role of eduation
Topics: Video game, Nonviolent video game, Massively multiplayer online game, Video game controversy / Pages: 13 (4544 words) / Published: Sep 25th, 2014

Chapter I
THE PROBLEM: IT’S BACKGROUND Video games and computer, like many popular, entertaining and addicting kids activities, are look down upon by many parents as time-wasters, and worse, parents think that these game rot the brain. Also, violent video games are readily blamed by the media and some experts as the reason why some youth become violent or commit extreme anti-social behavior. But many scientist and psychologist find that video games actually have many benefits – the main one being making kids smart. Video games may actually teach kids high-level thinking skills that they will need in the future. With the technology of the civilization becoming more and more advance, the people demand that their entertainment become more advance as well. After a long day hard work or school, people like to come home relax and just lose their minds in meaningless entertainment, be it television or even online games. Online games provide an escape to a virtual world, where you can forget about anything that is happening in real life and just enjoy yourself, even play with your friends in a networking games. In the past, for a group of online game players to play networking games, it was necessary for them to all be together and all their computers are connected to one another. Not only were they just playing a game, they were interacting in personal level. Now with online gaming becoming a component of most every video game on the market today, it is possible for gamers to have this same action in the privacy of their home. This anonymity comes with cost however, and it is becoming increasingly common the both social aspect of gaming becomes more prevalent. After a limited amount of time playing a violent game, a player can “automatically prime aggressive thoughts”. The researchers conclude that players who has prior experience playing violent games respondent with an increased level of aggression when they encounter confrontation. (Bushman and Anderson, 2002).



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