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Since the early 1980's, video games have become part the newest target for activists looking for a reason. Most proponents in the argument for games state that games are an expressive medium, and opponents of the gaming industry state that games are a serious threat to our society and thus should be the subject of massive restrictions. There is much research that have been made in an attempt to decipher the problem that video games pose, if any at all. They were conducted by dozens of groups, schools, and teams with the aim of narrowing the field of play. These studies have trying to find possible links to a hodgepodge of problems including everything from addiction and aggression to a loss of morality. However studies have failed to produce concrete evidence and more studies are done proving the value of video games. Despite the wide variety of source material, the outcomes of these studies have been debated. For example, the research based on the link between aggression and games, have found that exposure to violent video games may cause a very slight rise in natural aggression and a decrease in positive behavior, but at the same time, results are being published that conclude that violence is in the way it related to games. "Potential positive effects of video game playing have also been proposed, and some studies and research have suggested that the hand movements needed to play games are very helpful in developing and tuning the fine motor skills, while that strategic issues help develop problem solving skills"(ideo games cause violence). Since the late 1990's there have been several incidents the act of violence has been "linked" to video game playing. Although there is a massive gap in this argument caused by the lack of any real proof and it seems that the video game has served as a fallback scapegoat for the blame of these acts. In response about video games, governments pass legislation regulating video games, while sometimes banning them altogether. Since the days of pong and 2D sidescrollers, all the way to the latest multi-million dollar Call of Duty, there have been people that would like nothing better than to wipe video games in all forms off the face of the proverbial map. In the mid-'60s, a man named Marshall McLuhan wrote an article titled Understanding Media. McLuhan stated "The games people play reveal a great deal about them." So while nobody could have known what heights that the gaming world would reach, or that games like Mario and Pong would turn into the first-person shooters and digitized carjacking that we know today, he was one of the first to realize the impact that interactive media like games would have on our culture. The truth to the idea that what we play defines us, then the skyrocketing sales of games that are violent or gore filled seem that we live in a violent place.Many people die in the US from gunshot, and the are not linked to video games at all. Are games truly a culprit in this shooting, or are they just a scapegoat to cover some even deeper problem? Both sides are equally convinced in their position and claim to be right but no one truly knows. Unless one can isolate every part in an equation that has billions upon billions of variables "that inspired a violent incident--too much sugar, too much MTV, not enough sex--we may never know"(A History of Video Game). As with any decent argument, there are two equally convinced sides. According to Dr. Pamela Rutledge, Director of the Media Psychology Research Center, "Video games are sensory experiences because they are interactive. Anytime people can participate, they engage more. Because many educators work so hard to make their curriculum hands-on learning. "Video games also contain narratives even the simplest ones may create a new way an individual sees themselves in terms of accomplishment or interaction. Video game narratives combine visual processing with the emotional engagement of a narrative," she told VOXXI. "This facilitates the sense of 'narrative transportation' that allows the player to feel transported into another world, just like when we say 'I was lost in a good book.' Our mental capacity for visualization creates a simulation of life for us to experience." In the simplest explanation possible, most of the popular games today are violent and people are concerned that this violence will have negative effects on the people who play them. However what are movies and television being left alone when they are just as, if not more, violent? It all boils down to one word- Interactablity. The same thing that makes the gaming industry a billion dollar market is also the reason that they are attacked so relentlessly. This intractability is basically the ability to control the action. Instead of being a bystander or and observer, as it is the case with movies, you are in the world. In the video game, you are the action, everything happens because you make it happen, and in a well-made game, you actually become emotionally invested with the people in the game. Their success becomes your success, their despair becomes your despair, and for all intents and purposes, you become that person. This is a good idea that there many people who are able to know the difference the game from reality, others may become influenced by the game. While this may be a part, the most important thing in this equation is the person's predisposition. If a person is violent, than the game will not change that. It may give a person an outlet for that aggression, but they might eventually want to make that fantasy real. If a person is not violent, than the game will certainly not make them more prone to violence. It takes more than a game to change a person's code of morals and ethics. In conclusion, the argument for and against games is just as heated as any. Many believe that games are the biggest threat to America's youth, while other say that it is just visceral entertainment with no lasting results, while even more believe that games may actually be helping people. As stated before, we will never truly know. There are many factors debate to give a definitive response. It may be true that games have been blamed by the aggressors that have committed many appalling throw out history, there's always people who look for any excuse to act out. Games may just be the newest target in the cross hairs of a much deeper and scarier problem that people are unwilling to face. Death Race 2000 was a two-bit game released in the very early stages of the gaming world. It caused the first major controversy in the gaming. The impartial of the games easy, to drive a car and try to run over as many "gremlins" as you could in the allotted time frame, but only if they were in the "kill zone" that was in the middle of the screen. The problem was that these "gremlins" looked suspiciously like people and the "kill zone" was street. While there was no blood, gore, or even talking at all, some people were shocked by the idea of the game where you ran over and killed pedestrians just to earn points. This was the controversy that kicked off kicked off a verbal war going on for decades. In the simplest explanation possible, most of the popular games today are violent and people are concerned that this violence will have negative effects on the people who play them. However they are movies and television being left alone when they are just as, if not more, violent? It all boils down to one word- Intractability. The same thing that makes the gaming industry a billion dollar market is also the reason that they are attacked so