Technology is constantly advancing at a nearly exponential rate. A person’s date of birth often determines the way he uses technology. This current generation can now access the internet through wireless tablets and phones. Entertainment can be streamed, live or recorded, to almost any computer, cell phone, tablet, or television in someone’s home. Communication through email, texting, or mobile phones have made contact with anyone around the world easier than ever before. All of these technological advances were not available years ago. The technology in one’s home not too long ago consisted of merely a radio used for news, weather, and entertainment. There is a growing gap in the way generations use technology. While older Baby Boomers (ages 57-65) and the Millennials (ages 18-34) use technology differently when it comes to video games and personal computers, both generations are similar in their use of cell phones. The first difference between the older Baby Boomers and the Millennials is in the use of video games as entertainment. Kathryn Zickuhr, a well-known research analyst for Pew Research Center 's Internet Project, states in her report on technology, “Game consoles are significantly more popular with adults ages 18-46, with 63% owning these devices (Zickuhr).” In addition to playing video games as children, the Millennials have a very large number of their generation continuing to play video games well into their 30’s and 40’s. The generational difference in the use
Everyone likes video games right? Well how do they actually affect you . My parents keep saying that videogames are bad for you. But I want to see for myself so I decided to do some research. I knew somethings about this topic I also like to play video games. I knew that there were different types of video games some more violent than others. Yet younger kids play the games that are made for older kids it has ratings placed on the game container. Its ratings are E for everyone 6 and up.E 10 for 10 and up T for teens for 13 and up M for mature 17 and up and AO is for strictly adults only. But kids that are 9 and 10 are playing games that are rated mature. In games like call of duty there is blood and lots of violence
Whenever there is a mass shooting in the United States, it doesn 't take long before society suggests violent video games might be to blame. Video games have been culprits of crime today to many eyes in America. Just about anyone in most modernized countries has heard the claim before, placing the blame on a video game, music or television for the violent acts seen in their youth today. There is no link to violence on video games. Typically, these trends seem to pop up when we are referencing school shootings, gang related crime and other domestic terrorist acts done by our youth. It is too easy to quickly blame something like a violent video game for their behavior.
I’m here to argue that videogames can be beneficial to people rather than bad. A lot of people (mainly parents) say that videogames have a negative effect on children because they think it causes them to become greatly distracted, violent, socially isolated, addicted, and teaches them the wrong values such as vengeance and aggression. However, what a lot of people don’t know is that playing video games actually impacts your brain in many positive ways. It allows people to improve in following instructions, hand eye coordination, problem solving, multitasking, accuracy, eyesight, concentration, and memory. Playing video games are not bad for people, however, some people may disagree.
Thinking about gamers who spend countless hours playing video games, most people usually wonder why these individuals choose not to do something more productive rather than burning their brain cells playing mindless video games. What most individuals don’t understand is that playing video games do not only affect behavior, but trains the brain to think and comprehend things better that an average person. Video games train the brain to see things that most people cannot see and are proven to make decisions faster without much complication.
“many parents and teachers complain about the short attention spans of their kids; but those same kids seem to have more than adequate attention spans when it comes to gaming” (249). This is one common method of encouraging children to learn and to also stay focused while they learn. However, in essence, online gaming is still filled with many distractions, which can significantly alter the brains of the users, causing them to think more fragmented and non-linearly. As mentioned by Carr before, similarly to surfing the Web, while playing video games “we focus intensively on the medium itself, on the flickering screen, but we’re distracted by the medium’s rapid-fire delivery of competing messages and stimuli” (Carr 118). Therefore, while video games do captivate the user’s attention and they can also help and improve certain cognitive and brain functions, they necessarily do not improve attention spans, in fact, they actually harm them.
Ever since the Columbine Massacre occurred, people seemed to concern themselves with the violent nature of video games. So many people argue that because video games played a part in the lives of the two teenagers who planned and executed the event, video games are to be blamed as their motive. Although video games have often glamorize graphic violence, people should not cast blame upon them for an increase in violent behavior in those who play them (especially teens) because those who make these accusations do so only to demonize what they do not and try not to understand.
