it hooks an audience with its hasty generalization that violent video games create
mass murderers, secondly it uses cum hoc ergo propter hoc to provide evidence that video games
contribute to and enforce desensitization and aggression, and thirdly it uses appeals to anonymous
authorities to provide accreditation for the content it discusses. The article is written by Dr. George
Drinka, who resides in Portland, Oregon, has been a psychiatrist for over twenty years. He went to
medical school at Johns Hopkins and completed his psychiatry residency at Yale. He specializes in
child, adolescent, and general psychiatry. With his knowledge and background, he has gone on to
write for the Journal of the American Psychoanalytic Association and the New York Times. In the
article he uses the Sandy Hook Elementary School shooter, Adam Lanza, as an intermediary to talk
about violent video games and the consequences that come with playing them. Dr. Drinka goes on to
talk about how
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32.
33. Fighting Video Games Addiction : Video Game Addiction
Running Head: FIGHTING VIDEO GAME ADDICTION 1
FIGHTING VIDEO GAME ADDICTION 11
Fighting Video Game Addiction
Gabriel Rosario
Baker College
When parental neglect ends up being the cause of death for a child, it seems like the whole news
cycle starts. Whether it 's a mother or father leaving an infant or toddler strapped inside a car on a
hot day, or a child who sits day after day while her parents get their methamphetamine fix over and
over, it 's a story that grabs at the hearts of those who read it. So when a Korean child named Sarang
starved to death at the age of three months because her parents were too busy playing a video game
to feed her, the whole Internet stopped and took notice. The fact that the name ?Sarang? means ?
love? only added to the irony of the whole situation. Her parents met online, players in Prius, a
popular Internet game that has since gone under. The father was 41 when their baby died...and the
mother was almost two decades younger than him. They had made avatars so that they could solve
the game?s central quest: to bring up a virtual child together. Players who complete the quest would
get an Anima, or the final key for the game. In the meantime, Sarang 's mother was pregnant in real
life. She only saw a doctor one time before having Sarang ? and then jumped right back on the
game, although the couple would say that it was to make the money that
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34.
35. Video Games and Violent Video Games' Effect
A video game is "an electronic game in which players control images on a television or computer
screen" (Merriam–Webster). Video games have been entertaining and challenging gamers since the
Game Boy to modern console games. Despite the simplicity of the definition of video games, a
video game, especially ones containing violence can have a large effect on the gamer. Because of
the realism and advancements in the video game industry, video games can influence the player, and
can make the gamer more aggressive, even if the game is not a violent video game. Even though
video games have grown in popularity over the past decade, some have not been too popular with
parents, for the reason that they are too violent. Violent video games affect ... Show more content on
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Video Games cause social isolation, for example a 15 year old boy in Sweden pass out after playing
World of Warcraft for 24 hours straight, he passed out because he started experiencing social
withdrawal, the kid was lacking contact with other humans, and his body's response to the problem
was to pass out. On an extreme level, Ruya Cunningham, a college student spent twenty hours a
week playing video games, she eventually "dropped out of school, stopped exercising, and even
stopped bathing" (Marcovitz 70). Later on, Ruya Cunningham developed depression, but she kept
playing video games because she was addicted to the game. When people are addicted to a game,
there is a spiraling vortex sucking the gamer away from society and from sanity. As a consequence
of playing violent video games, many teen gamers struggle with real world relationships, this is
because they form close virtual relationships with people they meet online. A man in Wisconsin has
formed a tremendously close relationship with a group of guys he plays online with, he discusses
politics with them and they send each other Christmas gifts even though they do not know each
other (Marcovitz 70–72). Video games can also affect the players mental and their physiological
state.
Video games, especially violent video games have a strong influence because of their many aspects.
First of all, most violent video games are played
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36.
