Gaming as a Community Now that technological companies all over the world have set most of the seven billion individuals in the world with a computer, smartphone or tablet, it is time for better software to use with them. This is where games come in. Electronic Arts CEO John Riccitiello stated in a recent interview that PC gaming is the ‘fastest growing platform’. This shows the growing interest in gaming bearing in mind that gamers also have the means to play on. The term ‘gamer’ refers to an individual that plays a game or games, typically a participant in a computer or role playing game. The gaming community has grown so wide in the last few years because of the shift from single player games to multiplayer games on the internet …show more content…
They also enhance abilities such as driving at night in addition to hand eye coordination ability. Obvious benefits are creativity, faster decision making skills and sensitivity to details. Faster reflexes are the cause of first person shooting games while puzzle games help with memory, concentration and pattern recognition. Gamers playing real playing shooting games have been proven to make choices six times a second which is four times faster than most people and also, Hotz mentions that gamers that play games more frequently can can may attention to two more things at a time than normal people. On the contrary, violent games tend to make people feel more comfortable about violence and aggressiveness thus increasing aggressive behavior. Also, playing too much can socially isolate a player as well as keep then in their own little world where the fantasy is more important than reality. Health disorders can occur as well such as bad posture, obesity or even video induces seizures.
Though gaming has its drawbacks, it also has many benefits to cover them. If controlled, gaming is extremely useful and with the amount of gamers in the world today, it proves that it is not just for children or for teenagers. There are millions of adult gamers that understand the importance of gaming in the under the existing circumstances of the world. Individuals that have studied gamers believe that gaming in today’s
Video games can have positive, therapeutic effects on players of all ages, especially those with mental or emotional problems. Games provide a chance to tune out the stresses of everyday life and decompress. Giving your mind time to rest is critical for emotional and mental well-being. Relaxation reduces the risk of heart problems and stroke, boosts memory, buffers against depression, and helps decision making. It even has physical health benefits, by suppressing
When speaking to the audience about gaming, we need to explain that gaming can benefit a gamer lower its stress levels, improve their historical knowledge, and offer a wide range of entertainment. Thus,
A gamer is someone who plays video games as a hobby. Gamers are usually quite good at this hobby. Gaming has been around since 1958. It’s ancient. Few people in the United States have gone untouched by video games at some point in their lives. In fact, it is estimated that the number of gamers around the world is about 1.2 billion people. That is a good portion of Earth’s 7.2 billion population. Gaming is huge. Despite that, there are quite a few stereotypes regarding gamers. Some people seem to think that gamers are all a bunch of nerdy losers who do nothing but sit around and waste their lives behind a monitor and with a controller in their hands. No matter how many gamers are not like this, there will always be at least one individual who will fit this stereotype perfectly. But, this paper will bring to light some things that are more typically true of most gamers, regardless of what other stereotypes they may happen to fit. Believe it or not, video games can actually be
Gaming has been a controversial topic with a line drawn between it. One side believing that video games ruin culture. On the other side of the line people believe gaming has cultural benefits. Will Wright writer of “Dream Machines,” writes how evolution of gaming has changed over the decades and how it benefits today's youth. No longer can we say they will rot your brains, when todays studies show how we benefit from them. As a gamer myself I would like to prove to the doubters how beneficial gaming is.
Being a far cry from the stereotypical “geek culture” it originated from. The concept of “gamer” has undergone a major metamorphosis. Nowadays, the gaming demographic includes almost everyone under the sun who owns a computer or mobile device. The proliferation of these devices and increasing complexity of games have broadened the purpose and role of a gamer. Henceforth, it is far from
Scientifically, each type of game has been shown to help people on a physiological level. First-person shooting games, for instance, have been shown to increase reflexes, hand-eye coordination, and multitasking skills, while RPGs
The hypotheses for the study are: (H1) Due to the large acceptance of video games into the popular culture and
In this essay there was a discussion on how video games developed from arcade games to gaming consoles and home computer games, where video games became a popular form of entertainment and a big part of modern culture in the world.
