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To What Extent Do You Agree That Video Games Have Had a Positive Effect on Society - Case Study Example

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This paper under the following headline "To What Extent Do You Agree That Video Games Have Had a Positive Effect on Society?" will provide an argument and discussion about video games and its influence on the children. This influence will be shown, described, and discussed.  …
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To What Extent Do You Agree That Video Games Have Had a Positive Effect on Society
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Extract of sample "To What Extent Do You Agree That Video Games Have Had a Positive Effect on Society"

To what extend do you agree that video games have had a positive effect on society? Further essay will provide an argument and discussion about videogames and its influence on the children. This influence will be shown, described and discussed. Taking three most important areas and kinds of human condition the effect caused by video games will be regarded from the three different perspectives which are three different conditions of the human behaviour. These conditions are education, interaction and entertainment though it may be argued that such things are more like activities and not conditions. It may most probably be so but it doesn’t mean that it can’t be named otherwise or both these names can be applied. Backtracking to our topic these activities/conditions will be analyzed to fulfill the purposes of the following commentary. Another necessary detail is the presence of not only stand position of the author but also an opposite position supported by counterarguments. These rightful and fair opposite point of view will be considered as a different opinion though its basics and foundation will appear according to the facts, truth and the highest logical probability. After the chain of arguments which will provide different positions on the matter of the negative or positive influence of video games on the children the conclusion will be made. Video games are very popular nowadays and their influence on children is very significant. Opinions all across the world on the matter of advantages and disadvantages of videogames as a free time activity differ. Most faithful and core audience who like and support video games consist from people of age 12-28 in average of course. While young people, teenagers and kids adore video games as their favorite activity their parents criticize video games. Parents worry for their kids and they represent solid part of the video games opposition. Nevertheless parents` disapproval of videogames because of their violence and other harmful effects doesn`t really change the situation (Wolf, 2008). Video games now are more popular than ever and they are a new successful form of media content and easily accessible entertainment for everyone (Epstein & Beecher & Roemmich, 2007). Video games have their honorable place among the 21th century most widespread and interesting inventions alongside with internet, Skype, wi-fi, and laptop. So considering all the advantages of videogames it is possible to claim that positive effect of videogames on children’s personal development, individuality and character formation from social, physical and psychological perspective overweigh disadvantages. Time of education corresponds the time of most joyful, active and popular usage of game consoles. It is exactly at the time of school or university that the person tries different activities because this person is young and everything seems fresh for him (Dill & Brown & Collins, 2007). But it is obvious that education which is the foundation of our intelligence must not be harmed by the entertainment. Therefore to give them each their own space the border line must be drawn between the duty of a human and human’s right for rest after the fulfillment of that duty. Videogames propose a lot of numerous creative possibilities of learning and educating (Gee 2007). Modern ways of education successfully adopted internet, computers and tablets for the better quality, easiest access and faster process of education. Nowadays technologies amaze people providing a possibility to study without a need to leave the house. And not only study! Do anything you want: buy, watch, talk, listen, play, work and be happy. Such progress eliminates many of the negative sides and after all it brings knowledge, information and entertainment to the masses (Gee, 2014). Such astonishing fulfillment is only one click away. Nowadays some even call videogames a new form of art and the only one where the consumer is at the same time a developer because he who plays is the main hero who drives the plot and moves the reality (Gunther 1998). Such creative, imaginative and totally magnificent possibility can educate people to do anything in the form of a game because training in reality is the best way of training. Videogames provide an opportunity to exist in the virtual reality where anything is possible. Adversaries of the videogames state that viogames distract children from their education in school and impedes them from doing their homework. They also blame videogames for making children lazy and leaving them without sports acitivity. Opponents and parents of the younger generation argue that videogames are not sport and so it don’t give needed physical exercise. As the most perfect and interesting hobby videogames are very tempting which is a reason of an easy developed addiction towards them. But if something is too good it doesn’t necessary mean that something is bad and must be neglected. In only means that for the better of his best experience it should be moderated and used smartly because otherwise it will eventually lose its originality and fresh taste. That can be used to anything which justifies the significance of the golden