Automobiles. Telephones. Lightbulbs. These were some of the major technological innovations created during 1865 to 1920. These creations impacted many Americans, even to this day.
There were three big game consoles introduced in the era of 1976-2000: Nintendo, Sega, and Sony Playstation. The first video game ever was "Brown Box." In 1967, game consoles were not that popular until Nintendo came out with the Color TV game. A problem with the game was that it could only have one title. Then Nintendo came out with the Entertainment system which was one of their biggest hits and gamers could play as many different titles as they wanted.
At the turn of the century, America was introduced to many new technological innovations that changed Americans lives in ways that nobody ever thought
“Every once in a while, a new technology, an old problem, and a big idea turn into innovation” this quote by Dean Kamen explains that when there is a problem we create new technology to solve this problem, and when we create new technology we have innovation. This was like the 1920’s as problem turned into innovation. The 1920’s was a time of advancement from new inventions used in and outside the home, to technology that changed everyday life which impacted the decades to come. The 1920’s was a decade of numerous advancements “that shaped the future and impacted decades to come” (Alchin).
The first console was created by Ralph Baer and his co-workers it allowed the players to control two squares that chased each other on a screen, since then consoles have come a long way. The odyssey was the first commercial video game console created in 1972 it allowed you to play 12 games three years later in 1975 Atari released a home version of the successful game pong it was unique as it showed an onscreen score and in game sound from here game consoles began to take off with the later release in 1977 of the Atari 2600 which used game cartridges that allowed for multiple games the Atari 2600 became a big hit. Later in 1980 Mattel released the intellivision and the console wars began, the intellivison had slightly better graphics and included
Tv consoles started coming out in 1977. Gunpei Yokoi came up with the idea
The reading passage presents issues with the popularity of video games, in the other hand, the lecturer argument against the claims made by the reading about the videogame. Once the reading stated reasons for claiming the videogames for violence, students’ underachievement, and obesity the lecturer presented facts in defense of the videogames. The first argument presented in the listening goes against the idea of the reading that violence is increasing due to videogames. The lecturer states that the studies named in the reading are outdated, and could not represent a statistic of the population due to the fact of the small group used in the research. He talks about a study made in the UK, showing that violent games actually are responsible
(Lefky, 2007) Video games can clearly consume the attention of children and adolescents. However, it is important to assess the extent that video game technology had an impact on childhood education. Since video games have the capacity to engage children in learning experiences, this has led to the rise of “edu-tainment” media. Just by watching children it becomes very clear that they prefer this type of approach to learning. However, it appears that very few games on the commercial market have educational value.
The following research paper is about the detrimental effects which video, computer and Wii games have on children’s health. Upon analysis of this issue statement, the impact it has on children will be discussed to show how it affects the well- being of children. Support and refutation of the same issue statement will also be provided in this paper to provide evidence of the research findings in this context. Approaching the end of this paper, personal view point will also discussed followed by few recommendations which are given to improve health or well- being of children who are too much involved video games.
Over the years there has been a big controversy over whether video games are relatively good or extremely bad for children. Video games are super beneficial to a kid’s learning process and have been proven to increase social skills, productivity, and stress. The fear that video games are harmful to a child, is proven through countless experiments that they are actually great for their growth and brain capacity. Video games can increase the social skills in a child, Xbox and PlayStation provide great opportunities for cooperation and competition. Two different studies, one by Katherine Keyes and the other by Vinay Devnath, both have proved that the use of video games can increase the social skills that many children can’t grasp, “Video game playing is often a collaborative leisure time activity for school-aged children, and these results indicate that children who frequently play video games may be socially cohesive with peers and integrated into the school”( Keyes, PhD).
Bad Effects of Violent Video Games: Most of the bad effects of video games because of their violence they contain. Thus children who play more violent and dangerous video games are more likely to have increased of aggressive thoughts, behavior, feelings and decreased in prosocial helping. The effect of violence video games in children is worsened by the games’ interactive nature. For the repeated cases of violence in video games, the child is in control of the violence and experiences in his own eye by killing, kicking, stabbing and shooting in games. Too much playing of violent video game will make the kid socially isolated.
Firstly, video games improves our interaction skills which is the ability to catch, kick, and throw. ISABEL GRANIC is a Professor and chairman in the developmental psychopathology department, in the behavioural science institute at RadBoud University. She did a research where she studied the difference between the attitude of a group of people who didn’t play video games and another group of people who played interaction video games. She saw that the people who have played video games seems to have much faster
Various games are activities that have been around since the beginning of time has evolved into a technology based forum for all ages called video games. These types of games have become an extremely popular activity and are a big part of a lot of people’s everyday lives. Instead of looking at video games as a leisurely hobby that one plays in their spare time, it is now looked as a positive benefit for people to play. Playing video games are beneficial, according to some studies they can develop cognitive skills, create social connections, and stimulate creativity.
So studies prove that looking at a television for hours is not harmful to children or teens. “ And because of brain plasticity-based exercises can improve the performance characteristics of the brain of almost every child, these new game-like tools shall be at the core of a schooling revolution” (“Preface to” 2). Therefore video games are not harmful and help teens and children in the world of today. In this paper, the facts have proven that video games can help a person in their everyday life. Whether it is with a social problem they may be having, they can make new friends, open up, and become less antisocial, or maybe that teen who has anger all the time,can take their stress out on the type of video game they may be playing.
In our time, technology has become one of our essential things in life; specifically video games. Video games are electronic system used to run games. They involve human interaction specially teenagers. Many researches have been done on the effects of video games showing that there is positive and negative impacts. As we know not all video games contain violent contents, but most of them are violent and mentally dangerous.