37. Video Games And The Video Game Industry
In the year 2016, the video game industry hit an important milestone. As seen in this 2015–2019
analysis, the industry hit a market value of over $100,000,000,000: ("THE GLOBAL GAMES
MARKET REACHES $99.6 BILLION IN 2016, MOBILE GENERATING 37%"). Just like today,
1983 was looking great for the future of video games. However, unlike today, 1983 did not go great
for the video game industry, it went awfully. In 1983, the video game industry crashed and has not
fully recovered to the value of the market since. ("Video Games in the United States"). Due to the
unfortunate events of over–sensationalised media, an overflowing market, incorrect judgements, and
poor business, the video game industry hit rock bottom in 1983 and took a mastermind ... Show
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In the 1970's to the early 1980's the video game market was doing exceptionally well for a fairly
new industry. As well, the market was not fully utilized and allowed new small startups to be
formed. These startups were making games as fast as they could, because as soon as any game hit
the market it sold swiftly. As time went on, the number of startups grew and the market value could
not keep up, forcing the startups to make games at an even faster rate. In 1983, the market was so
full of games, most which were rushed, terrible excuses for a game, that the market finally popped
like a bubble. In an episode of "Engines of Ingenuity," Dr. Andy Boyd, a faculty member of the
Department of Industrial Engineering at the University of Houston, claims, "The biggest culprit
appears to have been a flood of poor quality games" (Boyd). These poor quality games sold
abysmally and if the company, making the game, was not large enough, the company would fail as
most could only make one game before losing all of their money. The startups failing left and right,
and the enormous amount of bad games were causing many to lose interest in games, further hurting
the market and industry. As Dr. Boyd explains further that, "Many industry pundits were ready to
write off home video games altogether, referring to them as a passing fad" (Boyd). Like all
industries, if the consumers losses interest then the consumer 's' money losses interest in the
industry. With the overflowing number of crappy
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38.
39. Video Games And The Video Game Industry
According to several studies, women are now making up a significant portion of the gaming
demographic, but the industry hasn't done much to make them feel welcome. During the last decade,
the mainstream video game industry has seemed to operate under the same apparent assumptions:
girls don't play big action games, boys like the sexualization of girls in video games and won't play
as a female character unless she is heavily sexualized, and that girls play video games for the
attention of boys. These assumptions are what allows the gaming industry to continue to focus on
their male players, particularly young men, despite the fact that the number of women playing
games today may someday soon rival the number of men.
For many years, the video game industry catered to the tastes of young men with their overly–
sexualized, one–dimensional female characters, and their beefy male protagonists (to identify with
or aspire to). Of course there are exceptions, as there are with anything. There have been many
fully–realized, non–sexualized, and interesting female characters, notably more modern characters
such as Chloe Price in Dontnod's second game, Life is Strange, Amita in Far Cry 4, and Square
Enix's more recent portrayals of Lara Croft in Tomb Raider (2013), and Rise of the Tomb Raider,
but despite the occasional good example, there are many poor examples to go along; Polygon cites
Metal Gear Solid: Ground Zeroes as "[one of] the worst depictions of women in gaming {in 2014}"
in
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40.
41. Video Games And The Video Game
Some people may not know this, but there was a time when video games were not around. Like a lot
of things in the world that are distinctly human, video games were made out of a combination of
innovation, necessity, and curiosity. The early video game creators would be making something that
would seem clunky, and somewhat crude at first. But that would completely change in time by the
innovators, and entrepreneurs to something that would some day be consider an art form. (Art of
Video Games) According to the Entertainment Software Association (ESA), Sales of "family
entertainment" video games more than doubled in 2007, making it the fastest growing segment of
the video game market. The average game player (or gamer) has been playing video ... Show more
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(Raymond Chris) This system, which is responsible for rating every video game and matching them
with the corresponding gaming age, is effective and prevents phycological problems if the parents
can keep track of what there kids are playing. The categories for video game ratings go as followed:
E for everyone, T for teen, and M for mature (which is 17+). There are also ratings that fit in–
between. eC for early childhood, E for everyone 10+, and Adults only 18+ (which is made from
excessive nudity, or just unsuitable for people under the age of 18). Now do parents really control
what their kids play? 73% of parents believe that the parental controls available in all new video
game consoles are useful. (Changed) Also parents control time usage on video games more than any
other entertainment industry out there. 94% of the time, parents are present at the time games are
purchased or rented, and 88% of the time parents report always, or sometimes monitoring the games
their children play. (Changed) So what are video games? Well the word video game actually goes to
the RGB (red, green, and blue) raster (or video display) devise. For example when you look at an
image of Mario from the game Super Mario Bros for the Nintendo, and you enlarge the image. You
will see a bit map of the individual pixels as squares. When you zoom in even further they can now
be analyzed, and their colors constructed by
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42.
