Video Games The advent of video games has changed the face of the games played by today’s youngsters. Not only young people even adults are fascinated by this world of games, including console related games as well as online games. These games are becoming a huge craze among the people who want to escape from the monotony of a routine life…
Notwithstanding these criticisms, video games are started to be viewed in a positive manner by other sections of the populations. That is, number of video games that has been recently released promote exercises, strengthens the academic side of the young people and also aids in giving optimum training to the employees in various organizations. Thus, the long established negative views of Video games are undergoing chances. However, still more needs to done to positively tap the video games. So, this paper will critically evaluate the claim that videogames can now be used for exercise, education, and training for many types of jobs, and so the people who blame violence and lack of real social contact on videogames are simply part of an older generation who do not use or understand them. The effect of video games on the physical body of the gamers has been long debated. The earlier view among the parents and other healthcare people was, with the gamers playing those video games by continuously sitting at one place, and giving workout to just their physical organs of hand and eye, the whole body gets negatively affected. That is, due to sedentary nature of the games, the gamers’ physical body became more obese and that has lead to various other health complications including cardiac problems, eye vision problems, etc. However, now many games are being introduced, which does not have the sedentary tag attached to it, instead they facilitate and promote more physical activities by the participants. “Cut up your gym membership card, fire your personal trainer and cancel that Jenny Craig food order. If you want to get lean…, perhaps you should start with a video game console.” (Saltzman 2009). These words aptly sum up the positive impact of these video games. These types of games, which promote exercises, are referred by the term Exergaming or exer-gaming, which is a portmanteau of the words “exercise” and “gaming”. These exergaming or exercise promoting video games are being developed based on the technology, which tracks the body movement and inputs/outputs as part of the games. Although dancing games such as Konami's Dance Dance Revolution have been around for many years, this trend of exer-gaming “really took off with Nintendo's Wii Fit…, [and] thanks to its collection of aerobic exercises, stretches, yoga lessons and minigames for the Nintendo Wii console.” (Saltzman 2009). In addition, there is a Wii Balance Board, which is similar to the white bathroom scale and its purpose is to measures the weight of the users, as well as sense their movements when they stand on it in relation to the game. After the introduction of these games by Wii, other key players, Microsoft Xbox and Sony Playstation also came with their own versions of activity games, mainly based on the motion sensing technologies. That is, as mentioned above, these consoles had specialized tutorials which helps the users to carry out various forms of exercises including aerobics, yoga, etc. More importantly, many of the general video games or titles like Tennis, Boxing, etc, etc., were created or even tweaked to bring the motion controller into ‘play’, thus enabling more activity while playing these games. The basic feature of these games and the motion controller is, it does not allow the gamer to play game by sitting idly, instead they have to be quite active, making them run, jump, etc, ...
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“Video Games Essay Example | Topics and Well Written Essays - 1750 Words”, n.d. https://studentshare.net/sociology/7789-video-games.
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