Effect of Online Gaming to the Students Essay
* An online game is a video game played over some form of computer network, using a personal computer or video game console. * â€œOnline gaming is a technology rather than a genre, a mechanism for connecting players together rather than a particular pattern of gameplay.â€ Online games are played over some form of computer network, typically on the Internet. One advantage of online games is the ability to connect to multiplayer games, although single-player online games are quite common as well. A second advantage of online games is that a great percentage of games donâ€™t require payment. Also third that is worth noting is the availability of wide variety of games for all type of game players. â€œCan video games make you smarterâ€ begins with asking what youâ€™re looking to gain by playing them. Did you know that: * Point: Video games are fun, but theyâ€™re not very productive or useful. * Counterpoint: One of the biggest benefits of video games and other interactive training techniques is that they offer a type of engaging and interesting activity that can help build and practice new skills * Point: Video games only train you in specific skills, which doesnâ€™t impart any greater ability to approach new challenges or obstacles. * Counterpoint: The key here is in the design and goals of the game in question. Whatever the game aims to train is what youâ€™ll learn. Games that take the problem solving puzzles and critical thinking exercises that most of us remember as schoolchildren and update them with an interactive and adult-targeted medium can still impart those skills to older players. The issue with many â€œbrain trainingâ€ video games is that they want you to believe that youâ€™re â€œgetting smarterâ€ by increasing your cognitive ability, or somehow protecting your brain from decay or the effects of aging by playing them. That may not be true, but games carefully designed to build problem solving, critical thinking, and reading comprehension skills will help you build those skills. * Point: If games in general can help you learn specific skills, thereâ€™s no need for video games specifically. You can just pick up a crossword, textbook, or mystery novel and hone those same skills. * Counterpoint: The big difference between picking up the New York Timescrossword and playing the iPhone version, or playing Scrabble at a table versus with other people in an internet-connected game like Words with Friends, is really in the person who plays the game. Strictly, interactive media are an artifact of our time, and appeal to people who would otherwise reject those older mediums in favor of newer ones. In addition to catering to our desire to be constantly connected and our need for immediate feedback and rapid-fire puzzles and challenges, video games resonate with us in a way that other media doesnâ€™t. That isnâ€™t to say thereâ€™s no place for an old-fashioned mystery novel to challenge a reader to decipher an authorâ€™s carefully laid clues before they get to the last page, but thereâ€™s certainly room for both. There Are Psychological, Physical, and Therapeutic Benefits to Video Games, Too * In addition to the benefits of learning new things and developing new skills, video gamesâ€”when properly appliedâ€”can have therapeutic and mental health benefits. If you play video games as a hobby or for relaxation, you likely already know that they can help you relieve stress and anxiety and help you relax. Negative effects of online gaming: * Since the advent of coin operated arcade games, video games have come a long way and spread to the homes of many children and teenagers, in both developed and developing countries (Bryant & Vorderer, 2006). On one hand, the fierce competitions among the gaming giants such as Nintendo, Sony, and Microsoft can be blamed for this phenomenon; while on the other hand, the internet alone is responsible for placing a universe full of games at arms reach of anyone with a computer and a decent internet connection. However, many games are not suitable for certain age groups. These include games which contain material that is explicit in either the lyrics of its songs, its bloody and gory action scenes, or even scenes that are considered borderline pornographic (in the game Grand Theft Auto: Vice City, the main character can enter strip clubs and receive lap dances) (Allofgta, 2008). Usually, many of the games containing significant amounts of violence are designed for mature audiences; nevertheless, their popularity among teenagers and children, who ironically constitute the largest contributors to the profits reaped from these games, is always on the rise. In Lebanon and many other countries in the middle east, no video game rating system or law exists, which allows children and teenagers to buy any game they want. Consequently, as Vorderer and Bryant explain (2006), â€œyoung the-essays.com review video game players may be exposed to substantially more violent content than ever beforeâ€ * Excessive violence in video games has many significant negative effects on children and teenagers. The nature of todayâ€™s gaming market doesnâ€™t seem to help the situation at all. Every year, hundreds of new games are released into stores, adding to an already abundant library of blood and gore, which leads to a decrease in the price of previous yearsâ€™ games. In addition, since the price of CDs and game related hardware is on the decline, it is becoming easier and more economical for children and teenagers to play these games in the comfort of their own home, instead of paying hourly fees at Local area network gaming centers * Other pro-violent video game activists take on a whole different approach in their defense strategy. * Three major negative effects are manifested in the majority of gamers who play violent video games. To begin with, gamers show a weakening in their pro social behavior, which include poorerrelationships and drug related problems. Secondly, users start to exhibit violent behavior which can manifest itself in their thoughts or physically. Finally, desensitization, the loss of proper response to violent images, also lurks behind these games. * Video games are the subject of so many studies, not to mention findings. Some suggest cognitive benefits, others behavioral issues that may or may not persist over time. Importance of the studies * The researcher also believes that not only the students will be benefited from the findings of the study but the instructors and the faculties as well. For they will be advised what to do to give more emphasis to the studies and the learning of the students. They will have an idea on how to get the attention of the students through their studies. Students most specially who has lower grades or failing grades. Definition of Terms There are terms of this study the student researchers defined to help the reader understand well the terms used. * Age. stage of life: a stage or phase in the lifetime of somebody or something length of somebodyâ€™s or somethingâ€™s existence | * Dropped. lessen: to decrease to a lower level, rate, or number, or make something do this * Effects of on line games Â * Failed. unsuccessful: unsuccessful, or not having done what is expected or needed * Gender. Gender is a range of characteristics of femininity and masculinity. Depending on the context, the term may refer to the sex * Passed. be successful, or declare somebody successful: to be successful in a test or examination, or officially decide that somebody has been successful in a test or examination
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