relentlessly. This intractability is the ability to control the action. Instead of being a bystander or an observer, as is There are many cases movies, you are in the world. In the video game, you are the action, everything happens because you make it happen, and in a well-made game, you actually become emotionally invested with the people in the game. Their success becomes your success, their despair becomes your despair, and for all intents and purposes, you become that person. This is the cause for all of the debate about games, and video game developers have not made it any easier. Death Race 2000 was just the beginning. In that game, you could barely tell the difference between the car and the street signs. In those days, it was just black and white pixilated squared but now, games have evolved closer and closer into the realm of realism. This is a good thing for people who want to play video games and has fun, it also gives more ways for critics to attack the gaming industry. "Games have become so realistic that some versions are being adapted and created in order to do things like help train soldiers with advanced technology, run simulations on everything from physics models to car design and some gaming platforms are being used as exercise equipment" (Bushman, Brad J). Gaming has not adapted slowly over time, it has constantly been ahead of its time in every way. It was pent up by the limitations of todays' technology. But as is the way with every new innovation, every leap, and every new idea that pushes the edge of the proverbial envelope, there are many of kids jumping on the bandwagon against videogames. To be clear, there is no chance at all that" videogames may be the cause of some undue aggression in the people who play them"( Gudmundsen18, Jinny). What is being said, however, is that gaming is not a real problem? The importing thing in this equation is the person's predisposition. If a person is violent, then the game will not change that. It may give a person an outlet for that aggression, but they might eventually want to make that fantasy real. If a person is not violent, then the game will certainly not make them more prone to violence. It takes more than a game to change a person's code of morals and ethics. The real problem is much deeper and starts way before a child even has the motor skills to pick up a controller. It all starts with the upbringing of the person in question. Someone who was raised with a strict moral and ethical system will never be changed by video games they play, TV shows they watch, or the music listen to. In fact, anyone who is able to distinguish reality from fantasy will never be affected by any outside entertainment. For example, a lot of people have played games their entire life. Everything from Doom and Call of Duty to Pac-Man and Candy Crush and I am no more likely to harm another person. Games are not a problem. They are the bandage that society is using to cover up a larger problem and until we can isolate that problem, we will continue to experience the horrible events that are being blamed on games. Until we fix all the issues, we will all be in danger. Most popular video games today are violent and citizens are concerned that this violence will have negative effects on the individual people who play them. Although violent movies and television contribute to video games are the worst, because the observer is a part of the evidence. Instead of being a bystander or an observer of simulated violence, as is the circumstance with movies, one is in the world. In the video game, one is the action. Everything happens because the individual makes it happen, and in a well-made game, one becomes emotionally invested with the people in the game. Their success and despair becomes that of the games, and for all intents and purpose, the person playing can lose themselves. It is because of this intractability that the video game is a billion dollar marketplace, but it is also the reason that video games are dangerous. The ability to control actions and make decisions makes you become emotionally invested in the game. Video games cause aggressive behavior, This is perhaps the ultimate thing about the gaming world because if a game designer can make you care about what happens to the people in the game, then not only are you enjoying the gameplay, but you are riding an emotional roller coaster that brings even more entertainment to the experience. For example, there have been times where, during a particularly difficult stretch of a game, I have observed that my heart rate has raised beyond the average rate of someone sitting in their living room playing video games. Video games led to aggression which results in unhealthy behavior. More so in the first person kind of game than anything else, a new level of realism has been achieved by the game makers of today. The gamer can lose themselves easily. Gamers do not interact with real people as they become lost this false reality. Of course in a violent game, this usually means more blood and gore when something happens and, even though, in most games, this is just a byproduct of making the game real, games are assaulted for this violence. While it is an understandable, and possibly even logical, lead to assume that this violence is causing the player to feel negative effect to their psychological state. This altered psychological state is addictive and can led to isolation and again, unhealthy behavior. Playing violent video games leads one to becoming violent due to lost sight of moral consequences. If a person is violent, then the game will magnify that. It may give a person an outlet for that aggression, but they might eventually want to make that fantasy real. A reporter from the Huffington post even said "News flash: Rewarding players does not automatically mean the player will then do said behavior in real life. If one is playing Madden and one's character catches a 50 yard touchdown pass, one sadly will not suddenly be able to do that on the football field. However when a games loses sight of reality, then they can also lose sight of consequences. For instance in 2012 in Aurora, Colorado, shooter injured 82 people in a movie theater shooting. He was a gamer himself and was emotionally ill and detached. This biggest question of how simulated violence inferences our violent video games are psychologically dangerous minds. In conclusion, the argument that video games cause violence is ridiculous. The attack on games is an attempt to draw the eye from the bigger problems that we are facing as a country. In my eye, the fact that video games are violent is nothing to worry about. What we souls worry about is the fact the violent games are the most popular. It is my belief that games do not create violence, but they reflect the violence within our world and within our minds. With the above-mentioned points taken into account, it is not difficult to infer the negative impact of video games on Gen Y. Studies show that there is a direct positive correlation between "violent" video games and the development of aggressive behaviors. The premise of my argument lies in the fact that children are often isolated and deprived of social interactions during these "video gaming sessions." Additionally, video games lead to a lost sense of moral consequences. These factors ultimately contribute to make a typical innocent gamer into a living, breathing monster.
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Essay on if Video Games a Threat to Our Society
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Essay On If Video Games A Threat To Our Society

