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Effect of video games in the classroom
Impact of video games
Impact of videogames
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In the article called “Gamer communities: the positive side” Keith Stewart opens the article by using a quote from Howard Rheingold. This quote discusses that gaming is a good way to make friends through mutual interest. This sets up his main idea by introducing the concept of mutual interest in making friends. He then goes into the story of when Phantsy Sar Online was first released in 2000 and how when the US population entered the game, the Japanese population helped them get started and introduce game mechanics. He uses this story and the fact that the video game community started with the arcade boom in the early 80s and that even though there were some rough patches, particularly with social media, there was always a good foundational community.
In “The Gamer’s Dilemma”, Morgan Luck seeks to align the moral standards of virtual murder and pedophilia. To this end he examines five arguments that are used to defend virtual murder while denounce virtual pedophilia. They are as follows: • Social acceptability A. Here Luck attempts to dissuade the notion of moral relativism. He does so with an illustration from history that of slavery, by showing that slavery was socially acceptable he claims thusly that it must be viewed as morally correct in the realm of this argument.
Many of those who criticize videogames do this by comparing them to books. This comparison is seen as injurious and incorrect to author Steven Johnson. He believes the two are separate from each other and should not be looked at as one in the same. In his essay “Games” he outlines and argues that reading and gaming are different from each other, that both should be valued in their own way, and that books are crafted for and are better at expressing knowledge and opinion. A book and a video game are more unalike than many are willing to believe; they are both completely different mediums.
When he obliviously states “Chess, you might say, is the king of stupid games: the tide line where stupid games meet genius” (Anderson par.13). Just from his use of language he makes his claim weak by using, “might”. He initially claims that chess is “stupid”, then he implies that the players are geniuses. Contradicting himself because a game like Chess can develop players to become smart. Later in his writing he also implies that more recent games require “more intuitive and intimate motions” (Anderson par.19), which require for players to learn things from gaming.
Every few years a new discourse community arises, one of which that not everyone believes is actually considered a discourse community. The newest of which is the community of gamers. Most people don’t believe that the community of gamers should actually be considered a discourse community. That’s what I’m here for. I am going to disprove those who don’t believe that gamers are a legitimate discourse community.
Shanna Ruden Composition II Professor Jurrens February 27, 2023 View on Video Games Mathew Walther comes out with a very bold and strong statement claiming that he has an issue with what the nerd culture has become. When Matthew Walther published his article “Sorry Nerds: Video Games Are Not a Sport” he tries to explain in a variety of different ways how video games aren’t a true sport; yet proceeds to use the reference that watching CNN with your grandpa could be a sport biased on his definition of a sport. With the way the author is trying to describe how he doesn’t think video games are a sport to his audience he leaves out some key things. Some of the things that Matthew Walter did a good job in his article was how he gave a lot of examples
Nigel Dinh Ms. Maloney English II Honors 26 February 2023 Games Are A Distant Reality The power of video games is helping with real-life problems and helping gamers escape reality. The phrase “reality is broken” forms the central thesis of Jane McGonigal’s story, Reality is Broken: Why Games Make Us Better and How They Can Change the World. In the book, McGonigal explains the idea that games have the power to fix real-life problems by giving players a sense of purpose, positive emotions, and social connections. As well as wanting to show the world what the future is going to be for those who gamers and are not familiar with video games.
He concluded that, educationally, there are both positives and negatives to using video games in both of these ways. Using educational video games promotes interactivity, as well as provides those who learn-by-doing with an alternative experience from the classroom. He also mentions that educational simulations, video-game-like software that resembles real life situations, such as military practice or using the stock market, have been created to better many professions. While speaking, Gabe noted that some students might not benefit from educational video games if one possesses a different learning style, such as one favoring lectures in the classroom. In his research he discovered that recreational video games encourage problem solving, critical thinking, decision-making, and many more skills that are very valuable to the field of education.
The Kyoto Protocol is a worldwide agreement that is directly connected to the United Nations Framework Convention on Climate Change. The significant component of the Kyoto Protocol is that it sets tying focuses for 37 industrialised nations and the European group for lessening nursery gas (GHG) emissions. This adds up to a normal of five for every penny against 1990 levels over the five year period 2008-2012. The significant refinement between the Protocol and the Convention is that while the Convention urged industrialised nations to balance out GHG emissions, the Protocol confers them to do as such.
Although video games may be a bit more dramatic than real-life war, teens will discover strategies to fight, and hide. Video games are a highly beneficial activity for youths everywhere, and they should be kept. According to the article, (Mohammadi 2014) “How online gamers are solving science’s biggest problems”, in 2011, people playing Foldit, an online puzzle game about protein folding, resolved the structure of an enzyme that causes an Aids-like disease in monkeys. Researchers had been working on the problem for 13 years, yet the gamers had solved it in three weeks.
Technology could help people adapt in ways that could help them change the way they live and think. Although, it could negatively affect the way people process information through the internet such as having problems with literacy and distractions. In “Smarter than You Think”, Clive Thompson claims that technology can help humans be smarter. Technology such as computers to mentally challenge themselves, so they can improve. Thompson talks about how playing a computer in any sort of game like chess could be a game changer for humans to help them improve their performance and overcome their mistakes.
Video games education is a method of teaching by using electronic games as the learning material. Teenagers from fifteen to eighteen, who have been called as “K-20 students” [1] or Net Generation since mid-1990s, playing video games as pastime leisure and expose to digital multimedia more often compare to the older generation. The issues of implementing video games education has been the subject of debate within education and sociology communities due to its appeal to contemporary students. Discussion among sociology scholars focus on the aggressive behaviour and hostility of youngsters who are involved in a video game in a great length of time and a specific type of games [2]. However, some academics argue that video game becomes an interactive learning platform of social education, especially with players verses players (PVP) games.
But today researchers are finding that video games can actually change us for the better and improve both our mind and body. Which is why today I am going to persuade you that video games are beneficial not just a waste of time. In this speech I will be talking about the benefits of video games on us and why it makes our life better by explaining:
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.
We find that the attitudes and belief of the professors might have influenced the selection and the scope of incorporating video game elements into the course. For example, Dr. Edwards’ belief about what gamification represents, specifically the use of points, affected the way gamification was activated within his course. Although he used points during the game quiz, he did not have the full desire to experiment with it more. Sometimes, he made a comment, which might have affected the students’ perception of badges and rewards: “It looks silly! But it is something to show appreciation of your effort.”