43. Video Games : Video Game More Than Women
Prizes in Video Games It is agreeable to say that there are video games that are good in mental
processing for the brain. It is an entertaining hobby to play. Not many video gamers would pay
attention to characters such as their role or development because of the enjoyment of playing
computerize gaming consoles like Nintendo and PlayStation. One offensive pattern that has been
cycling through in gaming is how women characters are presented. Females in video gaming are
sexualized across the gaming media and are used as a key factor of a selling success in the market.
Women are objectified as objects, rewards and as sexual entertainment. That is to say that one
obvious point is men are more likely to play video game more than women. Since men play more,
creators showcase women as sexual objects give entertainment for them. Its offending for a female
to play and then to see how other female characters in the games are. The stereotype is that video
games are established for men and it is unusual for a woman to play. It is more common and a norm
for a guy to play but for a girl who is less likely to. When it comes to costumes in characters, women
are dressed up in more revealing clothing while men are dressed as more ordinary or masculine.
Females would show more skin and private parts. In other terms, bigger breasts or more cleavage
are shown. Being shown as "Sexy" is a key idea of the game selling. Video game creators gives no
explanation to why skin is shown more besides
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44.
45. Video games in Hollywood
Super Mario Bros, Doom, BloodRayne, and Mortal Kombat. These are all great, classic, or
memorable video games in their own right, but their silver screen counterparts? Not so much. Why
though? Why is it that video games can not translate into the same box office success that has been
experienced by comic books and novels since the early 2000s? I have identified four crucial reasons
why video games will never see the same commercial success as other mediums have: video games
are not respected as an art form, Hollywood does not understand gaming, video games are difficult
to translate from an interactive to non–interactive medium, and unqualified directors, who are
unfamiliar with both video games and the source material from which they are adapting from.
Besides a few select directors such a Sam Raimi or Peter Jackson, Hollywood generally views
gaming as a novelty in its infancy and gamers as a select demographic to profit from. Since video
games are viewed less seriously compared to novels or other artistic mediums, they have been
treated as such. By definition, video games cannot be considered art, as they are inherently popular,
while art serves to appeal to a niche audience. Video games as an art form have been debated
feverishly in the past decade, with the general consensus being that video game are not an art form
but an extension of artistic expression or at the very best, art in a non–traditional sense. Roger Ebert
argued that due to the nature of video games they
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46.
47. The Causes Of Video Game Addiction In Video Games
Many people of our generation like to play video games in some point of their life, whether it is
Pokémon Go, Candy Crush, Flappy Bird, Mario, Sonic, Call of Duty, Minecraft, or Skyrim. Over
the past few decades of their existence, video games have been a major form of entertainment. As
time goes by video games improve in graphics, sound, and storyline. It's only natural that people
would become more and more immersed in them, and Many gamers will claim that videogames are
not addictive, and even on the same level of entrainment as any other hobbies like sports, reading
books, or playing music. However, there are people who become far too immersed in them. They
begin to lose touch with their true lives; instead they essentially give all ... Show more content on
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Later another company "Atari" came up with whole new industry "Arcade" and released the first
video game "Pong". People at that time could play only in malls, bars, and restaurants. The nature of
the games was to compete between the players but only on the same screen and record it on the
board. As the technology was developing, video games were expanding in the world and improving
very quickly, by mid 1980's people could play at home as well. The real revolution in gaming came
when LAN networks, and later the Internet, opened up multiplayer gaming. Multiplayer gaming
took the gaming community to a new level because it allowed fans to compete and interact from
different computers, which improved the social aspect of gaming. This key step set the stage for the
large–scale interactive gaming that modern gamers currently enjoy. The introduction of high
powered devices such as Play Station and Xbox has revolutionized the gaming concept and helped it
to become more popular.