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              Since the early 1980's, video games have become part the newest target for activists looking for a reason. Most proponents in the argument for games state that games are an expressive medium, and opponents of the gaming industry state that games are a serious threat to our society and thus should be the subject of massive restrictions. There is much research that have been made in an attempt to decipher the problem that video games pose, if any at all. They were conducted by dozens of groups, schools, and teams with the aim of narrowing the field of play. These studies have trying to find possible links to a hodgepodge of problems including everything from addiction and aggression to a loss of morality. However studies have failed to produce concrete evidence and more studies are done proving the value of video games.
             
             
              Despite the wide variety of source material, the outcomes of these studies have been debated. For example, the research based on the link between aggression and games, have found that exposure to violent video games may cause a very slight rise in natural aggression and a decrease in positive behavior, but at the same time, results are being published that conclude that violence is in the way it related to games. "Potential positive effects of video game playing have also been proposed, and some studies and research have suggested that the hand movements needed to play games are very helpful in developing and tuning the fine motor skills, while that strategic issues help develop problem solving skills"(ideo games cause violence).
             
              Since the late 1990's there have been several incidents the act of violence has been "linked" to video game playing. Although there is a massive gap in this argument caused by the lack of any real proof and it seems that the video game has served as a fallback scapegoat for the blame of these acts. In response about video games, governments pass legislation regulating video games, while sometimes banning them altogether.
             
