Gaming, the growing titan of the media industry, has affected almost everyone in some way, even if they do not play games themselves. Everyone knows at least one person that plays games, and whether they play them on a computer, a console, or a mobile device, their gaming has most likely affected their relationships and health in some way. They could cancel events with friends using the excuse that their World of Warcraft raiding guild won’t wait for their real life, or they may suddenly shave off a lot of belly fat, and credit their excessive play of Wii Sports Club for their rapid boost in physical health. The two games mentioned prior, one being a massively multiplayer online roleplaying game (MMORPG) and the other being a fitness game, are completely different, and thus, effect the people that play them in different ways. On top of that, the differences between these two games are just an insanely small snapshot of the variety of games. Just like works of literature, there are several different genres that define games such as: platformer, simulation, education games, and many more. This variety of genres attracts many diverse groups of people, and this allows gaming to effect large groups of people in a multitude of ways. At face value, it may just seem like a form of entertainment, but this power that video games have over significant portions of the masses allow them to change how people interact with themselves and others. There are several positive mental and
The sociological interpretations of video games are almost as numerous as the games themselves, and like many aspects of our society can be harmful or beneficial depending on how they are utilized by an
There are many methods in which providers are reimbursed for services. Some of these methods are:
In today’s culture, people who regularly play video games have been stereotypically viewed as overweight, lazy, slobs, who can’t keep a job and never leave their homes. However, a majority of the population plays video games or owns a console. These stereotypes mostly apply to PC gamers, and MMO players in particular. While most people don’t develop such severe addictions to the game, there is a group of people who suffer. These people are usually imagined as overweight men in their parent’s basements, sporting acne and greasy hair. There are most definitely people that fit this profile, however, video game addiction can claim many different people from many different walks of life. It is most definitely a serious issue, but some people don’t see the degree to which it affects everyday life. Personally, I feel that I can elaborate on the matter with a different perspective, as I have been closeup and personal to video game addiction.
Have you ever wondered how so many people can play video games for hours? Or how gamers can connect to people in the “virtual world” and learn life lessons? In the book, Reality Is Broken: Why Games Make Us Better and How They Can Change the World and the article “Becoming Part of Something Bigger Than ourselves” by Jane McGonigal says “the single best way to add meaning to our lives is to connect our daily actions to something bigger than ourselves and the bigger, the better” (446). In 2009, McGonigal’s best video game, SuperBetter, went viral. The popularity from the video game increased gamers to battle health challenges like depression and anxiety. Mcgonigal's video game also increased better communication skills between friends, family,
Thesis Statement: Though video games have a controversial and sometimes negative reputation, when used correctly they can benefit a person’s emotional wellbeing, motor skills, and potentially aid their health through video game exercising.
This article of Lisa Bowen on American Psychological Association in 2014 significantly discusses the mental effect of video games regarding the development of personal health. The influences and outcomes of gaming techniques do not only improve the cognitive and decision-making skill but also, help to enhance the social interaction. Moreover, under-researched data and statistical information collected from psychological studies across the level of university and medical college, the biological progress that video game is starting to change within human mind is fascinating. In compelling with my original thesis, the article of Bowen stands out as a scientific framework that supports the logical flow of the paper. Statistical data can also be used in term of solid and credible evidence for real life
Video games have been around since 1950s and have gone a long way from what they are today. They are in no doubt a big part of our society and with doing so they have been criticized by many. Video games come in different categories which include: action, racing, adventure, role-playing, simulation, strategy, and sports. The purpose of these games can be casual, serious, art, Christian, and educational. You can play these games on different types of platforms as well to make it the gamers preference. In today’s society, it is common for one to play video games. Some people play causally and some play professional to make money. Even though, video games are now mainstream, they are still being stigmatized and it has been like that since the creation of them. Some people see video games as a waste of time and that they are unproductive, but after being studied thoroughly by researchers that is not true; video games are known to have benefits. It can help children with development and it can help adults perform better at their job. It can also help people with different disorders. Video games should not be stigmatized because of the advantages ranging from cognitive to social benefits for children, people with disabilities, and adults.
