Stop Playing Video Games

732 Words3 Pages

“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

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