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VIDEO GAMES
GAMING AND ITS IMPACTS ON PLAYERS.
OUTLINE OF PRESENTATION
1. Research paper question.
2. Brief information about video games
1. Early history of video games
2. Renaissance time
3. Modern games
3. Why I chose video games as research topic?
4. Global importance of video games.
5. Benefits of playing video games.
6. Some negative sides of video games.
7. The conclusion I arrived after research paper.
8. References.
RESEARCH QUESTION:
TO WHAT EXTENT GAMING SHAPE IT’S PLAYERS NEGATIVELY?
SOME BACKGROUND ABOUT VIDEO GAMES
1. Early history of gaming: In 1952, the first video game invented by A.S. Douglas who is
student of University of Cambridge. The game was played against the machine, which used
special algorithms to win whenever possible.
2. Invention of consoles: In 1972 Magnavox company released Magnavox Odyssey game
console which was first in the history. They sold 100,000 copies of this console which was
fortune because their console was without CPU so that no new games can be adopted to
them.
MODERN TIMES:
MODERN CONSOLES, MODERN PROCESSORS, MODERN
COMPUTERS, MODERN PORTABLE CONSOLES
Modern gaming devices are boomed in terms of economic revenue and popularity. The massive increase in
fame of devices is mainly rely on super processors and graphic processors of devices.
Furthermore, portable devices as PSP, Nintendo 3DS, tablets and smartphones which are based on iOS and
Android also increased interest in video games. For instance, App Store got 58,2 million dollars from video
games last year. Year after year, this revenue increase approximately by 20 percent.
WHY I CHOSE VIDEO GAMES? 
1.Personal Interest on
video games as gamer
2.The connection between video
games and my department
3.Increasing worldwide
popularity of gaming
VIDEO GAMES ARE BENEFICIAL PART OF LIFE FOR NORMAL
PLAYERS (PART I)
Skills that players learn by playing video games are significant:
Multi-tasking Peripheral Vision Creativity
Problem Solving Concentration
VIDEO GAMES ARE BENEFICIAL PART OF LIFE FOR NORMAL
PLAYERS (PART II)
Educational part of video games:
1) Fun way of learning: People’s perception through video games
is better than conventional methods, especially children learn
very easy by video games. Also, people have no fear of making
mistakes when they learn through video games.
2) Safe and economic way of learning: Specifically
simulator games help people to develop their skills to
new on specific area. For instance, rather than giving
plane graduate from pilot school it can be trained through
flight simulator games such as Microsoft Flight Simulator.
VIDEO GAMES ARE BENEFICIAL PART OF LIFE FOR NORMAL
PLAYERS (PART III)
Hand-eye coordination Relieve Stress
Higher IQ level Better eyesight
Benefits of video games in terms of Medicine
NEGATIVE EFFECTS OF VIDEO GAMES ON EXCESSIVE
PLAYERS
1. People who play video games excessively become addicted:
Video games are becoming increasingly complex, detailed, and
compelling to a growing international audience of
players. Studies estimate that 10 percent to 15 percent of
gamers exhibit signs that meet the World Health
Organization’s criteria for addiction.
2. Addicted violent video gamers tend to become violent:
Players who spent excessive time in front of violent video
games become very dangerous for society. Many are quick to
point out that most school shootings in recent years have
been carried out by avid gamers, and their games of choice
were always dark and violent.
CONCLUSION
• Everything has its pros and cons which is law of nature, so does video games.
• If you can balance time of playing video games and life video games will be
beneficial to you.
• The skills you can learn through video games are the ones which hardly can be
learned by other methods.
• HAVE FUN OF VIDEO GAMES BUT DO NOT GO BEYOND THE LIMITS ! 
WORK CITED:
1. Gee, James Paul. "What video games have to teach us about learning and literacy." Computers in
Entertainment (CIE) 1.1 (2003): 20-20.
2. Anderson, Craig A., and Karen E. Dill. "Video games and aggressive thoughts, feelings, and behavior in
the laboratory and in life." Journal of personality and social psychology 78.4 (2000): 772.
3. Shaffer, David Williamson, et al. "Video Games and the Future of Learning. WCER Working Paper No.
2005-4." Wisconsin Center for Education Research (NJ1) (2005).
4. Anderson, Craig A. "An update on the effects of playing violent video games."Journal of
adolescence 27.1 (2004): 113-122.
5. Anderson, Craig A., and Brad J. Bushman. "Effects of violent video games on aggressive behavior,
aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: A meta-analytic
review of the scientific literature." Psychological science 12.5 (2001): 353-359.