              Since the days of pong and 2D sidescrollers, all the way to the latest multi-million dollar Call of Duty, there have been people that would like nothing better than to wipe video games in all forms off the face of the proverbial map. In the mid-'60s, a man named Marshall McLuhan wrote an article titled Understanding Media. McLuhan stated "The games people play reveal a great deal about them. " So while nobody could have known what heights that the gaming world would reach, or that games like Mario and Pong would turn into the first-person shooters and digitized carjacking that we know today, he was one of the first to realize the impact that interactive media like games would have on our culture. The truth to the idea that what we play defines us, then the skyrocketing sales of games that are violent or gore filled seem that we live in a violent place. Many people die in the US from gunshot, and the are not linked to video games at all. Are games truly a culprit in this shooting, or are they just a scapegoat to cover some even deeper problem? Both sides are equally convinced in their position and claim to be right but no one truly knows. Unless one can isolate every part in an equation that has billions upon billions of variables "that inspired a violent incident--too much sugar, too much MTV, not enough sex--we may never know"(A History of Video Game).
             
              As with any decent argument, there are two equally convinced sides. According to Dr. Pamela Rutledge, Director of the Media Psychology Research Center, "Video games are sensory experiences because they are interactive. Anytime people can participate, they engage more. Because many educators work so hard to make their curriculum hands-on learning. "Video games also contain narratives even the simplest ones may create a new way an individual sees themselves in terms of accomplishment or interaction. Video game narratives combine visual processing with the emotional engagement of a narrative," she told VOXXI. "This facilitates the sense of 'narrative transportation' that allows the player to feel transported into another world, just like when we say 'I was lost in a good book. ' Our mental capacity for visualization creates a simulation of life for us to experience. "
             
              In the simplest explanation possible, most of the popular games today are violent and people are concerned that this violence will have negative effects on the people who play them. However what are movies and television being left alone when they are just as, if not more, violent? It all boils down to one word- Interactablity. The same thing that makes the gaming industry a billion dollar market is also the reason that they are attacked so relentlessly. This intractability is basically the ability to control the action. Instead of being a bystander or and observer, as it is the case with movies, you are in the world. In the video game, you are the action, everything happens because you make it happen, and in a well-made game, you actually become emotionally invested with the people in the game. Their success becomes your success, their despair becomes your despair, and for all intents and purposes, you become that person. This is a good idea that there many people who are able to know the difference the game from reality, others may become influenced by the game. While this may be a part, the most important thing in this equation is the person's predisposition. If a person is violent, than the game will not change that. It may give a person an outlet for that aggression, but they might eventually want to make that fantasy real. If a person is not violent, than the game will certainly not make them more prone to violence. It takes more than a game to change a person's code of morals and ethics.
             
              In conclusion, the argument for and against games is just as heated as any. Many believe that games are the biggest threat to America's youth, while other say that it is just visceral entertainment with no lasting results, while even more believe that games may actually be helping people. As stated before, we will never truly know. There are many factors debate to give a definitive response. It may be true that games have been blamed by the aggressors that have committed many appalling throw out history, there's always people who look for any excuse to act out. Games may just be the newest target in the cross hairs of a much deeper and scarier problem that people are unwilling to face.
             
              Death Race 2000 was a two-bit game released in the very early stages of the gaming world. It caused the first major controversy in the gaming. The impartial of the games easy, to drive a car and try to run over as many "gremlins" as you could in the allotted time frame, but only if they were in the "kill zone" that was in the middle of the screen. The problem was that these "gremlins" looked suspiciously like people and the "kill zone" was street. While there was no blood, gore, or even talking at all, some people were shocked by the idea of the game where you ran over and killed pedestrians just to earn points. This was the controversy that kicked off kicked off a verbal war going on for decades.
             
              In the simplest explanation possible, most of the popular games today are violent and people are concerned that this violence will have negative effects on the people who play them. However they are movies and television being left alone when they are just as, if not more, violent? It all boils down to one word- Intractability. The same thing that makes the gaming industry a billion dollar market is also the reason that they are attacked so relentlessly. This intractability is the ability to control the action. Instead of being a bystander or an observer, as is There are many cases movies, you are in the world. In the video game, you are the action, everything happens because you make it happen, and in a well-made game, you actually become emotionally invested with the people in the game. Their success becomes your success, their despair becomes your despair, and for all intents and purposes, you become that person. This is the cause for all of the debate about games, and video game developers have not made it any easier.
             
