Saturday, June 8, 2019
Effect of Online Gaming to the Students Essay Example for Free
Effect of Online Gaming to the Students Essay* An online feeble is a word-painting game played over some resile of computer network, using a personal computer or movie game console. * Online gaming is a technology rather than a genre, a mechanism for connecting players together rather than a particular pattern of gameplay. Online games atomic number 18 played over some form of computer network, typically on the Internet. One avail of online games is the ability to connect to multiplayer games, although single-player online games argon quite common as well. A second advantage of online games is that a great percentage of games dont direct payment. Also third that is worth noning is the availability of wide variety of games for all type of game players. Can video games make you smarter begins with asking what youre looking to put on by playing them. Did you know that * Point tv set games are fun, but theyre not very productive or useful. * Counterpoint One of the bigges t benefits of video games and otherwise interactive training techniques is that they offer a type of engaging and interesting activity that can help build and practice new skills* Point tv set games only train you in specific skills, which doesnt impart any greater ability to approach new challenges or obstacles. * Counterpoint The key here is in the design and goals of the game in question. Whatever the game aims to train is what youll learn. Games that take the problem solving puzzles and critical thinking exercises that most of us remember as schoolchildren and update them with an interactive and adult-targeted medium can still impart those skills to older players. The issue with many a(prenominal) brain training video games is that they want you to believe that youre acquiring smarter by increasing your cognitive ability, or somehow protecting your brain from decay or the set up of aging by playing them. That may not be true, but games carefully designed to build problem sol ving, critical thinking, and reading comprehension skills will help you build those skills.* Point If games in widely distributed can help you learn specific skills, theres no need for video games specifically. You can just pick up a crossword, textbook, or mystery unfermented and hone those same skills. * Counterpoint The big difference between picking up the New York Timescrossword and playing the iPhone version, or playing Scrabble at a table versus with other wad in an internet-connected game like Words with Friends, is really in the person who plays the game. Strictly, interactive media are an artifact of our time, and appeal to people who would otherwise reject those older mediums in favor of newer ones.In addition to catering to our desire to be constantly connected and our need for immediate feedback and rapid-fire puzzles and challenges, video games resonate with us in a way that other media doesnt. That isnt to say theres no place for an old-fashioned mystery novel to c hallenge a reader to decipher an authors carefully laid clues before they get to the last page, but theres certainly room for both. There Are Psychological, Physical, and Therapeutic Benefits to Video Games, Too * In addition to the benefits of learning new things and developing new skills, video gameswhen properly appliedcan have therapeutic and mental health benefits. If you play video games as a hobby or for relaxation, you likely already know that they can help you relieve stress and anxiety and help you relax.Negative effects of online gaming* Since the advent of coin operated arcade games, video games have come a long way and spread to the homes of many children and teenagers, in both actual and developing countries (Bryant Vorderer, 2006). On one hand, the fierce competitions among the gaming giants such as Nintendo, Sony, and Microsoft can be blamed for this phenomenon while on the other hand, the internet merely is responsible for placing a universe full of games at arm s reach of anyone with a computer and a decent internet connection. However, many games are not suitable for certain age groups. These include games which contain material that is explicit in either the lyrics of its songs, its bloody and gory action scenes, or even scenes that are considered borderline pornographic (in the game Grand Theft Auto Vice City, the main character can enter strip clubs and receive lap dances) (Allofgta, 2008).Usually, many of the games containing world-shattering amounts of violence are designed for mature audiences nevertheless, their popularity among teenagers and children, who ironically constitute the largest contributors to the profits reaped from these games, is always on the rise. In Lebanon and many other countries in the optic east, no video game rating system or law exists, which allows children and teenagers to buy any game they want. Consequently, as Vorderer and Bryant explain (2006), young video game players may be exposed to substantially more violent content than ever before * Excessive violence in video games has many significant negative effects on children and teenagers.The nature of todays gaming market doesnt seem to help the situation at all. Every year, hundreds of new games are released into stores, adding to an already verdant library of blood and gore, which leads to a decrease in the price of previous years games. In addition, since the price of CDs and game associate hardware is on the decline, it is become easier and more economical for children and teenagers to play these games in the comfort of their own home, instead of paying hourly fees at Local area network gaming centers* different pro-violent video game activists take on a whole different approach in their defense strategy. * Three major negative effects are manifested in the majority of gamers who play violent video games. To begin with, gamers show a weakening in their pro social behavior, which include poorerrelationships and drug relate d problems. Secondly, users start to exhibit violent behavior which can manifest itself in their thoughts or physically. Finally, desensitization, the loss of proper response to violent images, also lurks behind these games. * Video games are the subject of so many studies, not to mention findings. Some suggest cognitive benefits, others behavioral issues that may or may not tack on over time. Importance of the studies* The researcher also believes that not only the students will be benefited from the findings of the study but the instructors and the faculties as well. For they will be advised what to do to give more emphasis to the studies and the learning of the students. They will have an idea on how to get the attention of the students through their studies. Students most specially who has lower grades or failing grades.Definition of TermsThere are terms of this study the student researchers defined to help the reader understand well the terms used. * Age. play of life a stage or phase in the lifetime of somebody or something length of somebodys or somethings existence * Dropped. lessen to decrease to a lower level, rate, or number, or make something do this * Effects of on line games * Failed. unsuccessful unsuccessful, or not having done what is expected or require * Gender. Gender is a range of characteristics of femininity and masculinity.1 Depending on the context, the term may refer to the sex * Passed. be successful, or declare somebody successful to be successful in a test or tryout, or officially decide that somebody has been successful in a test or examination
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