Many scientists and psychologists find that video games can actually have many benefits – the main
one is making kids smart. Video games may actually teach kids high–level thinking skills that they
will need in their future. According to University of Wisconsin psychologist C. Shawn Green "Video
games change your brain". Playing video games change the brain's physical structure the same way
as do learning to read, playing the piano, or navigating using a map. Similar exercise can build
muscle, the
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48.
49. The Development of Video Games
In society's current era of technological advancement, video games have gone a long way since they
were first created. Video games in the twenty–first century are no longer just toys or junk in the
lifestyles of the youth. They have become innovative inventions that not only entertain its users, but
also help aid the people in both the academic field and in jobs. The influences that video games
bring about in the culture of the youth today are, in fact, not the negative influences that most people
think. Video games are actually this generation's new medium for educating the youth. The
information they learn are also mostly positive and useful things that they may apply in their future
lives (Prensky 4). In a generation that ... Show more content on Helpwriting.net ...
These forgeries resulted to the crash of Atari. Following this, many gamers wanted more fun,
meaningful and higher quality games (Tobias and Fletcher, eds. 22). Atari's comeback came with its
console called the "Video Computer System" which was like a computer with an eight–bit processor.
(Kent 100). Then in 1982, the VCS version of Atari's Pac–Man was released and was also one of the
most anticipated video game cartridges of all time. Atari even manufactured twelve million Pac–
Man cartridges based on the demand of its consumers (Kent 227). By the end of 1982, Atari had
come up with a new console called the Atari 5200. Many reviewers were impressed with the 5200
and considered it as a huge improvement over the past console Atari created. The Atari 5200 was
praised for its high–resolution color graphics, special effects, and powerful system (Kent 230). It
was also in the period of the 80s that Nintendo released its first game in the United States called
"Radarscope," which did not sell well despite its positive standing in Japan. Three thousand copies
of "Radarscope" were shipped to the U.S. and because it did not appeal to American audiences,
Nintendo only sold one thousand units (Kent 156). Although Nintendo was able to get in the
American market, their games were not able to attract business. Nintendo's "Space Fever" and
"Sheriff" did not appeal to American gamers and arcade owners (Kent
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50.
51. Video Games : Video Game Console
Although the first video games appeared in the 1950s,[1] they were played on massive computers
connected to vector displays, not analog televisions. Ralph H. Baer conceived the idea of a home
video game in 1951. In the late 1960s while working for Sanders Associates he created a series of
video game console designs. One of these designs, which gained the nickname of the "Brown Box",
featured changeable game modes and was demonstrated to several TV manufactures ultimately
leading to an agreement between Sanders Associates and Magnavox.[2]
In 1972 Magnavox released the Magnavox Odyssey, the first home video game console which could
be connected to a TV set. Ralph Baer 's initial design had called for a huge row of switches that
would allow gamers to turn on and off certain components of the console (the Odyssey lacked a
CPU) to create slightly different games like tennis, volleyball, hockey, and chase. Magnavox
replaced the switch design with separate cartridges for each game. Although Baer had sketched up
ideas for cartridges that could include new components for new games, the carts released by
Magnavox all served the same function as the switches and allowed gamers to choose from the
Odyssey 's built–in games.
The Odyssey only initially sold about 100,000 units,[3] making it moderately successful, and it was
not until Atari 's arcade game Pong popularized video games, that the public began to take more
notice of the emerging industry. By autumn 1975, Magnavox, bowing to
... Get more on HelpWriting.net ...
52.
53. Video Games And The Video Game
Over the years, our generation endured lots of changes some for the best and others for the rest.
When it comes the video gaming industry, companies like Microsoft, Sony, and Nintendo have
developed new ways for the population to enjoy new entertainment and hobbies. However, when
these companies create new systems to be flawless, users always seem to find at least one problem.
The problem is not the gaming consoles themselves, but the the violent video games that companies
create for these consoles. Allowing children to purchase these games, are one of many reasons why
the youth in this generation exhibit violent behavior. This stems from amount of violence that appear
in these video games. THe United States as a country, have experienced many mass shooting
scenarios that mirror the violent content of these video games.
