One of the most talked about activities today are video games. In the gaming community, three games stick out as being the top most played games; League of Legends, Counter-Strike: Global Offense (CSGO), and World of Warcraft. Some people who do not play a lot of video games do not know much about these games and background information; also there are some controversy with video games like good things and bad things in effect from video games.
To start off, League of Legends is a team oriented strategic game and the goal of the game is to bring down the enemy nexus. There are five champions on each team and each champion has their own style. There are some that ranged marksman, then there are bulky melee champion, or there are the magical
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This is also where champions go if they die and gives health and mana to the players. There are three lanes that the champions go to; bot for the bottom lane, mid for middle lane, and top for top lane. Also on the map, there is a jungle where powerful monsters are, if they are defeated in battle, they give the destroyer a "buff" that benefits the champion. The two most powerful monsters in the jungle are Baron Nashor and Dragon. In the lanes there are powerful turrets that stop enemy champions from getting into the base to destroy the Nexus. Also computer controlled minions go into all the lanes that help with destroying turrets. Champions get experience if they die near them and will get gold if the champion gives the killing blow to the minions (What is league of legends? …show more content…
Some researchers say that violent video games challenges the brain. Games encourage passive learning. Video games teach key principles like, if you get first you win, and trial and error is the fastest way to learn. Scientists say the brain works like a video game in the way people think through things is like a simulation (Glazer 27). Increasingly, researchers are studying why games are so engrossing, and some are urging educators to incorporate games' best learning features into school programs. Students who pass school test often cannot apply their knowledge to real-life problems (Glazer 8). Digital literacy teaches students to get information from different sources. Twelve and thirteen year olds typically used computers to increase their knowledge. College professors now use gaming in teaching techniques (Glazer