Effects of Video Game in the Students Study Habits

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  • Topic: Video game, Video game genres, Pong
  • Pages : 24 (8703 words )
  • Download(s) : 301
  • Published : March 2, 2013
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INTRODUCTION

Ever since their conception, video games have contained violence, violence being to cause pain or death onto other beings. From the earliest games to most advanced modern 1st person shooter violence plays an important role in games. Determining that violence is present in video games is easy and the answer is yes. The early games like Wonder Boy and Space Invaders contain violence. Wonder Boy contains violence in the form of the hero killing monsters that vanish upon death, the hero himself is subject to violence enemies shoot arrows, throw rocks and swing swords at him. Upon death, the hero himself falls off the screen and the enemies disappear in a small explosion, or puff of smoke. This common depiction of early video games (Crawford 1984; Provenzo 1991) is it violent, yes; it is a high degree of violence that is a little harder to answer. Some people would argue that any violence at all is more than an acceptable, while others may argue that due to the lack of gore and the obvious “cartoons” like appearance of the charters the violence is not a high degree at all. But what where to happen if gore was added and the cartoon appearance were to become much more realistic, with the passing of time new hardware and programming technique this is just what has happened. Since the earliest days of video games, the debate about any psychologically negative effects that they may have on children has raged on. The more realistic and violent games become, the more this argument heats up. Things like the game rating system have been put in place to try to keep kids from playing the most violent games, but the question about how they affect teen behavior has yet to be definitively answered. Video games can have both a positive impact on academic performance as well as a negative effect on academic performance. It is believed the amount of video game playing is the difference. Students who play video games in moderation (less than two hours per day) have shown a positive correlation with antisocial and aggressive behavior as students who played video games more often displayed signs of increased aggression. Additionally, students who played video games in moderation got into fewer fights that kids who played video games more often.

In the past few decades, interactive electronic media has grown from virtual non-existence to one of the primary means of entertainment for college students. In more recent years, the Internet has completely changed the landscape of electronic media from something individual and static into something with the potential to be interactive and social. This paper examines the effects of increased student usage of traditional video games as well as online games. The demographics of the typical game player will be examined along with effects on the individual development and sociological perceptions. This will also look at the potential education utility of video games and the effect of games on student engagement and social development. Video games have had a major impact on how people spend their leisure time. The first generation of video games were nothing more than simple geometric shapes, one or more of which could be controlled by the game player. Each generation of games always uses the newest technologies available, leading to more impressive graphics and realism. Along with these new technologies come more realistic violent acts and situations. Also with each new generation of video games, people are spending more time and money on them. In this article the term video games will be used to define any interactive multimedia in which the human game player has control over the main "character" in a simulated game world. This can include all types of video games such as those played on arcade machines (like the Tekken series), home consoles (like Sony's Playstation), hand-held consoles (like Nintendo's Gameboy) and personal computers (like the...
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