Today, people will wait outside at midnight to a copy of the latest video game, i can admit that i
have done this. Video games have a variety of genres, but ironically the most popular genre is games
that are rated M for Mature. By law, companies mark each game with a rating depending on the
context of the game. "EC" is for Early Children for younger children, "E" for Everyone, "E 10+" for
Everyone ages ten and up, "T" for Teen for ages thirteen and up, "M" for Mature for ages seventeen
and up, and/or A(O) for Adults Only ages eighteen and up ("ESRB Ratings Guide"). Companies
deliberately put these ratings on the box for consumers, mainly parents to read
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54.
55. Addiction To Video Games
Video game addition is a serious problem in many parts of the world today and deserves more
attention. It is no secret that children and adults in many countries throughout the world play video
games. According to Jennifer Seter Wagner, studies show 92 percent of under ages of 18 play video
games frequently in the United States. A video game is an electronic game that needs the players to
generate visual feedback on a video device such as a TV screen or a computer device. There are two
concepts that people have about addiction to video gaming: some people believe video games
benefit children mind, but most people consider video games have negative side effects for all ages.
I strongly believe that addiction to video gaming has negative side effects for teenagers such as
wasting money, disobeying parents, skipping class to play games, and others.
To begin with, wasting money is the first problem for teenagers who addicted with video games.
First, they have to buy a game box around $300–$1000. After they buy the box, they need to buy
games almost biweekly, which cost them $5–$80. Since the game producers keep updating new
futures, the players will spend their money to keep up with fresh games. For instance, Abel, who
was my classmate in Addis Ababa, Ethiopia, was addicted with play station. His father used to give
him five Ethiopian birr for transportation, however Abel waste the money for play station and
walked about an hour to school. This shows that some video game
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56.
57. Video Games : Video Game
Eli McKinney
Mrs. Weist
4th Hour English 132
9 March 2015
Video Games A video game is an electronic game that involves human interaction to generate visual
feedback on a video device. The word video in video game means any type of display device that
can produce two– or three–dimensional images. The electronic systems used to play video games
are called platforms; examples of these are video game consoles and personal computers. Platforms
can range from small handheld devices to large computers. Some video games can become popular
and over a few year decrease in use. Video games have gone on to become an art form and an
industry. Video games can also have many positive and negative effects on children, both mentally
and physically. The input device primarily used to manipulate video games is called a game
controller, and varies across platforms. For example, a controller might consist of a button and a
joystick, while another controller may consist of two joy sticks and several buttons. Early personal
computer games would require a keyboard for gameplay, or more commonly, required the user to by
a separate joystick with at least one button. Modern computer games allow or require the user to use
the mouse and keyboard simultaneously. A few of the most common game controllers are gamepads,
mouses, keyboards, and joysticks. In the recent years, additional methods of input have emerged
such as camera–based observation for video game consoles and touch–sensitive screens on
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58.
59. Violent Video Games
Since video games have been introduced, video games have been accused of contributing too many
atrocities, and acts of violence. News outlets paint video games as being a source of which some
acts of violence happen. Yes, violent video games have become more popular, meanwhile becoming
controversial, but still there exist no links between aggression and video games. The University of
Bologna says that "owning videogames does not in fact seem to have negative effects on aggressive
human behavior" (Koffler par.7). Meanwhile, news outlets keep on missing the point on how
beneficial video games are. Video games do not contribute to violence, can be educational, and they
can improve us in different ways. Not all video games are the same, but that's doesn't matter because
the violent one only receives attention from the media. For example, CNN covered a story on an 18–
year–old gunman in Germany, they proceeded to accuse violent video games because the kid was a
fan of first person shooter games. They then proceeded to talk about why they are bad and how there
is a significant link between violence and video games. "Overall, the academy's summary of the
results from more than 400 studies revealed a "significant" link between being exposed to violent
media (in general) and aggressive behavior, aggressive thoughts and angry feelings" (Scutti par.6).
They then proceeded to failing to defend why video games are bad by saying "He discovered that
playing video games, no matter how
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60.
