Note: Sample below may appear distorted but all corresponding word document files contain proper formattingExcerpt from Essay:
Magic Circle: Good or Bad
The so-called "magic circle" is the phenomenon whereby the lines between the video game world and the "real world" are blurring or even disappearing in multiple ways. The question posed and to be answered in this report is whether or not this is a good thing or a bad thing. As with most things, there is no single answer that is correct all of the time. While there is nothing wrong with a healthy escape at one point or another and while there are extremely healthy and fun outlets that can be realized and experienced in video games, too much of a good thing can always turn bad beyond a certain point.
As should already be clear from the thesis, there is nothing wrong with a life that involves video games, even if it is to a fairly heavy degree. However, there is a tipping point that anyone can surpass or exceed that shifts the healthy and normal to the excessive and personally damaging. Even so, having a strong connection between one's video games habits and one's regular life is not a bad thing as long as certain boundaries are not crossed. There are two reasons why the disappearing "magic circle" is not a big deal and is actually a good thing. One reason is that the social element of video games that used to be commonly non-existent due to people needing to be sitting in front of the machine is now basically gone now that games are designed in whole or in part to allow for (or even encourage or require) interactions with others while the game is in process or during a respite. Indeed, massive multi-player online game like World of Warcraft and Everquest are proof positive that there can be a very heavy force urging people to collaborate and work together socially and in an organization fashion as achieving the "best" parts of the game are not possible if this is not done. Even games that are solo in nature from a playing standpoint, as an option or the only way to play, allow for a social element including the winning of "trophies" and collaborating/sharing with others such as screen captures of gameplay and shared experiences.
Another way that video games blurring with regular life is that gaming can have a number of other benefits such as better physical fitness, better mental acuity and overall enjoyment during one's off-time from work or other requirements of life. Indeed, a friendly game of Madden between friends can lead to mutual enjoyment and competition. There are even tournaments where thousands of dollars are at stake that center around games like Madden and first-person shooter (FPS) games. In short, gaming can lead to increase involvement and avenues including competition, social exposure and outreach and a shrinking globe overall. An example of the latter are people from several different continents playing the same game at the same time. Gaming is not unlike Facebook in this regard and there is a heavy intersection between the two, with perhaps the most sterling example being games within Facebook. A person can create a virtual farm, just as one example, and other users can come in and help with the farm while the primary user is away.
However, there is a notably dark side to the lines between gaming life and real life becoming less visible if not non-existent. Just as with other pursuits and hobbies such as consumption of alcohol, gambling, competition and so forth, some people take things entirely too far and to entirely too much excess. This may sound far-fetched to some but it is most certainly not true. There are people that literally play the games entirely too much and/or take the games entirely too seriously. Another reason this blurring many not be healthy is that people get disconnected from reality and end up engaging in real-world behaviors that would never be acceptable or moral in real life. People online commonly trade verbal jabs and talk trash but some of these exchanges can end up in threats of violence, if not actual violence. Furthermore, there are people that play these games so much that they end up forsaking and ignoring the more serious and important callings and requirements of life such as bathing, getting educated or going to work. In some limited, but certainly existent, examples there are people that are actively disregarding if not neglecting family members and other non-optional obligations such as caring for a child or sick parent. Another concern, albeit much less severe, are the thousands (if not millions) of kids and young adults that get wrapped up in games and just focus on that and being a mooch rather than getting jobs or paying rent.
The answer to the darker aspects of gaming above can be answered to fairly simply. Just as with things like guns, money, power and other aspects or items of life, just about anything can be abused or misused. Even basic things like water and oxygen can be lethal if administered in the wrong way and/or if administered to excess. Indeed, straight oxygen is actually toxic given that most of our breathable air is nitrogen and not oxygen. Furthermore, water poisoning is a real thing. However, to look at behavioral cues and trends, just about anything can be a fixation or excessive habit. Suggesting that video games be banned would be akin to suggesting that guns, relationships, baseball bats, knives and so forth (not to mention many other things) should be banned because they are the home (or the cause) of death and destruction. However, the problem with these illegal (or at least immoral) acts is the people and their mindset and not the items/concepts themselves. As such, moving to ban or regulate those items too severely is just going to come down hard on those that are doing nothing to deserve the limitations and bans they are enduring and the afflicted are just going to manifest their perversion and/or dysfunction in other ways.
