Video Game Essays (Examples)

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Video games should be used to assist with education. While video games are often not considered valid as educational resources, there is no question that they have a unique ability to engage children and teenagers. This means that they can be used to improve education, and there are a number of ways in which this can be done.
Video games have merit as educational tools. They are interactive, which engages young children in a way that passive learning cannot. Games mimic how young children learn about the world because of this interactivity.

In one study on the use of games in 1st and 2nd grades, it was found that games can help improve students' learning of math, reading comprehension and spelling. There is increased motivation for the students because of the game situation, and there were improvements in classroom dynamics as well. This indicates that for younger students in particular, games are….

Video games wall days. I, admit, killing, abuse women, utter destruction amazing. But ? After, people buy . But games played children. As introduction, Call Duty 2: Black Ops Parcheesi, games involve things varying degrees unpleasantness opponent's game pieces; Parcheesi pieces seldom deliver realistic- innards game board, thing.
The effect of violence in video games

There is presently much controversy regarding video games and the effect that they have on people, given that numerous parents have reported that their children started putting across violent behavior as a result of playing certain video games. Considering that both demand and offer of video games involving exaggerated violence are constantly increasing, it is only natural for parents and video game designers to consider the effects that such games can have on vulnerable individuals. ith technology having experienced a rapid advance during the recent years, simulated violence in video games has reached new levels and gamers….

Video Games and Violence in
PAGES 10 WORDS 3864

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 video games that are violent, (Kooijmans). This model operates on the theory that both situational and person logical variables interact to affect a person's internal state that comprises of cognition or thoughts, affects or feelings and arousal or physical. These aspects influence each other and they all affect a person's interpretation of an act that is aggressive. Once the brain completes its interpretation, a process for making decisions starts taking place. This model states that violent video games have long-term….


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 just blow her away. Just blast her. Watch her head just explode and her brains drip down the walls. Wouldn't that be cool.

Even though the person in his room still looked like a Viking Warrior -- although his friends and he called them something a lot less polite than that -- he figured out that it was his mother. He staggered out of bed and gave her a hug. He really liked his mom. She was nice and smart and….


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 data yields produced the same outcomes, demonstrating and supporting the hypothesis of this study.

There is no need to develop tables and perform experiments when previous studies have done that, and the information that exists is pertinent to the hypothesis of this study. What does need to occur in gathering the data from other sources, is that that data needs to be coordinated and presented together here in a way that the results are more visually comparable. It should, then, be….

inning a game activates a cerebral reward center, in a way that 'teaches' players to be violent in a Pavlovian way, so the players associate acting violently with gaining a reward. This thesis has been supported by recent MRI scanning research examining the brains of children who have just played violent video games: "A new study employing state-of-the-art brain-scanning technology…say that brain scans of kids who played a violent video game showed an increase in emotional arousal -- and a corresponding decrease of activity in brain areas involved in self-control, inhibition and attention" (Kalning 2006). Rather than enhancing the types of personality traits that are desirable in a harmonious society, video games numb the qualities that make us social animals.
Advocates of video games, however, note that the games have been used in positive ways: "Several studies cited by the ESA [Entertainment Software Association] point to games' potential benefits for….

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 or changed to an adult time slot; instead, public service announcements were produced using George eeves, in character and costume as Superman, expressly warn children not to try to emulate their hero. That approach solved the problem of inappropriate and dangerous behavioral emulation among children too young to distinguish entertainment from reality.

Much more recently, movie theaters began restricting entrance to movies with violent content or expressly sexual themes and imagery based on age; however, those restrictions are flexible enough to….

Video Games in America the
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How much of an influence do violent video games have in terms of making young people aggressive? An article in the scholarly journal Aggressive Behavior (Barlett, et al., 2007) (titled "Longer You Play, the More Hostile You Feel: Examination of First Person Shooter Video Games and Aggression During video Game Play") states that 70% of college students are "avid" video game players. Also, video game sales are "steadily increasing, reaching 2.9 billion dollars in 2004" (Barlett, p. 486). The most frequently rented games are violent, very often including sexual themes, the article states. Moreover there is frequently a great deal of "blood and gore" associated with these games, and adolescent children prefer violent video games to more mellow or sports-related games. Add to that the fact that video games are becoming much more realistic, some are in 3-Dimensional formats, and they have "an addictive quality," Barlett writes.