61. Violent Video Games
Since the first iteration of the Nintendo game console, video games have become integral part of our
entertainment experience. In the last 20 years the improvements in video technology has only
bolstered the appeal of video games, making them one of the top forms of entertainment for all ages
and genders. The amount of people playing video games continues to rise at an alarming rate. Video
games are a great way to alleviate stress, they allow you to relax, escape from reality and just
decompress from life.
Violent video games desensitize players, glorify violence, smoking, drinking, illicit drug abuse, and
perpetuate violence toward women. Another concern is that they promote a gangster lifestyle in
society. Violent video games play to our more carnal behaviors, while allowing us to engage in
immoral and unethical experiences in a virtual world. Video game creators argue that responsibility
falls on the consumer and their ability to choose whether or not to purchase violent video games.
The creators are faced with a dilemma regarding the questionable game simulations and the ethical
responsibility they have as producers, and the possible impact these games may or may not have on
their audience. Using Reynolds' Seven–Step Ethical Decision–Making Approach I will attempt to
come to an ethically balanced conclusion.
The Facts
Playing video games may increase aggressive behavior if violent acts are continually repeated
during video game play. Repetition is an effective
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62.
63. Video Games And The Video Game
The 2000's and 2010's has become the most transformative age for video games and the gamers who
make them popular. Within the last 15 years the amount of gaming devices in homes has risen to
eighty–eight percent. This is a large leap from where the original "Brown Box" console created by
Ralph Baer in nineteen sixty–seven, but video games didn't just go through a cut scene and
magically appear in everyone's homes. They have had it rough from lawsuits, heavy competition
between companies, and even government intervention. After all that though they have become a
staple in many people's life's and have granted many young adults from across the world gather a
major following and earn a living all from home. The two big stars from the first in home consoles
came from Sega and Nintendo. These two video game giants had such a strong competition that it
became an all–out war known today as the "console war". Sega released their Master System to
combat Nintendo's Nintendo Entertainment System (NES). While Nintendo was still enjoying their
success with the NES in 1985, Sega attempted take a strong hold in this battle with their Master
System. This console failed to do the job as Nintendo was a more well–known company at the time
and due to that they won to the consumers. Sega quickly developed an idea. Consoles at that time
were all 8–bit and Nintendo was no different. Sega rather than releasing a console to compete with
Nintendo, they were going to release a console with no
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64.
65. The Consequences Of Video Game Violence In Video Games
Violence in video games is well–known for toeing the line between entertainment and immorality.
The controversy began as early as 1976, when protestors destroyed an arcade game that revolved
around hitting human–like creatures with a car. As computers grew more advanced in the next two
decades, video game violence became increasingly realistic ("Background of the Issue"). This
prompted the creation of the Entertainment Software Rating Board, commonly abbreviated ESRB,
in 1994 for parents to make informed decisions regarding the content their children were exposed to.
The 1999 shooting at Columbine High School fueled the debate further, drawing potential
connections between virtual violence and real–world consequences ("Background of the Issue"). In
the years following, laws regarding the sale of video games with graphic violence sprouted up
across the nation. Even the Supreme Court was involved ("Background of the Issue"). Today, "as
many as 97% of US kids age 12–17 play video games, contributing to the $21.53 billion domestic
video game industry" ("Violent Video Games"). Critics of video game violence argue that it directly
increases a person's violent behavior and lowers their tendency to act for the benefit of others.
Defenders of video game violence argue that media coverage of video game violence is heavily
biased, studies that link it to acts of violence are flawed, and that video game violence is a harmless
outlet for emotions of aggression. Critics of violence in video games believe that it increases an
adolescent's tendency toward violent actions. Multiple credible organizations also view playing
violent video games as a statistical detail affecting a person's aggressive tendency. Over 98% of
American pediatricians say that children and teens become more aggressive when exposed to violent
media such as a violent video game ("Violent Video Games"). The FBI uses an individual's violent
video game history to assess the risk of a school shooting threat. The American Psychological
Association cites frequent violent video game exposure as a risk factor that contributes to violence
in teens ("Violent Video Games"). Some groups that are against video game violence go as far as to
list it as a primary cause
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66.