Gaming has become an important part of growing up for people who were born in the last 25 years. Approximately 3.9 - 4.7% of total world population (250 to 300 million people) is ¡§very active¡¨ or a ¡§frequent¡¨ player of video games or at least owns the necessary equipment. This target group spends five or more hours a week playing video games. The United States is the largest video game market in the world with about 50% of the US population (145 Million people) spending 6.5 hours a week on computers and video games.
The history of video gaming goes back to the 1940’s when academics began designing simple games, simulations and artificial intelligence programs for computer science research. The first video game was invented in 1947 by Thomas T. Goldsmith Jr. and Esti Ray Mann in the United States (James n.d.). Mainstream popularity of this industry only occurred four decades ago, in the 1970’s, with gaming beginning to revolutionize in all forms. Many university graduates and businesses were becoming intrigued by this unexplored and high-potential beginning. These individuals of the past explored the undiscovered and in the 1980’s, had successfully created the golden age of video gaming. This age marked the creation of games such as: Pong (1972); Space Invaders (1978); Asteroids (1979); Pacman (1980); Donkey Kong (1981) and Super Mario Bros. (1985). The Japanese and American industries of this age of early video-game development, quickly rose to become the leading powers in the years to come (Wikipedia Community 2015a). The ludicrous modernisation which has occurred from the 1970’s & 1980’s to today, will be examined with particular focus towards technology, public audience and workplace structure. However, due to the comprehensive history of video gaming that has occurred in less than a lifetime (68 years), limitations will occur with brief and concise information required. Extended analysis will occur with in-text references to the impact of video gaming upon the passing generations.
Videogames has made a new era of entertainment in society. Through the years, video games has been a debate due to concern of one’s health. On the other hand, some latest research has been done to support that videogames are actually good for people. There are four websites that addresses the negative and positive effect on videogames in the society. The websites are, raisesmartkids, Game Designing, Washington Post and Livestrong. Each website has their own authority, clear disclosure of advocacy, coverage, accuracy and currency. One may think that videogames are bad for individuals, but can also be beneficial to individuals.
The persona that the average video gamer is an obvious one. To many, the term “gamer” tends to inspire the idea of a young, lonely boy who consumes a little too much junk food on a daily basis. This solitude is exactly what is wrong with the gamer stereotype. Today’s gamers are experiencing the forefront of technology. An effective combination of new technology and cultural practices has thrust gamers into a new realm of possibility. Gamers are not social outcasts, but rather social pioneers. From MMO’s to MOBA’s, Youtube to Twitch, the power of the gamer has been recognized in profits and sheer levels of participation. With the introduction and development of innovative technology, video games are an elevated social platform.
In the research of “Theguardian” at 2010, it shows there 55% boys and 20% girls play video games and there have a big increasing tendency. For the abc news, it has a survey named Nearly every American kid plays video game. What’s more the article of Emma McDonald in 2017 represents a growing of video games market is $7.8 billion, or 7.8% than the year before. More children’s times was consumed in video games. It is a bad thing for the generation who born in the 21th century, they have to do their homework, but the video games take over their time. And they can enjoy their beautiful life with the natural world or those impressive books. We all know that, from the human process history, all today's high quality
“You are wasting our time in front of those computers, throwing away our life as we are not getting anything back.”
During the eighth week of study a forum post was submitted regarding gaming and young people by T. Wilson (2016). This post questioned how people feel about the impacts of gaming on today’s youth. I responded with a summary of my experience with gaming and what it was to me by writing, ‘… [gaming was] just another way to interact with my family.’ I then wrote about how I believe parents should interact with their children through gaming. Mostly everyone agreed that it was ‘… ok in moderation.’ (Waddell, 2016). Some, however, did write that gaming does more harm than good, particularly in regards to social interaction. I disagreed and wrote ‘that your neglecting the massive benefit technology has had on communication… we can use what we learn [from gaming] in face to face communications.’