• Join over 1.2 million students every month
  • Accelerate your learning by 29%
  • Unlimited access from just £6.99 per month

POSITIVE AND NEGATIVE EFFECTS OF VIDEO GAMES The video game technology, like most technologies, has changed drastically in the last few years.

Extracts from this document...


POSITIVE AND NEGATIVE EFFECTS OF VIDEO GAMES The video game technology, like most technologies, has changed drastically in the last few years. Arcades may look much the same on the surface as they did a decade or two ago, but the games have become far more violent, sophisticated and addictive. When one visits the video arcade it is not surprising to see children pointing and shooting something that looks suspiciously like a real weapon. If Pong - or, for that matter, Pac-Man and Super Mario Brothers - is one's point of reference, one needs to think again. What one assumes about the benign, outdated games of the 1970s and the 1980s, even of the early 1990s, the research regarding them cannot be considered valid as video games put in the market in the last five years. It is a whole new world, and it is evolving at a rate that is hard for parents to keep pace with (Funk. Jeanne 1993). How fast a rate? Consider this: During the last two decades interactive video games have emerged as one of the most popular forms of entertainment, particularly among teens. According to the non-profit organization, Mediascope, "Globally, annual video games revenues now exceed $18 billion. In the United States alone, video game revenues now exceed $10 billion annually, nearly double the amount Americans spend going to the movies. ...read more.


Repetition of movements and the hand-eye connection are invaluable for learning most skills. And especially with children, hands-on learning is usually a lot more fun and interesting than the alternatives. It is precisely this that makes interactive video games so potent a learning tool. As researcher Patricia Greenfield points out, "Video games are the first medium to combine visual dynamism with an active participatory role for the child. (Provenzo, Eugene. 1991). Video games have the distinct advantage between itself, the television and the movies - it lets you put your hands on it, aim and fire. Thus, it is really no surprise that violent games are very habit-forming. Parents interviewed are alarmed at not just the violent images in the games, but the amount of time their children spend playing them. It proves how effective these things are. More than 60 percent of children report that they play video games longer than they intend to play. The interactive quality, the intensity of the violence, the physiological reactions, all serve to connect the player's feelings of exhilaration and accomplishment directly to the violent images. And "good feelings keep the player wanting to play. Countless parents try desperate to keep video game play within certain time limits, but it's a huge challenge ... a parental battle they so often lose. Once kids get hooked, it's difficult to unhook them. ...read more.


The opportunity is there for those who utilize this exciting capability. Indeed, technology continues to grow at record-breaking speeds. There has never been anything like this unprecedented level of change throughout human history. Technology shows an unbelievable level of improvement as time goes on. What we need to do is to properly assess which of these technologies have an enormous increase in our and positive effect on our children's lives. In the end, all these makes life interesting for those of us forced to keep up. So, with all the evidence to suggest that these games are dangerous - that they are modeled after military killing simulators, that they are super violent and graphic, that the user is rewarded for killing, and that kids are playing with these games way too often - and for too long - it is particularly egregious that they are being marketed to kids, and marketed in ways that highlight all that is bad for them. What kind of message does this send? Perhaps it is best said by another on-line ad for Kingpin that gives us a good picture of what lies ahead. "The Creators of Redneck Rampage are about to bring you a new, urban drama that finally proves that crime pay." (Kingpin: Life of Crime). As we ourselves tolerate these games and even label them fun, we are also telling our children that slower-paced, less emotionally arousing screen fare is boring. Arouse instead of awaken; excite instead of examine; splatter instead of study - this is what we're telling them. And they're listening. ...read more.

The above preview is unformatted text

This student written piece of work is one of many that can be found in our AS and A Level Internet section.

Found what you're looking for?

  • Start learning 29% faster today
  • 150,000+ documents available
  • Just £6.99 a month

Not the one? Search for your essay title...
  • Join over 1.2 million students every month
  • Accelerate your learning by 29%
  • Unlimited access from just £6.99 per month

See related essaysSee related essays

Related AS and A Level Internet essays

  1. Write an essay describing how new media technologies affect you, your family and friends ...

    also means this may cause an increase of illegal groups operating in chat rooms, such as paedophiles who abuse the internet. This may affect many families in different ways for example, if a parent feels that their child may not be safe to talk to people on the Internet they

  2. This essay critically discusses the social issue of homelessness and its impact on young ...

    �74m will support new measures while a further �90m is being invested through the hostels capital improvement programme. Plans involve establishing a national network of supported lodging schemes and providing universal access to family mediation services (Society Gaurdian website, 2006).

  1. In assessing the competitive position of a large online trader, we would use the ...

    Account Receivable Turnover 39.86 35.03 N.A. Return on Asset 1.63% -7.49% -34.64% Return on Equity -3.41% 11.02% 39.39% Assets Turnover 2.43 1.98 1.91 Gross Profit Margin 23.88% 25.24% 25.57% Net Profit Margin 0.67% -3.79% -18.17% Operating Profit Margin 5.14% 1.63% -1.55% From financial statement, we could calculate financial ratio of Amazon in the year 2001 - 2003 as in the above table.

  2. Terrorism is the unconventional use of violence for political gain.

    Terrorist websites target three different audiences: current and potential supporters; international public opinion; and enemy publics. The mass media, policymakers, and even security agencies have tended to focus on the exaggerated threat of cyberterrorism and paid insufficient attention to the more routine uses made of the Internet.

  1. Does the exposure to violence in the media cause increased levels of aggression and ...

    by the violence in the game however, there are many other people who have played this game yet it doesn't have the same affect, is it that exposure to violent video games have more of an impact on a teenager than it does on an adult?

  2. Video Games: Good or Bad

    Teens all over the world have become completely addicted to first person fighting games. With technology as great as it is today game makers are able to designed games that are so real it is truly scary. Millions of teens ( mostly male)

  1. E-commerce Technology

    Introduction 1 1.1. Overview of Chapters 2 2. Literature Review 3 2.1 Introduction 3 2.2 Ecommerce 3 2.3 Online security and Payment 6 2.4 Website design/layout 8 2.4.1 Cascading Style Sheet 8 2.4.2 Navigation 9 2.4.3 Accessibility 9 2.4.4 Usability 10 2.5 The comparison of ASP.net, PHP and MySQL 11

  2. The Values Of Online Recruitment To Organisations

    The recruiter searched the Internet, and found a webpage where Maja placed some pictures that made the HR person to choose someone else instead of Skipp. One can argue that to be able to gather information about someone through the Internet is a great help for employers, but I believe this might lead to discrimination.

  • Over 160,000 pieces
    of student written work
  • Annotated by
    experienced teachers
  • Ideas and feedback to
    improve your own work