67. Video Game : The Effects Of Violent Video Games
The violent video game controversy has been an issue since the 1970s, so it is time for a solution to
be found. An arcade game that was developed was played by the player running over stick figures
with a car. These stick figures were supposed to represent gremlins and not people, so protestors
took the arcade game out into the parking lot to burn it. A website clarifies, "The debate over violent
video games can be traced back to the 1976 release of the game Death Race" (ProCon.org). The
effects of video games on children is a debate regarding the mentality of children as they play these
games. A mother buys a video game for her son that has been begging for days. She walks in
without bothering to look at the rating. Although on the case the game is rated "M" for mature
audiences. The boy plays for hours on end as soon as he gets the game. Every day for the next week
he sits and plays the game. He is immersed in the game, shooting enemies on the battlefield. He
begins behaving aggressively at school towards his classmates. His mother wonders why, but it
finally clicks that this did not happen until after the video game. She needs to find a solution and fast
before this starts getting out of hand. The solution that makes the most sense is for children to be
moderated as they play violent video games by their parents. Playing any video game, including
violent ones, tend to be good for a person mentally and physically. Mike Wilcox, a newspaper
journalist, states games can be
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68.
69. Video Games And The Video Game Industry
Video games are a part of our entertainment industry and are more accessible than they have ever
been. The video game industry is one of the fastest growing sectors in the U.S. economy. According
to Wallace (2014), the video game industry generated about $78.5 billion in revenue and only fell
behind the film industry at $88.2 billion. As the industry continues to expand, so does the
technology that gives the games more realism and immersion. Games depicting violence is
becoming more graphic and detailed than ever before.
When video technology was still in it's infancy, it was easy to distinguish fantasy from reality.
Graphics were often abstract, cartoon–like and the interactivity was limited. However, as the
technology improved, so did the detail and realism of violence in video games. For example, recent
games such as Mortal Kombat show highly extremely detailed scenes of gore, injury, and death that
the gamer can inflict on a virtual opponent. It is predicted that by 2016 we'll have a virtual reality
headset that will allow players to be completely immersed inside the game. As violent video games
become more realistic to the point where the distinction between virtual and reality is blurred, I
wonder how will this affect the people that play them. In this paper, I will be discussing and
reviewing many literatures in regards to the effect of video game violence on people. Players range
from all ages, but for this paper, I will be discussing the different effects of video
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70.
71. Video Games And The Video Game
During the mid 1970's through 1990's the general public had introduced a new revolutionary way of
entertainment which was the video game. It all started with Atari's first console, which only had a
simple game of tennis. Since then, many other companies released game consoles such as the Xbox,
Playstation, and Nintendo 64. Although many adults participated in this association, children were
the main crowd of this attraction, in the next following decades, children that play video games will
gain remarkable techniques. As a result, video games have positively influenced children that would
enhance mental and social structure in their future. Video games with their interactive and decision
affecting nature are great tools for improving problem solving skills. In the early years of a young
child they spend most of their time playing video games for countless of hours. As a result, the
challenge of the video game produces attentiveness, these challenges permit children to improve
quick–thinking skills. Children also get used to multitasking, as children's brain begins to develop,
the games become more complex, children must juggle different objectives while keeping track of
all the changing elements and connecting ideas. Accordingly, to a cognitive scientist Daphne
Bavelier of the
University of Rochester, a study that found people or kids become more attuned to their
environments and are able to navigate through places by remembering techniques they have learned
while
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72.
73. Video Games
Introduction: Video games are a prime source of entertainment for teens in today's world. These
games are progressing every year, and as technology gets better so do the games, with more realistic
sound effects, graphics and story lines. This trend is bringing the industry to produce more games
than before. These games are becoming more realistic and violent. In recent years the production of
video games centered around violence has increased with the release of games like Call of Duty:
Modern Warfare, Halo, Gears of War and Grand Theft Auto, to name a few. Kids, teens and adults
spend hours glued to the screen playing these games, meaning hours of non–stop gun shooting and
knife swiping. Recently parents and psychologists have been ... Show more content on
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The method used in this experiment was primarily observation and survey based, which is weak
evidence. The data does not support the claim and does not take into account outside factors such as
susceptibility to aggression and one's perception of aggressive behavior. These subjective variables
cause error in the results and bring data, which is insufficient. These findings also measured short–
term effects.
