“Happiness is not something ready made. It comes from your own actions” (Dalai Lama, 2015). To play a game is one of happiness. The first video games are produced for research in early 1950s by academic computer scientists. In 1980s, these games turn popular for entertainment so far. Many people spend time to play these games for hours per day. In this modern society, the video games enter to the world with high technology; the citizen can play various video games not only in the computer, but also in the mobile. However, the parents aim their children to stop playing it because they think that is valueless or unimaginative. Although to play a video game become controversial in family, it causes positive effects on adolescents who play a video …show more content…
English is an international language. Therefore, the game creators decide to use English for most online games. When the players enter to the world of game, the non-native players will face the first obstacle: English language; they will try to go over a learning by trial and error. As Tiina Karjalainen, she claim that "Many games have a very rich vocabulary and they learn very interesting words from games" (2015). To confront new vocabularies repetitiously cause the players to keep in their lexicon. The matching of the vocabulary and the items' pictures in the online game relate to real life which they can recognize to use in their lifespan. In addition, the players need to reach a goal. They have to communicate to exchange some techniques or experiences with the others because the world of game is wide; a player cannot discover everything in the games. Most players usually use informal English in the online games as if it is a real communication which the non-native players can drill and adapt to contact in the …show more content…
The online game is like a center of interest which the players can meet many people without departure. The games are intermediary which they contact to the others easily. Most games need a team to against the monster or to conquer the other team which concern with player's modification to be amicable. The player's grouping causes not only the delight but also the unity among the players. According to Amanda Lenhart, he discovered that "video games serve as a major venue for the creation and maintenance of friendships" (2015). Moreover, the online games bring about leadership and follower. Although there is few space to practice leadership skill in reality, the players can be master by practicing these skills in the online game. If they do the mistakes while they are gaming, it does not create negative way to the players. They can run new game to dill and to adjust because the online games are simulation of real world.
In conclusion, playing a video game is significant to develop the player’s brain and skills of living. Continually, the games are not the enemy for the minors because they receive beneficial outcomes: to be nimble, to improve English skills and to be outgoing, from playing the games. Finally, the game is likely to be more beneficial in the future because the world does not stop
McGonigal builds up her explanations more sufficiently by using logos appeal again when she talks about vicarious pride. In doing so, she provides readers with reliable data and diverse information. Firstly, she suggests her points that “It’s no surprise that mentoring our friends and family in gameplay makes us happy and brings us closer together” (McGonigal 87). Then, she refers to Paul Ekman, a pioneering emotions researcher and an expert on the phenomenon of naches. Ekman explains that “this particular emotion is also likely an evolved mechanism, designed to enhance group survival” (McGonigal 87).
Introduction Victory is yours! Don’t you just love the sound of that? I have played a lot video games, and on many consoles in my short life. People play video games to have fun, make money, pass the time, or just to relax, an forget about what has gone wrong in their day. Some people play games all day without sleeping or eating, that’s how serious it is.
In the article Dream Machines, Will Wright tries to persuade his audience to understand that video games have positive effects on the players, such as creativity, community, self-esteem, and problem solving. Wright gives many great reasons and evidence throughout his article supporting his claim. Wright shows an example and reasoning of how games help with problem-solving skills.
Besides, it affects the social development such as the ability to communicate with others and the sleep deprivation. As the gamers will play the game with non-sleep or sleep with 2-3 hours, it affects their consciousness and cause them easy to feel tried. Final is the increasing in aggressive behaviour. Violent content of the video and online games would have adverse effects on the behaviour of the youth. As their ability to judge are not develop well, they will easy to mix up with virtual reality and
In addition, the structure of today 's video games requires certain types of learning that are very helpful to students, specifically computer skills. This proves, that kids are gaining new knowledge from these games. They also improve hand-eye coordination, and raises players’ self-esteem. The article (Wiley 2016) Science Daily states, “Gaming use was associated with better function in brain circuits critical for learning based on the acquisition of new skills through practice.”
But today researchers are finding that video games can actually change us for the better and improve both our mind and body. Which is why today I am going to persuade you that video games are beneficial not just a waste of time. In this speech I will be talking about the benefits of video games on us and why it makes our life better by explaining:
Children around the world play adult content video game And many parents say it is bad for their children; however video games can actually help their children learn. Approximately 90% of children in the United States play video games, and more than 90% of those games involve mature content that often includes violence (Park, 2014). There are those that believe video games are detrimental to society, however playing video games including those with mature content can actually be beneficial to both individuals and society by increasing knowledge expanding the ability to react positively at real life situations and improving cognitive thinking skills. Children that play video games not only have the potential to increase their ability to learn right from wrong, and to improve their cognitive thinking skills the game can also increase a child’s knowledge.
Studies have shown that video games actually help students become social. “70% of all gamers play with someone else on the internet. ”(Devnath). In addition to, children and/or adults who have stress may not have a productive outlet to help them become stress-free, but it has been proven that video games help relieve stress.
In the view of education academics, video games may play an essential role in boosting the performance in particular subjects and the development of varying of skill [3]. While acknowledging that engaging in video games may cause a negative mental effect on the secondary school students, this essay argues that video games education should be implemented because the benefits of digital game based education would possibly become primary to the high school students because it could improve social behavior and increase academic behaviour and performance. The argument that scholars question that video games may cause negative effects on
In contrast, I say using technology game like PlayStation is a way that make people stay together and paly. We can hangout with friends using PlayStation or playing online together and having a fun time. I play online games and it is more fun and challenging. Also, I made new friends when I play with them online, and now I contact with them every day to play online games on PlayStation. playing with friends using technology will not make me feel
The following research paper is about the detrimental effects which video, computer and Wii games have on children’s health. Upon analysis of this issue statement, the impact it has on children will be discussed to show how it affects the well- being of children. Support and refutation of the same issue statement will also be provided in this paper to provide evidence of the research findings in this context. Approaching the end of this paper, personal view point will also discussed followed by few recommendations which are given to improve health or well- being of children who are too much involved video games.
Bad Effects of Violent Video Games: Most of the bad effects of video games because of their violence they contain. Thus children who play more violent and dangerous video games are more likely to have increased of aggressive thoughts, behavior, feelings and decreased in prosocial helping. The effect of violence video games in children is worsened by the games’ interactive nature. For the repeated cases of violence in video games, the child is in control of the violence and experiences in his own eye by killing, kicking, stabbing and shooting in games. Too much playing of violent video game will make the kid socially isolated.
Various games are activities that have been around since the beginning of time has evolved into a technology based forum for all ages called video games. These types of games have become an extremely popular activity and are a big part of a lot of people’s everyday lives. Instead of looking at video games as a leisurely hobby that one plays in their spare time, it is now looked as a positive benefit for people to play. Playing video games are beneficial, according to some studies they can develop cognitive skills, create social connections, and stimulate creativity.
In our time, technology has become one of our essential things in life; specifically video games. Video games are electronic system used to run games. They involve human interaction specially teenagers. Many researches have been done on the effects of video games showing that there is positive and negative impacts. As we know not all video games contain violent contents, but most of them are violent and mentally dangerous.
So studies prove that looking at a television for hours is not harmful to children or teens. “ And because of brain plasticity-based exercises can improve the performance characteristics of the brain of almost every child, these new game-like tools shall be at the core of a schooling revolution” (“Preface to” 2). Therefore video games are not harmful and help teens and children in the world of today. In this paper, the facts have proven that video games can help a person in their everyday life. Whether it is with a social problem they may be having, they can make new friends, open up, and become less antisocial, or maybe that teen who has anger all the time,can take their stress out on the type of video game they may be playing.