One of the major reasons why some people support the playing of video games is that they assist in the expansion of individuals’ intelligence. This is normally in the case of children whose brain is still growing. Also, some games such as Dance Revolution are advantageous to the kids as they enable them to exercise and have fun at the same time. The supporters of the video games also state that they help in the improvement of coordination and also serve to bring together many people which leads to the making of new friends (Gee 49). Another major reason why some people support the video games is that they are relaxing and fun to play and some games are considered to be educational as they are either based on situations which occur in individuals’ real life or are based on certain simulations. Lastly, the playing of video games is supported by some people as it ensures the growth of concentration power and makes the participant’s mind to become sporty. In addition, some realistic feigning gives learners a chance to experience the outcomes of their decisiveness and consider the solutions decently. Educational computer games have numerous advantages to the students in that learners acquire continuous and contiguous feedback. Learners are able to contain the entire sailing of the game, breaking down Byzantine tasks and this directs or chips in guidelines to learners through diverse steps and game-based tasks. This enables the learner to come up with hypotheses and experimentation.
Cite this document
(“Video games as an art Research Paper Example | Topics and Well Written Essays - 1750 words”, n.d.)
Retrieved from https://studentshare.net/social-science/608408-video-games-as-a-form-of-art
(Video Games As an Art Research Paper Example | Topics and Well Written Essays - 1750 Words)
“Video Games As an Art Research Paper Example | Topics and Well Written Essays - 1750 Words”, n.d. https://studentshare.net/social-science/608408-video-games-as-a-form-of-art.
Cited: 0 times
This paper "Video games as an art" aim at discussing both the views of playing the video games and proving that playing the video games is beneficial to the individuals.The playing of video games involves the interaction of an individual with a particular user interface…
He states that the human intelligence is far more equipped and complex and this concept can be utilized firmly in the presentation of an analogy between an artificially intelligent computer infrastructure and simple structure. He goes onto add that a powerful application based Chess game would definitely have an equally powerful chess database but would know nothing about any other board game, which is contrary to artificially intelligent gaming techniques (2).
One thing common to all these experiences is the wish for an even faster computer. But now it is not only a wish and dream it is a genuine requirement to do several different tasks that cannot be accomplished without this machine or at least may have consumed time that cannot be afford.
Thus, human history remains replete with instances of violent behavior including genocides, ritualistic sacrifices, “torture and mutilation,” death penalty, “rape as the spoils or war,” slavery etc (Pinker 1). Similarly, in human civilizations across the world, violence has always been touted as an “eternal theme in literature, art” and entertainment as well as other forms of creative expressions (Heins 2).
Since, the latter for many years could not go beyond what the influx of mobile video have so far done due to tyranny and aspect of sycophancy by some of the media corporations fearing those who were then in power especially in Libya’s Gaddafi (Boughelaf).
inition, the most important quality that a videogame should possess in order for it to be deemed as art is, its story being presented to the player through its intricately designed graphics which beautifully solicits an emotional response within the player.
Be it the Persona
This principle is applicable in video game controls through graphic elements such as complete three-dimensional engines. Users can use video game controls to change visual angles and see the entire virtual
The coverage of video games has shaped the public debate both positively and negatively. Taking a look at recent statistics, it is clear that close to 65% of Americans play video games (ESRB 1). This percentage includes both