“In 1972, the Surgeon General issued the following warning on violent TV programs: “It is clear to me that the causal relationship between televised violence and antisocial behavior is sufficient to warrant appropriate and immediate remedial action. … There comes a time when the data are sufficient to justify action. That time has come.”” (Steinfeld, 1972). In the decades since hundreds of studies have been done on the effects of violent media exposure and violence. 1972 was an age of censored television violence, and violence on television was still seen as detrimental too many people. Here now in 2014 with television shows seemingly being uncensored with the amount of violence shown and the language used,
When you look around these days, kids as young as five years old are holding their portable devices as their eyes are glued to their screens and their minds clueless about their surroundings. Increasing violence and contents of the video games have a huge impact on our generation of young children mentally and physically. When I was growing up, video games used to be a source connecting people around the world with their mutual love of fun filled games. However, over a period of time with advanced technology, more techniques of realistic graphics that are violent and gender biased were introduced. There are varieties of gaming system in the market such as Xbox One, Wii, Playstation, and unlimited computer games. Even though the violent video games have age restrictions, children can still manage to get their hands on it and observe the violence within the games. Children are more inclined towards buying games which have more action and violence. These video games have a negative impact on our young adult generation in the name of "fun", as they promote aggressive behavior, unrealistic popular and awkward approaches to the world, and time management problems.
Everyone has their outlet, whether it’s reading, working out, or just hanging out with a friend for a bit; life is crazy and having a way to let out stress is a healthy way of living. Although this is true, one outlet of stress that is becoming larger and larger throughout the years is video games. It was an obvious theme throughout Ready Player One that the world they were living in was so corrupt, that an alternate world was a better option to live in than reality. The world we live in now is nothing like the corrupt world of Ready Player One, yet video games are taking over many teens’ lives. There are countless negative effects these video games have on teenagers including an increase in violence, a negative effect on grades, and anti-social and depressed feelings. If teens continue this obsession with basically living in an alternate world, their reality is going to get very challenging.
Mario Kart, Call of Duty, and Grand Theft Auto, are all wildly popular video games. Whether you are killing monsters or trying to amass as much gold as possible, people play video games as an escape into a virtual world from the reality we live in. Over the years, video games have acquired a tainted reputation for the violence often found in many popular titles. Although people view video games to be destructive to children and society, studies have shown numerous medical, social, as well as psychological benefits that strongly outweigh the potential harm.
It’s nothing new if I say that video games are a great source of entertainment, especially for children. However, nowadays even adults are found engaged in playing these games which is, somehow, essential too. After all, these take you in a different world where nothing is real, but for some time, you are a part of it and you enjoy being there.
Quincy Barnhill walks down the endless hallways of Sweet Water High School as he can’t help but notice the grimy gray, metal lockers that seem to go on for miles.
The process of animation can be defined as a series of drawings, photographs, or images constructed in a computer program in order to form a scene or action, usually in a cartoon, movie, or video game. For many of us, Disney is where we refer back to early forms of animation with the idea of using thousands of consecutive drawings; through Disney, we can now see how far this idea of breathing life into static objects has advanced. Today, animation is becoming more and more realistic. With highly advanced technology and computer programs, it has become easier for simple cartoons to develop into what children see as real life. These animated cartoons and movies are surrounding our youth every where and it is important to observe the effects of increasingly realistic animation on children and their perspective on life brought on by advancing technology and computer programs, for some of these effects pose a negative threat. Through exposing and observing these possible threats, the people involved in a child’s life can perform what is necessary to avoid them.
There are many addictions in the world, ranging from hard drugs to extreme exercise. Some are life-threatening, while others only affect appearance or lifestyles. Video games aren’t something most people would see as an addiction, but after witnessing it myself, I have done research to learn more about how video games can rule lives. The causes and effects show just how much lives can be altered.
Controversy about video games continue to escalate between parents and gamers, regarding the psychological effect of simulated, realistic, and 3D violence on the minds of young children and growing teenagers. Yet, research shows that video games contribute very little to today’s everyday violence, despite complaints and concerns that games influence a child’s normal behavior. Technology is a way of life in today’s world, computers are used by toddlers, adolescents, and adults alike. No matter what career path a person chooses, the computer plays an essential role in the job. The more our technology progresses and as our industry grows stronger, computers and electronic entertainment will grow to be found everywhere around the world. This includes videogames.