Christopher Ferguson and colleagues from Texas A&M International University and University of
Wisconsin also studied the relationship between exposures to violent video games and aggression.
This study was done primarily through observing behavior of subjects. In their first study
participants were either randomized or allowed to choose to play a violent or nonviolent game.
Although males were more aggressive than females, neither randomized exposure to violent–video–
game conditions nor previous real–life exposure to violent video games caused any differences in
aggression (Ferguson). Study 2 looked at correlations between trait aggression, violent criminal acts,
and exposure to both violent games and family violence. Results indicated that trait aggression,
family violence, and being male were predictive of violent crime, but exposure to violent games was
not (Ferguson). From the data collected it could be seen that family violence and innate aggression
were
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74.
75. Video Games
This review is an experimental study on the way playing video games, against watching violent
video games, effects children's aggressive behavior. This study was conducted by Utrecht University
students, in Utrecht, The Netherlands. The research conducted, and article written was by Hanneke
Polman, Bram Orobio de Castro, and Marcel A.G van Aken, and copy–written in year 2008. The
hypothesis behind this article is how does playing a violent video, rather than just watching one,
affect a child's aggressive behavior in real life.
In this new world of technology, children are exposed and entertained by watching television and
playing video games. "One study showed that children spend up to 25 hours a week watching
television and 9 hours a ... Show more content on Helpwriting.net ...
This is an example of a naturalistic observational study. The researchers are observing the children
in their own environments, which helps the participants feel comfortable to act as they normally
would act. (Wade & Travis, 2012) For the last activity of the day, the children took a questionnaire
based on their peers and the aggression they witnessed amongst one another. This is an example of
the survey testing method. The researchers are gathering information through questioner; by asking
the children about how often they play video games and how much violence they have witnessed
from their peers in the play sessions following the video game play. (Wade & Travis, 2012)
The first questionnaires was based on how often the participants played video games and was set on
a 1–5 scale, 1 being almost never and 5 being once or more per day. (Polman, de Castro, & van
Aken, 2008) The next questionnaire was based on the aggression of other children. "The six
categories used were "hit, kick, or push someone", "fight with someone," "name calling or have a
quarrel," "tease someone", "frighten someone off to get what he/she wanted," and "gossip.""
(Polman, de Castro, & van Aken, 2008) Then asked to specify if they felt the intentions were meant
to be in a joking manner or to be intentionally mean. The reason being is if the children are playing
and joking then this is just considered rough– and tumble, not necessarily a hostile
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76.
77. The Video Game Video Games
The first video games appeared in the 1960s.[1] They were played on massive computers connected
to vector displays, not analog televisions. Ralph H. Baer conceived the idea of a home video game
in 1951. In the late 1960s, while working for Sanders Associates, Baer created a series of video
game console designs. One of these designs, which gained the nickname of the 1966 "Brown Box",
featured changeable game modes and was demonstrated to several TV manufacturers, ultimately
leading to an agreement between Sanders Associates and Magnavox.[2]
In 1972, Magnavox released the Magnavox Odyssey, the first home video game console which
could be connected to a TV set. Ralph Baer 's initial design had called for a huge row of switches
that would allow gamers to turn on and off certain components of the console (the Odyssey lacked a
CPU) to create slightly different games like tennis, volleyball, hockey, and chase. Magnavox
replaced the switch design with separate cartridges for each game. Although Baer had sketched up
ideas for cartridges that could include new components for new games, the carts released by
Magnavox all served the same function as the switches and allowed gamers to choose from the
Odyssey 's built–in games.
The Odyssey only initially sold about 100,000 units,[3] making it moderately successful, and it was
not until Atari 's arcade game Pong popularized video games, that the public began to take more
notice of the emerging industry. By autumn 1975, Magnavox, bowing
... Get more on HelpWriting.net ...