Video games

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Video games

  • 1. VIDEO GAMES GAMING AND ITS IMPACTS ON PLAYERS.
  • 2. OUTLINE OF PRESENTATION 1. Research paper question. 2. Brief information about video games 1. Early history of video games 2. Renaissance time 3. Modern games 3. Why I chose video games as research topic? 4. Global importance of video games. 5. Benefits of playing video games. 6. Some negative sides of video games. 7. The conclusion I arrived after research paper. 8. References.
  • 3. RESEARCH QUESTION: TO WHAT EXTENT GAMING SHAPE IT’S PLAYERS NEGATIVELY?
  • 4. SOME BACKGROUND ABOUT VIDEO GAMES 1. Early history of gaming: In 1952, the first video game invented by A.S. Douglas who is student of University of Cambridge. The game was played against the machine, which used special algorithms to win whenever possible. 2. Invention of consoles: In 1972 Magnavox company released Magnavox Odyssey game console which was first in the history. They sold 100,000 copies of this console which was fortune because their console was without CPU so that no new games can be adopted to them.
  • 5. MODERN TIMES: MODERN CONSOLES, MODERN PROCESSORS, MODERN COMPUTERS, MODERN PORTABLE CONSOLES Modern gaming devices are boomed in terms of economic revenue and popularity. The massive increase in fame of devices is mainly rely on super processors and graphic processors of devices. Furthermore, portable devices as PSP, Nintendo 3DS, tablets and smartphones which are based on iOS and Android also increased interest in video games. For instance, App Store got 58,2 million dollars from video games last year. Year after year, this revenue increase approximately by 20 percent.
  • 6. WHY I CHOSE VIDEO GAMES?  1.Personal Interest on video games as gamer 2.The connection between video games and my department 3.Increasing worldwide popularity of gaming
  • 7. VIDEO GAMES ARE BENEFICIAL PART OF LIFE FOR NORMAL PLAYERS (PART I) Skills that players learn by playing video games are significant: Multi-tasking Peripheral Vision Creativity Problem Solving Concentration
  • 8. VIDEO GAMES ARE BENEFICIAL PART OF LIFE FOR NORMAL PLAYERS (PART II) Educational part of video games: 1) Fun way of learning: People’s perception through video games is better than conventional methods, especially children learn very easy by video games. Also, people have no fear of making mistakes when they learn through video games. 2) Safe and economic way of learning: Specifically simulator games help people to develop their skills to new on specific area. For instance, rather than giving plane graduate from pilot school it can be trained through flight simulator games such as Microsoft Flight Simulator.
  • 9. VIDEO GAMES ARE BENEFICIAL PART OF LIFE FOR NORMAL PLAYERS (PART III) Hand-eye coordination Relieve Stress Higher IQ level Better eyesight Benefits of video games in terms of Medicine
  • 10. NEGATIVE EFFECTS OF VIDEO GAMES ON EXCESSIVE PLAYERS 1. People who play video games excessively become addicted: Video games are becoming increasingly complex, detailed, and compelling to a growing international audience of players. Studies estimate that 10 percent to 15 percent of gamers exhibit signs that meet the World Health Organization’s criteria for addiction. 2. Addicted violent video gamers tend to become violent: Players who spent excessive time in front of violent video games become very dangerous for society. Many are quick to point out that most school shootings in recent years have been carried out by avid gamers, and their games of choice were always dark and violent.
  • 11. CONCLUSION • Everything has its pros and cons which is law of nature, so does video games. • If you can balance time of playing video games and life video games will be beneficial to you. • The skills you can learn through video games are the ones which hardly can be learned by other methods. • HAVE FUN OF VIDEO GAMES BUT DO NOT GO BEYOND THE LIMITS ! 
  • 12. WORK CITED: 1. Gee, James Paul. "What video games have to teach us about learning and literacy." Computers in Entertainment (CIE) 1.1 (2003): 20-20. 2. Anderson, Craig A., and Karen E. Dill. "Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life." Journal of personality and social psychology 78.4 (2000): 772. 3. Shaffer, David Williamson, et al. "Video Games and the Future of Learning. WCER Working Paper No. 2005-4." Wisconsin Center for Education Research (NJ1) (2005). 4. Anderson, Craig A. "An update on the effects of playing violent video games."Journal of adolescence 27.1 (2004): 113-122. 5. Anderson, Craig A., and Brad J. Bushman. "Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: A meta-analytic review of the scientific literature." Psychological science 12.5 (2001): 353-359.