And so this is….

Video Games, Violence and Aggression
The Effect of Video Games on Violence and Aggression

Numerous arguments over video games primarily center on topics such as sexism, nudity, racial profiling, sex and criminal behavior as well as other provocative material. Many conflicting results have been brought out of research and study of the relation between video games and its assumed effects of violence and aggressive behavior. Here, aggression is defined as behavior intended to harm another individual who is motivated to avoid that harm. Emotion, effect, or aggressive thought, plan or wish are not included .This means it includes attempts to harm regardless of if the harm was committed or not. Violence on the other hand is refers to extreme forms of aggression, such as assault and murder. In essence, all violence is aggression but the reverse is not true.

Literature Review

According to Anderson & Ford, 1986, Ballard & Wiest 1995, playing violent video….

Video Games Have for a
PAGES 33 WORDS 9936

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 (artholow,
ushman & 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 with a gun and bombing are also elicited. It was also explained by Walsh (2004, 2006). That the exposure of a teenaged brain to video games results in certain violent long-term effects.

In Steven Johnson's book, Everything ad Is Good for You, he argues that video games in fact demand far more from a player than traditional games like Monopoly. To experience the game, the player must first determine the objectives, as well as how to complete them. They must then….

" (Eagleheart, 2000) Eagleheart (2002) notes that violence does constitute a primary concern for children, particularly in schools. ather than contributing video games as a cause of violence in children, she encourages educators and others to look deeper and consider that violene has goals; that the particular goal will depend on the individual.
At times, goals of violence may be evident, conscious choices from a child is playing now wants. Other times, goals may not be evident nor conscious. Possible examples of goal from violence, Eagleheart (2002) suggests, include but are not limited to:

child's need to try to secure power and control;

child's expression of painful emotions (anger, fear, despair) that he/she may be experiencing;

child's method of protecting him/her;

child reenacting and experience to try to obtain a different result;

child displaying behavior but he/she learned from others.

Trouble? America's youth, particularly boys, are in trouble. According to Conderman, Heimerl and Ketterhagen (2001), the most….

Video Games and Violence
PAGES 10 WORDS 2914

Behavioral and Cognitive Consciousness and Cognitive Behavior Treatment
Prelude

In this modern era, technology has made us its slave. Life has never been this flexible and convenient bringing efficiency and speed too. The technology has certainly altered our methods of communication, socializing, entertainment and maybe the way we behave. In this research paper, both popular sources and scholarly sources will be employed to discuss the possible effects of video gaming on youth. The evidence is irrefutable while the popular opinion is different and favors gaming. Video games are alleged to cause violent behavior while society believes that different factors are at play.

Video games appeared in the entertainment industry 65 years ago. It was a simple 'Cathode ray tube amusement device' completely changed the way gamers play games today. There are multiple gaming platforms. These platforms are diverse ranging from computers, video game consoles, smart phones and arcade games which host these video….

, 2000). Specifically, the fact that video games portray extremely violent actions without a human cost can lessen a person's natural response (including empathy) in addition to promoting reckless conduct in real life.
It is not necessarily that teenagers consciously believe they can "do" what they see in the games the way children sometimes come to believe that they can fly. But they may absorb unconscious images that inhibit their ability to anticipate real-life consequences of certain choices and behaviors (ilson, Smith, Potter, et al., 2002). According to the Joint Statement on the Impact of Entertainment Violence on Children presented to the Congressional Public Health Summit July 26, 2000 by several very prominent pediatricians and child psychologists:

"At this time, well over 1000 studies - including reports from the Surgeon

General's office, the National Institute of Mental Health, and numerous studies conducted by leading figures within our medical and public health organizations

- our….

-Onge, Keller, and Heymsfield, children are spending a lot of their time performing a wide range of sedentary activities including but not limited to playing computer games and watching television (qtd. In Stern and Kazaks 97). Lack of physical exercises has been identified as one of the contributing factors to obesity. It therefore follows that sedentary video game activities effectively increase a child's chances of being obese.
Dissenting Views

In seeking to offer a balanced view of the issue at hand, it would be prudent for me to take into consideration the other side of the debate. To begin with, one of the arguments that has been fronted in an attempt to deny any link between crime and violent video games claims that studies seeking to prove the said link are out to use video games as a scapegoat (Gaines and Miller 60). In the opinion of the authors, this argument or….

