Preview

Advantages and Disadvantages of Onlne Games

Good Essays
Open Document
Open Document
2659 Words
Grammar
Grammar
Plagiarism
Plagiarism
Writing
Writing
Score
Score
Advantages and Disadvantages of Onlne Games
Computer games are indisputably popular among teenagers. Because of their widespread use, many studies provide data on the short- and long-term effects of regularly playing computer games. Some studies conclude there is a link between playing violent video games and tendencies towards violent behavior. Increasingly, the social element to playing computer games affects how teenagers interact with peers. Playing computer games has also been shown to improve problem-solving skills and increase adeptness at using technology overall. But an addictive aspect to many games suggests that playing in moderation is critical.
Related Studies

An online game is a game played over some form of computer network. This almost always means the Internet or equivalent technology, but games have always used whatever technology was current: modems before the Internet, and hard wired terminals before modems. The expansion of online gaming has reflected the overall expansion of computer networks from small local networks to the Internet and the growth of Internet access itself. Online games can range from simple text based games to games incorporating complex graphics and virtual worlds populated by many players simultaneously. Many online games have associated online communities, making online games a form of social activity beyond single player games.
The rising popularity of Flash and Java led to an Internet revolution where websites could utilize streaming video, audio, and a whole new set of user interactivity. When Microsoft began packaging Flash as a pre-installed component of IE, the Internet began to shift from a data/information spectrum to also offer on-demand entertainment. This revolution paved the way for sites to offer games to web surfers. Some online multiplayer games like World of Warcraft, Final Fantasy XI and Lineage II charge a monthly fee to subscribe to their services, while games such as Guild Wars offer an alternative no monthly fee scheme. Many other sites

You May Also Find These Documents Helpful

  • Good Essays

    Unit 1 Exercise 1

    • 835 Words
    • 3 Pages

    Online gaming is big business these days, with thousands of people connected to each other every…

    • 835 Words
    • 3 Pages
    Good Essays
  • Satisfactory Essays

    In the modern world we rely on the internet for much of our communications. We also use the internet for research and leisure; one very popular pursuit of that leisure is online gaming. Games such as World of Warcraft and Call of Duty have become hugely popular in all parts of the world. Not only can you play these games as a single or multi player in your own home, as was the case fifteen or twenty years ago, but now with the advances in networking technologies you can play against like-minded gamers from all parts of the world – or even just your friend a few miles away. When you are playing a game against someone on the other end of the planet you may not think twice about it, but if you do think about the technology which makes this possible there is a lot…

    • 732 Words
    • 3 Pages
    Satisfactory Essays
  • Good Essays

    Video Games Dbq

    • 624 Words
    • 3 Pages

    According to John DiConsiglio between 70% and 90% of teens in the United States play video games and it is said that 5% to 10% of those kids are addicted to gaming, but what about the other 80%? Although people may argue that the internet or video games cause adolescents to have antisocial personalities that isn’t necessarily true for every person. The internet and videogames can have positive impacts on both the world and people’s lives. The internet and both online and video games aren’t detrimental to adolescents’ intellectual and social development because they can be used for educational tools and they allow teens to become more involved in the world around them.…

    • 624 Words
    • 3 Pages
    Good Essays
  • Better Essays

    In the United States video games and violence have become synonymous to each other. Some of the most popular games today tend to be the most violent. This has brought up the issue of video game violence and its relation to adolescent violence. Many argue that video game violence primes anger and aggressive thoughts in the individual using them. But research and proof of this argument has been limited, inconclusive, or contradictory which has brought up debate over the issue. Two scholarly research articles, “Video Games and aggressive thoughts, feelings, and behavior in the laboratory and in life.” by Craig A Anderson and Karen E Dill and “Video Games and Youth Violence: A Prospective Analysis in Adolescents” by Christopher J Ferguson, published in 2000 and 2010 respectively, debate this topic and discuss the psychological effects of violent video games on the user. The article by Anderson and Dill asserted that video game exposure increased aggressive traits long-term and short-term while the research article by Ferguson made the claim that outside conditions and factors such as personality traits, family environment, and depressive symptoms far better indicated increased aggression or youth violence than violent video game play. Both articles conducted their own studies in attempts to measure the correlation between video game violence and aggression level. However, Ferguson’s article had a more complete argument, accounting for more outside third variables, expanding upon data from previous conducted studies, and counter-arguing opposing studies and evidence against video game violence. Overall Ferguson’s article provided a stronger argument against video games causing violence and aggression, drawing upon more references and evidence, counter-attacking and pointing out flaws of previous research conducted, and analyzing numerous other factors.…

    • 1577 Words
    • 7 Pages
    Better Essays
  • Best Essays

    The purpose of this study emphasizes on both, the positive and the negative impacts of playing video games on the teenagers. Over the last 30 years video games have made an impact on the way teenagers spend their leisure time. This research hypothesizes that social interaction, psychological, in particular aggressive behavior, health and academic performance is greatly affected by the extensive use of video gaming. The research proposal is further supported by the literature review of various articles including an article by Brandon T, which states that video games influence the beliefs and self esteem of children. In another article by Steven J Krish, it was proven that a positive relationship prevails between video gaming and self aggression, among the age groups of 11-17. In order to prove our hypothesis, both the primary and secondary research was conducted. The primary research was followed by questionnaires that were distributed among the targeted group and also an interview was conducted with a gaming technical. Our secondary research consisted of various articles. The information narrowed down brought very sensitive issues into the limelight. It was observed that almost 72 % of the teenagers suffered from acute aggression, bad grades and health issues, thus proving our hypothesis correct. However only strategic games were given a positive response as they sharpen the minds of the players but on the whole the negative effects overshadow the positive side of…

