Since its release in 2012, massive multiplayer online (MMO) game Clash of Clans or COC have been attracting mobile gamers. It is now the most played game if not the most played multiplayer game mobile game in our country, Clash of Clans is an online video game where players construct villages, strengthen troop and raid, and destroy other villages to ravage their resources. Clash of Clans has become so popularly addictive that an estimated 8.5 million people are playing it on a daily basis. Clash of Clans is categorized as an addictive online game, which experts compare it to gambling, cigarette, and alcohol addiction. It also has negative consequences to the health of players, and on their bonding time with their loved ones. It can also create …show more content…
Playing such kind of game may have negative effects to a person. It can greatly affect a person’s health; it can be mental, social, or physical.
The significance of this study is to determine the various negative effects of too much playing of clash of clans and to determine the signs of being a clash of clash addict. It is important to know these negative effects in order for a person to be more aware and responsible of one’s limitations and actions when it comes to playing clash of clans. Players should realize that excessive play of clash of clans is not good because too many hours of playing Clash Of Clans and lack of sleep may cause chronic diseases that can lead to heart disease and stroke if not prevented also it will sacrifice the important priorities such as eating, sleep, work, school work and even relationships just to play the game, playing without enjoyment for protracted periods, becoming irritable when force away from playing the game, using secrecy and deception in order to create gaming time and also spending hours every day on any game is clearly a terrible habit, and can negatively impact people’s lives, especially students.
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The game also encourages or can lead to gambling for example a 2 groups of people will have a bet through money which they will decide how much and whoever wins the game in clash of clans which it is called a CLAN WAR will get the money that they agreed to be the winning prize for the winning team. While playing Clash Of Clans, 100% of players experience emotions and feelings, 50% of players experienced rejection, anger and worst hatred towards their competitors; 25% of players felt fear, anxiety, and distress, players who experience anger while playing the game Clash of Clans will lead them to be desensitized to violence, they will likely to develop aggressive and violent thoughts and
Lipsyte analyses how games are becoming a problem, shows the causes of behaviors that are involved, and shows the effect is has on our personal
Native communities, historically, have struggled economically compared to those of other races nationwide. So, some tribes decided to search for alternative sources of income to boost their profile and diversify their investments. One of the ideas tribes had was starting gaming operations. This idea became reality in some tribal communities with the opening of bingo operations and casinos. Today, the true effects of gaming facilities on tribal land is debated, with the consensus leaning towards minimal benefits.
Option 3: Argument Life can either be taken way too seriously, or not at all. Some people choose to take life seriously by following all the rules that are enforced on us from birth until we get older, and others choose to take their own path and see where it takes them. The second behavior can be seen as treating life like a game. In Catcher in the Rye by J.D. Salinger, Dr. Thurmer says that “life is a game that one plays according to the rules,” and Mr. Spencer mentions that idea to Holden while they talk. Although Holden does not think life is a game, his behavior and experiences show otherwise throughout the book.
Various groups of young children all around the world are wasting their time and even money on certain, nonessential games that aren’t worth it. Not all games are worth playing because, they lower some of the students’ confidence levels, encourage the stronger players to pick on the weak, leaving them without any chance to play, and the weak can’t defend themselves through all of it. Article, Position on Dodgeball in Physical Education by NASP and television clip from Freaks and Geeks both address/display the unimportance of one of these games, dodgeball. These reasons provide more than enough proof to eliminate these useless games for good. Most of these unnecessary games lower other's’ confidence in themselves.
The article “High-Jinks: Shoot-Out” by Guy Martin, researches the story of several New York High Schools, participating in an end of year activity that is involved with mediocre violence, made for kids to have some fun with their town, and their classmates. These role playing games are very beneficial for students to participate in, because they teach kids that team work, and extraordinary skills are needed to “survive”. Role playing games with simulated violence are diverting for kids, because they teach and allow kids to be boisterous. The game allows the students to plan, organize, and concoct a plan, for a game that involves nearly the whole city and school. As seniors in highschool prepare for graduation and adulthood, this game gives them the freedom to be kids again.
Role-playing games with simulated violence are dangerous and a threat to students and society because sometimes people take it too far, it promotes illegal actions, and students ambush each other First of all, sometimes people take it too far.
Expanding on pathos appeal, the game's use of clans allows players to team up. This relationship can become crucial as the progresses and a players grows to depend on his or her clan. A strong sense of community can develop and speaking from personal experience may become the main reason a player chooses to play the game. All of these variables are carefully constructed to persuade the target audience to play the game. The target audience in this case being people that enjoy strategy and base building games as well as group play.
Prolonged use of electronic screen products causing eye and visual discomfort, blurred vision and even double vision. Also a fixed posture can cause or exacerbate musculoskeletal symptoms. For the psychosocial health, it is easy to cause addiction and cyber-bullying through playing games. As gamers spent most of time on online game and electronic screen products, it affects their daily routine such as studying and working. Also, characteristics of the current information and communication technology make cyber-bullying happen more easily, their self esteem may become lower after cyber-bullying by others.
Annotated Bibliography for Internet Addiction Lisa Comtaruk October 27, 2017 Bishop, J. (2015). Psychological and Social Implications Surrounding Internet and Gaming Addiction. Hershey, PA: Information Science Reference, an imprint of IGI Global. The book focuses on the negative side of technology and how people fall prey to gambling and gaming addiction (Bishop, 2015).
What a great fun that I feel when I win a difficult video game, it is really exciting. It took me a very long period to forget the massage on the screen (GAME OVER ).But with the time I realized that Playing violent video games is no more likely to be damaging to young children’s behavior than those considered harmless, so that I choose some researches that can deal with case . More and more kids are playing video and computer games — especially ultra-violent ones that are top sellers. Research shows that children are also spending increasing amounts of time playing them: an average of 13 hours per week for boys and five hours for girls.
There are games that literally replicate and give people the ability to score points for doing the very same thing that these students are doing inside schools, where you get extra points for finishing someone off who’s lying there begins for their life.” ( 6) There are several ideas that say young people benefit from these violent video games “Surprisingly, playing video games can help our physical, mental, and emotional health.” It helps them to improve hand eye coordination and thinking ability. These benefits are not worth the risk of being influenced by violent video games. (7) All in all the research and officials say that violent video games affect how children, teenagers and young adults act.
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.
Playing violent video games in a wide range at a “pathological” level that causes damage to family, social, school functioning. Because of addiction of playing video games will a cause of bad effects on children’s health like obesity, video induced seizures and postural, skeletal and muscular disorder such as tendonitis, nerve contraction and carpal tunnel syndrome. Research say that addiction to video games increase he depression and anxiety level. It also exhibit social prohibits and it is not surprising that video
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.