In the minds of many
This essay is to education the minds of those who do not take the time to sit and actually play the games that our youth and mature adults play today. Not only is the games that we play today are a fun past time for the events that we do but these games are also very educational for real life situations that could take place within anybody's life. These educational games has helped many people survive tons of memory loss diseases that are known in this world today.
In the Minds of Many
In this world many crimes take place for all types of different reasons, but who is the blame for the corrupted minds of those committing all of the harsh and deadly crimes? Most people would tell you that the video games that are being sold today, along with the violent music that we listen to is to blame. What is the overall purpose of a video game? Many adults in the world would say that the purpose of a video game is only used for distracting the minds of a human brain, or to promote violence as per hip-hop music, or a violent movie that anyone could either purchase or watch anywhere on television. A video game could have a plethora of purposes, starting by being educational towards events in real life, while being fun overall to stimulate your brain, and they can also be used as a positive event to keep kids out of trouble.
With any parent, watching their kids grow to become young adults, and being able to succeed in this world by paying attention to their books in school would be a delightful joy. Not all things in life are wrote into a book, for instance: how to talk when growing up; the members of the family that we are born into; or simply just plain common sense. Others will simply just keep saying that other outside influences would still be the blame to why negative things happen amongst other people. As Gerald Jones once said about the two Columbine students, "Those games have been played by millions of people, and only two of them did that. Only two out of millions. I'd say the problem was with those two people, not the games." (Jones 2002) Not all education with video games is considered to be negative; for example the hand held system called the "vDeck", is a popular system consisting of games such as Dora the Explorer which teaches you to say not only the English word of everything that she does in her adventures, but also the Spanish version too. Jeopardy which seems to have most adults now still trying to find out answers from the show that was on a couple of days ago, is still an educational experience not only for kids, but also for adults. Also Word Whiz would be great for learning how to spell those difficult words for young minds to know later in their adult lives. Most of these games that are out in the world today are only showing people what is out there in the world from another viewpoint. Letting the gamer have a relief feeling that he, or she does not have to go through the same issues, and in return respect those who do. These same games not only provide an educational experience, but they are also fun in an overall essence, and with that essence one would tend to stimulate his or her brain.
As said by Dr. Chang, in his article he states that,
"Researchers at Case Western Reserve Medical School in Cleveland compared the leisure time activities of more than 550 people, nearly 200 of whom went on to develop Alzheimer's. They found that those who had engaged in stimulating activities throughout their life - everything from reading, doing crossword puzzles, and playing bridge, chess, or board games to visiting friends, practicing a musical instrument, and bicycling - were 2 1/2 times less likely to get Alzheimer's." (Chang 2003)
These same games are which people deemed to be too violent and a complete waste for the human brain. In reality, these same games not only help you with the ability of...
Cited: Anderson, C. and Bushman, B (2001, September) Effects on Violent Video Games on Aggressive Behavior
Chang, I. (2003, December 21). Can Brain stimulating games help slow down aging. Retrieved from http://www.mwsearch.com/anti-aginggame.html
Griffiths, M. (2004) Journal of Adolescence, Vol. 27, Issue 1
Jones, G. (2002) Killing Monsters. New Riders Pub
Kalning, K (2006, December 8). Does Game violence make teens aggressive? Retrieved from
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