    • 5814 Words
    • 24 Pages
    Best Essays
  • Powerful Essays

    “Currently there are more than half a billion people worldwide playing online games at least an hour a day -- and 183 million in the US alone.” (McGonigal, 2011) There is an extensive anti-game lobby that believes video games promote violence, anti-social behaviour, and zoned-out teenagers. However, there is ample evidence to support my theory that video games have been unfairly maligned. In this paper I will examine research and anecdotal evidence to illustrate why video games are good for you.…

    • 2900 Words
    • 12 Pages
    Powerful Essays
  • Good Essays

    “. . . a new study has found almost half of all "heavy gamers" are six- to seventeen-years-old” (Bennett). The current generation is one being born into the most technologically advanced civilization ever. While this is excellent from a scientific standpoint, it can have some serious negative effects on children growing up with this equipment. Video games are gradually becoming more popular with today’s youth. The rise in video game popularity has caused a major problem with increased aggression and video game addiction in young players.…

    • 1549 Words
    • 7 Pages
    Good Essays
  • Good Essays

    When thinking about the effects of video games on America’s youth many negative aspects come immediately to mind such as aggression or attention deficit concerns. Mainly as result of mass media attention given to subjects such as law suits and violent crimes, these negative effects tend to take center stage. Is it possible that there are positive outcomes from the use of video games which are just as valid? Each type of game requires different skills if the player is to be successful; many involve problem solving, fast reflexes, coordination or social skills. Collectively, video games exercise almost all cognitive and social skills used in real life (qtd in Spence 92). While the foremost reason America’s youth participates in the activity of video gaming is purely entertainment, there are many positive skills and mentalities learned from this participation including coordination, spatial recognition, problem solving, teamwork and creativity. The best way to ensure a favorable effect on children from video games is to monitor the quality of the content.…

    • 997 Words
    • 4 Pages
    Good Essays
  • Good Essays

    Types of Online Gamers

    • 531 Words
    • 3 Pages

    From the original Atari to the Xbox 360 videogames have changed a lot and came a long way. Major advances have been made and online games have become a major part of what teens do today. Millions of people across the world play online games. With the innovation of being able to battle against other people across the world, “campers”,” loud mouths”, and “try hards” have arose in the world of online gameplay.…

    • 531 Words
    • 3 Pages
    Good Essays
  • Powerful Essays

    interactions, meaning that they provide an activity for friends to participate together in. Online video games can promote interactions with others across the game network and establish new friendships.…

    • 2635 Words
    • 11 Pages
    Powerful Essays
  • Best Essays

    In recent years, technological advances have introduced many new forms of entertainment, one of the most popular being video games. Since their introduction, professionals and parents have become concerned with the addictive power that video games can have on people, particularly children and adolescents. Today, concern has shifted from the addictive effects of video game playing to the possible effects that they have on players’ aggression levels. As defining aggression as any thoughts or behaviors related with the intention to cause harm. Many scholars have been researching videogame’s effects on children. The most popular aspect of videogame research is whether or not games increase aggression.…

    • 1669 Words
    • 7 Pages
    Best Essays
  • Better Essays

    Video Games Are Beneficial

    • 1909 Words
    • 8 Pages

    Video Games have come a long way since their first introduction into the main stream. With video games becoming more sophisticated and using advanced technology, it seems as if video games are closing in on the gap between games and reality. However, as video games become ever so life-like it brings up the question of if the violence associated with video games is having a negative consequence. There have been many accusations over the years over the harm video games are causing children and teenagers. Experiments have been conducted trying to associate a link between video games and aggressive behavior. Even the media has been known to point fingers at video games for the cause of children committing criminal activity. Despite these many accusations, I tend to argue that video games are not as harmful to the mind as portrayed by the media, and instead beneficial.…

    • 1909 Words
    • 8 Pages
    Better Essays
  • Good Essays

    Many children and adults play violent video games on a regular basis, but are they doing more damage than people think? The amount of time teens spend hours playing violent games in a day is shocking. Everyday locked in their rooms, with their highly addictive simulations can do more harm than we think. Though creators state their games improve children's mental skills and reflexes, due to the different tactics involved, this can be expressed in different ways, making one believe that violence is always the way out; the right way to deal with things (St. John). Violent role-playing games have a bad impact on teens because they are addictive, portray unnecessary violence, and can cause antisocial tendencies in players.…

    • 887 Words
    • 4 Pages
    Good Essays
  • Good Essays

    videogame violence

    • 1077 Words
    • 5 Pages

    Videogames have been around for 30 years, with space battle being the first video game in which the user had to kill the enemy spaceships in order to advance to the next level. Although experts and activists have tried to ban the production of violent video games, due to the lack of solid evidence that these types of games are what stimulate teenagers to commit crimes, their attempts have been futile. They argue that gamers tend to be more aggressive, exhibit low academic performance and are more than likely to engage in gun fights with their peers. Although many do not need more evidence to agree with this, there are some scholars that disagree and have strong evidence to support their theory. They experiment with young gamers to show that violent videogames do not stimulate any hunger for getting involved in gun fights and violent actions without care for the negative effect it might have on the youngsters. In fact, they suggest that videogames has positive effects such as helping the children to socialize and develop strategies to solve problems.…

    • 1077 Words
    • 5 Pages
    Good Essays
  • Good Essays

    House Bill

    • 7778 Words
    • 32 Pages

    Since internet is the main or principal pathway to play an online game, game provider shall ensure smooth and accessible at any time without further notice of game maintenance to their game.…

    • 7778 Words
    • 32 Pages
    Good Essays