Video Games and Views on
PAGES 4 WORDS 1128

To the extent that it is important for the general public to appreciate the serious consequences of military conflict, exposure to thee games, especially among young people who are so impressionable, may be contrary to the interests of society in principle.
Community Response to Military-Sponsored Video Game Centers

The connection between computer-based video games and real-world knowledge about military weapons systems and tactical combat operations has not been overlooked by the U.S. military either. Various state and local laws strictly prohibit military recruiters from approaching individuals under the age of 17. Partly to get around these restrictions, the U.S. military has established video gaming centers in several states where middle school-age students and high school-age students can play the latest computer-based video games for free. These centers are festooned with military-oriented artwork and memorabilia and staffed by military personnel in civilian clothes who do not approach underage players. Nevertheless, critics of….

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2 Pages
Term Paper

Recreation

Video Games Should Be Used to Assist

Words: 606
Length: 2 Pages
Type: Term Paper

Video games should be used to assist with education. While video games are often not considered valid as educational resources, there is no question that they have a unique…

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3 Pages
Essay

Recreation

Video Games Wall Days I Admit Killing

Words: 974
Length: 3 Pages
Type: Essay

Video games wall days. I, admit, killing, abuse women, utter destruction amazing. But ? After, people buy . But games played children. As introduction, Call Duty 2: Black Ops…

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10 Pages
Research Paper

Recreation

Video Games and Violence in

Words: 3864
Length: 10 Pages
Type: Research Paper

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…

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13 Pages
Creative Writing

Recreation

Video Games Are the Background

Words: 4119
Length: 13 Pages
Type: Creative Writing

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…

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7 Pages
Term Paper

Recreation

Video Games Violence Aggression and

Words: 2319
Length: 7 Pages
Type: Term Paper

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…

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2 Pages
Essay

Recreation

Video Games and Violence Violent

Words: 784
Length: 2 Pages
Type: Essay

inning a game activates a cerebral reward center, in a way that 'teaches' players to be violent in a Pavlovian way, so the players associate acting violently with…

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4 Pages
Term Paper

Recreation

Video Game Violence and Restrictive

Words: 1110
Length: 4 Pages
Type: Term Paper

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…

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4 Pages
Thesis

Recreation

Video Games in America the

Words: 1291
Length: 4 Pages
Type: Thesis

" How much of an influence do violent video games have in terms of making young people aggressive? An article in the scholarly journal Aggressive Behavior (Barlett, et al., 2007)…

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2 Pages
Research Proposal

Recreation

Video Games Violence and Aggression

Words: 580
Length: 2 Pages
Type: Research Proposal

Video Games, Violence and Aggression The Effect of Video Games on Violence and Aggression Numerous arguments over video games primarily center on topics such as sexism, nudity, racial profiling, sex and…

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33 Pages
Dissertation

Recreation

Video Games Have for a

Words: 9936
Length: 33 Pages
Type: Dissertation

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…

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20 Pages
Term Paper

Recreation

Video Games & Violence in Children

Words: 5597
Length: 20 Pages
Type: Term Paper

" (Eagleheart, 2000) Eagleheart (2002) notes that violence does constitute a primary concern for children, particularly in schools. ather than contributing video games as a cause of violence in…

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10 Pages
Research Paper

Recreation

Video Games and Violence

Words: 2914
Length: 10 Pages
Type: Research Paper

Behavioral and Cognitive Consciousness and Cognitive Behavior Treatment Prelude In this modern era, technology has made us its slave. Life has never been this flexible and convenient bringing efficiency and speed…

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15 Pages
Thesis

Children

Video Game Violence During the

Words: 4289
Length: 15 Pages
Type: Thesis

, 2000). Specifically, the fact that video games portray extremely violent actions without a human cost can lessen a person's natural response (including empathy) in addition to promoting reckless…

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3 Pages
Essay

Recreation

Video Games on Children This

Words: 1012
Length: 3 Pages
Type: Essay

-Onge, Keller, and Heymsfield, children are spending a lot of their time performing a wide range of sedentary activities including but not limited to playing computer games and watching…

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4 Pages
Term Paper

Military

Video Games and Views on

Words: 1128
Length: 4 Pages
Type: Term Paper

To the extent that it is important for the general public to appreciate the serious consequences of military conflict, exposure to thee games, especially among young people who…

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