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Computer Games : Video Games

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Computer Games Personal computer games also known as the computer games demonstrate the video games which are played on a personal computer rather than an arcade machine or a video game console. The most defining features of these games include a higher degree of user control of the gaming software and hardware, absence of central controlling ability. Another most defining characteristic of the games is the increased capacity for input to the pc, processing and consequently the output. The people playing the computer games are able to interact with objects that are displayed on the computer screen for the purpose of entertainment. The computer games have been classified into different typologies such as skill and action games, role and …show more content…

This consequently translate to consequential behavioral difficulties like violence as well as underdevelopment. Ryuta Kawashima who is a professor of Tohoku University in Japan stated that “the greatest threat from computer games was not in their tendency to arouse aggression, as previously thought, but in the lack of mental stimulation they provided”. The professor with his research team engaged in a procedure of measuring brain activity teenagers while the teenagers were playing computer games and related to another group engaging in arithmetic. The results indicated that, contrary to the simple arithmetic exercise, the computer games did not stimulate the frontal lobe of the brain (Mathews, para 1-15). The brain’s frontal lobe is a vital area that plays the part in repression of the anti-social impulses and is associated with emotion, memory and learning. Absence of stimulation within the frontal lobe of the brain before 20 years of age barred the neurons from thickening as well as connecting. This consequently impairs the ability of the brain to control impulses like aggression and violence. A highly stimulated as well as highly developed brain is able to increasingly control the impulses of violence and aggression. There will be a problem that will be experienced with the new generation of the children who are on the verge of playing computer games never seen before.

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