As far as the literature that informs or contradicts the items above, one such work was authored by Henry Jenkins. One of the examples and ideas that was forwarded in that work was that video games can teach people to kill, maim and destroy in much the same way that is taught and cultivated for people that actually do such things for a living such as the military. Such rhetoric was advanced by no less than a retired West Point military psychologist. However, Jenkins shoots down, to use a pun, the idea that the content and context of the game alone is the only thing that should be looked at, Indeed, he states that to assume that the person playing the game does not know full well that it is not "real" and it is indeed a contrived and fake scenario and event would seem to render the player devoid of any conscious effort to not actually do such acts in real life. This is not to say that players of these games may not lack the proper reasoning to understand that it is just a game but that is not the fault of the game and would indeed be caused and cultivated by other factors such as upbringing and education, just to name to main ones (Jenkins). Contrary to the above, the other side of that coin, and as offered via the counterpoint noted above, is noted in Turkle's work is that society is becoming entirely too "tethered." Meaning, people of all ages are entirely too attached and relegated to their use of technology and it is really to an unhealthy degree in a lot of ways. Examples of this are texting while driving, truly not "unplugging" when out of the office or…[continue]
"Video Games A Problem " (2014, June 07) Retrieved December 7, 2016, from http://www.paperdue.com/essay/video-games-a-problem-189723
"Video Games A Problem " 07 June 2014. Web.7 December. 2016. <http://www.paperdue.com/essay/video-games-a-problem-189723>
"Video Games A Problem ", 07 June 2014, Accessed.7 December. 2016, http://www.paperdue.com/essay/video-games-a-problem-189723
Dopamine is a pleasure inducing chemical that is secreted whenever an individual engages his/her mind in the playing f video games. The New brain research that was conducted years back (Bartholow, Bushman & Sestir, 2006) was the first to show that the playing of violent video games results in bad health of the players. The emphatic responses of the brain to the simulation of certain real-life violence such as shooting
The second way is that individuals, specifically children can become desensitized to violence. This is because, daily exposure to violence may make one lose their emotional impact on them. Apparently, when one becomes emotionally numb, it becomes easier for them to engage in violence (Harding). The General Aggression Model This is a model that attempts to explain both the development of aggression an individual differences in susceptibility to the influence of
Robert thought that this was actually very cool. He liked the idea of picking all of his favorite characters from all of his favorite games and making up his own new game. That would be so cool. And then he could make all of the characters do exactly what he wanted them to do. Like the Viking Warrior standing in his room. He could take out his laser sabre and
Video Games and Journalism This past summer Rupert Murdoch, founder and CEO of News Corp., the world's second-largest media conglomerate, found himself in the midst of a controversy stemming from a phone-hacking scandal perpetrated by several reporters from his now-defunct New of the World tabloid. On July 19, 2011, before a group of British lawmakers, looking dejected and frail, the media icon confessed that his organization "had broken our trust with our
It would seem that on the basis of the causation rationale that age restrictions on violent video game content is no more logically justified than other types of overly broad restrictions (Olson, 2004). In the 1950s, several instances occurred where young children watching the original Superman television series fell to their deaths after trying to emulate the star character's leaping takeoff from high-rise building windows. The series was not cancelled
Methodology The methodology that will be employed in this study will be a desk survey of existing studies. The data complied by the studies will be analyzed, as will be the processes and methodology used in those studies. The data compilation and yield will be discussed in comparison between studies, and an attempt will be made to take the information and use it in an overall presentation that shows that the
However, boys played almost two times the amount of hours as girls. Gentile stated, "It is important that people realize that playing a lot is not the same thing as pathological play. For something to be an addiction, it has to mean more than you do it a lot. It has to mean that you do it in such a way that it damages your life. This is why we-based