mean, harmony and balance in any questions. Most of all it is in parents` hands to moderate the time and schedule of their children because otherwise children’s biorhythms and healthy condition will be shattered (Clarke & Mitchell, 2005). Because everything new, interesting and bright seems ten times more desirable in the childhood parents who forget their childhood can’t understand the way their children behave. Such thing is usual and conflicts between parents and their children can’t just wind off because these differences are natural. Because children don’t have money it is also up to parent to decide what games buy for their children – foolish but bright and cool action games which are good as a distraction or educative quests that help bring logical approach to the life (Smith & Tosca, 2013). With the help of internet connection children play role-games as parts of the team (Berger, 2006). This and the true deep interest in the plot helps young people to develop team skills (Barclay 2014). Working in a team is popular among the gamers and on the world game championships where gamers from all over the world come to battle each other team-games are most interesting ones because they show how different people coordinate their efforts creatively to reach the same goal. Nevertheless video games are more of a hobby or work (if you’re a gamer or game-developer) but it can’t create real knowledge or give basic information. It is a useful activity like swimming but which is also good for the brain. For example quest games demand logical thinking and reasonable rational mind. After all video games yet are neither an art form nor education but they can continue to go in that direction in order to reach the culmination point. The most interesting part of the games phenomenon is their unpredictable future (Kutner & Olson, 2008). Video games can be used only as a tool because any artistic method, medium or genre serves only as a conductor of ideas and what is necessary is the idea itself, its nature and plan of the creator. Videogames now are more an individual activity than a social one. But this first sight of the issue is not perfectly right becayse despite that videogames is a bonding activity for friend and family. That is because video games eliminate only physical part of the social interactions and while in the internet on the social page or in chat of multiplayer role game conversation, which is the main part of any intercourse, remains. Above that it gives to the spoken word literature aspect because if player doesn’t have a microphone or doesn’t listen he uses written texts and messages to contact others. In the future materialistic aspect of the human life will be overthrown by the massive expansion and extension of electronic devices and virtual reality will connect people’s opinions, ideas and mind instead of their bodies which are so fragile. Such futuristic reality is shown in many science-fiction novels and films (Brown 2014). Opponents of the videogames state that videogames are not a socially acceptable acitivity because it doesn’t train face to face communication. Communication in future will be with less emotions and with more sense, rationality, intelligence. Materialistic thinking finally overshadows itself because it creates something that will eliminate the nature of itself. That is the concept of World Web. Face to Face contact can be good one and pleasant but it can also with an equal probability be the opposite of that. Future communication will eliminate such things as shouting, beating and physical disrespect. Of course that doesn’t mean that it is better to speak with people only with devices (Tavinor, 2009). Not now yet. Everything must flow easy and steady and without excessive efforts. Video games like the games on WII console can be a good entertainment for the evening company of guest and they can play tennis or dance like at disco without the need to leave house. That is beautiful. But physical activity and sport are not for all and if it is useful it doesn’t really mean that it is desirable. Some people like football and never play videogames, there are a lot of children who like both these activities and all of them are right. With moderate usage both football and videogames can bring some good (Newman, 2007). Video games just as television are better because they are less risky than letting kids play outside where they can easily be crashed by car or a dog can bite them. A lot of parents don’t have time to look for their children all the time and so when they give their kids videogames or DVD they can be sure that nothing bad happens with them while mother cooks the food or work. Opponents state that because of this kids spent less time on the fresh air. Fresh air and friends, bicycle rides, “cowboys and Indians”, football and skiing are important and they are too interesting, active, useful for the children’s evolution. It’s all in time management really. Moderation and rational, smart approach towards different activities creates equal variety for the all-round and comprehensive development (Vorderer & Jennings, 2012). Overall videogames have more potential as a beneficial tool for the sake of developing some useful qualities, fulfillment and expansion of creative imagination but only in smart portions which will also allow to acquire basic computer and virtual skills needed for the future nature of human relationships. More than that videogames can be criticized only when they are used more often than needed but that fact is not firm foundation for the criticism because in that case overconsumption of yoghurt could bring statements that yogurts are bad. In other words – advantages and practical use of videogames are more real than contrived arguments from opponents. References Barclay, R., Do Video Games Make Kids Saints or Psychopaths (and Why Is It So Hard to Find Out)?Available from: Read More
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