Griffiths makes an emotional appeal by relaying the actual effects on the gamers to the reader. Some research has suggested negative effects from video gaming. Furthermore, a 2012 study conducted by Chiawen Lee, Kirk Damon Aiken, & Huang Chia Hung, concluded, “high-usage gamers have lower levels of self-reported consistency and stability in their lives,” which contradicts Griffiths’ findingss on the health of effects of video gaming. Furthermore, a study that looked at the effect of video games on couples discovered a positive correlation between the time men spend gaming, and the amount of time arguing as a couple. Interestingly, Griffiths seldom mentions the negative health effects of gaming. Griffiths preaches the positive health effects of video gaming by claiming, “[video games] have very positive health effects on people’s lives,” and reinforces this by harping on the psychological benefits of increased self-esteem, lowered stress, and heightened experimentation. The mention of a multitude of positive health benefits, by a reputable source, is intended to emotionally persuade parents on the advantageous effects that video gaming can have on their
I remember coming home eagerly waiting for my older sister to arrive home so I could tell her about everything I learned in my third grade class. I was looking out the window for hours, waiting for her to arrive home, my mother told me that she was probably staying after to make up a test before she left for work. It was evening when my father arrived home and she still was not there. He noticed me gazing out the window because he promptly asked me,
Video Games cause social isolation, for example a 15 year old boy in Sweden pass out after playing World of Warcraft for 24 hours straight, he passed out because he started experiencing social withdrawal, the kid was lacking contact with other humans, and his body’s response to the problem was to pass out. On an extreme level, Ruya Cunningham, a college student spent twenty hours a week playing video games, she eventually “dropped out of school, stopped exercising, and even stopped bathing” (Marcovitz 70). Later on, Ruya Cunningham developed depression, but she kept playing video games because she was addicted to the game. When people are addicted to a game, there is a spiraling vortex sucking the gamer away from society and from sanity. As a consequence of playing violent video games, many teen gamers struggle with real world relationships, this is because they form close virtual relationships with people they meet online. A man in Wisconsin has formed a tremendously close relationship with a group of guys he plays online with, he discusses politics with them and they send each other Christmas gifts even though they do not know each other (Marcovitz 70-72). Video games can also affect the players mental and their physiological state.
M. E. Rutger Engels and Adam Lobel. The research journal explores the benefits of playing video games. Similar to Jane McGonigal, the authors of the journal state that video games can be motivational, important for social bonds, research and so much more. The source of motivation for gamers is failure, players try their best. When they do fail it does result in [A]nger, frustration, or sadness, although players often do feel these negative emotions intermittently. Instead, or as well, players respond to failures with excitement, interest, and joy” (Granic et al 71). Essentially players get a sense of optimism from playing video games. Similar to the primary source, Granic et al state that players do not give up when they do lose in a game. Instead they persevere and become better. The research journal includes a study conducted in the U.S in which it [S]howed that adolescents who played games with civic experiences (e.g., Guild Wars 2, an MMORPG, or massive multiplayer online role-playing game) were more likely to be engaged in social and civic movements in their everyday lives (e.g., raising money for charity, volunteering, and persuading others to vote) (Isabel Granic et al. 73). This is similar to Jane McGonigal statement in the primary source. She also believed playing video games leads to players feeling extremely well about themselves. This then encourages them to help others and causes bigger than
contributes both positive and negative health related habits to the lives of gamers. Some would
Beside the mental effects of gaming, lay the physical effects. Another belief of gaming is that it is physically threatening, and if not taken in moderation, that may be true, but at face value, some video games can be a very useful tool for physical fitness. “Serious” games, as mentioned previously, are games that are designed for personal improvement, but as stated by Mark Baxter, “serious” games are just a subgenre of a more encompassing genre known as lifestyle games. According to Baxter, these games lack the more academic focus typically associated with “serious” games, yet still focus primarily on improvement through tier one gaming experiences. An example he gives of a successful lifestyle game is Wii Fit, which is a game that consists of exercise activities. He also claims that games like these have been adopted in several physiotherapy rehabilitation centers (Brain Health and Online Gaming). Baxter is right on this claim. These lifestyle games, also known as fitness games, contain a variety of physical benefits, including rehabilitation, and thankfully, several console designers are attempting to embrace these positives. In 2006, Nintendo released the Wii console, which is the console Baxter’s example was played on. It saw large commercial success due to its ability to provide gamers with an entertaining and physically stimulating experience, selling over one-hundred million units worldwide. This console allowed players to exercise in a unique way that entertaining,
Herman et all (2002) points out that history of video games begins from 1971 year, when Nutting association released 1500 machines with Spacewar video game. At the beginning it was too difficult to control the game process and playing machines had huge dimensions. But by the time with new technologies they become more compact and easier to play. According to the information given by Herman et all (2002), the period between the years of 1978-1981 is called ‘golden age’ of video game industry. In this period the arcade games ‘Football’ and ‘Space Invaders’ were released. All previously known sale records were broken by these two games with nearly equal wages. In this time interval great breakthroughs in the field of graphics were achieved,
The definition of risk management which is given by the NCPI is the expectancy, identification, and assessment of a possible risk where a process is started to help take away any possible risks that can be associated with something or to help lower the amount of risk in which could be used to bring it down to a place which is deemed to be at more of a tolerable level. What this is doing is showing us that as we place certain control over risks any type of risk that is similar to these are then associated with each other. These risks are more easily controlled due to having them all in more of an organized fashion leading to our efforts to combat these risks to become more effective. This then helps these risks from becoming increased or even having other risks as a result. The whole notion of risk management is by acting on these risks before they become more serious we can prevent these actions from happening ultimately widening our control over them.