              Death Race 2000 was just the beginning. In that game, you could barely tell the difference between the car and the street signs. In those days, it was just black and white pixilated squared but now, games have evolved closer and closer into the realm of realism. This is a good thing for people who want to play video games and has fun, it also gives more ways for critics to attack the gaming industry. "Games have become so realistic that some versions are being adapted and created in order to do things like help train soldiers with advanced technology, run simulations on everything from physics models to car design and some gaming platforms are being used as exercise equipment" (Bushman, Brad J). Gaming has not adapted slowly over time, it has constantly been ahead of its time in every way. It was pent up by the limitations of todays' technology. But as is the way with every new innovation, every leap, and every new idea that pushes the edge of the proverbial envelope, there are many of kids jumping on the bandwagon against videogames.
             
              To be clear, there is no chance at all that" videogames may be the cause of some undue aggression in the people who play them"( Gudmundsen18, Jinny). What is being said, however, is that gaming is not a real problem? The importing thing in this equation is the person's predisposition. If a person is violent, then the game will not change that. It may give a person an outlet for that aggression, but they might eventually want to make that fantasy real. If a person is not violent, then the game will certainly not make them more prone to violence. It takes more than a game to change a person's code of morals and ethics. The real problem is much deeper and starts way before a child even has the motor skills to pick up a controller.
             
              It all starts with the upbringing of the person in question. Someone who was raised with a strict moral and ethical system will never be changed by video games they play, TV shows they watch, or the music listen to. In fact, anyone who is able to distinguish reality from fantasy will never be affected by any outside entertainment. For example, a lot of people have played games their entire life. Everything from Doom and Call of Duty to Pac-Man and Candy Crush and I am no more likely to harm another person.
             
              Games are not a problem. They are the bandage that society is using to cover up a larger problem and until we can isolate that problem, we will continue to experience the horrible events that are being blamed on games. Until we fix all the issues, we will all be in danger.
             
              Most popular video games today are violent and citizens are concerned that this violence will have negative effects on the individual people who play them. Although violent movies and television contribute to video games are the worst, because the observer is a part of the evidence. Instead of being a bystander or an observer of simulated violence, as is the circumstance with movies, one is in the world. In the video game, one is the action. Everything happens because the individual makes it happen, and in a well-made game, one becomes emotionally invested with the people in the game. Their success and despair becomes that of the games, and for all intents and purpose, the person playing can lose themselves. It is because of this intractability that the video game is a billion dollar marketplace, but it is also the reason that video games are dangerous.
             
              The ability to control actions and make decisions makes you become emotionally invested in the game. Video games cause aggressive behavior, This is perhaps the ultimate thing about the gaming world because if a game designer can make you care about what happens to the people in the game, then not only are you enjoying the gameplay, but you are riding an emotional roller coaster that brings even more entertainment to the experience. For example, there have been times where, during a particularly difficult stretch of a game, I have observed that my heart rate has raised beyond the average rate of someone sitting in their living room playing video games. Video games led to aggression which results in unhealthy behavior.
             
              More so in the first person kind of game than anything else, a new level of realism has been achieved by the game makers of today. The gamer can lose themselves easily. Gamers do not interact with real people as they become lost this false reality. Of course in a violent game, this usually means more blood and gore when something happens and, even though, in most games, this is just a byproduct of making the game real, games are assaulted for this violence. While it is an understandable, and possibly even logical, lead to assume that this violence is causing the player to feel negative effect to their psychological state. This altered psychological state is addictive and can led to isolation and again, unhealthy behavior.
             
              Playing violent video games leads one to becoming violent due to lost sight of moral consequences. If a person is violent, then the game will magnify that. It may give a person an outlet for that aggression, but they might eventually want to make that fantasy real. A reporter from the Huffington post even said "News flash: Rewarding players does not automatically mean the player will then do said behavior in real life. If one is playing Madden and one's character catches a 50 yard touchdown pass, one sadly will not suddenly be able to do that on the football field. However when a games loses sight of reality, then they can also lose sight of consequences. For instance in 2012 in Aurora, Colorado, shooter injured 82 people in a movie theater shooting. He was a gamer himself and was emotionally ill and detached. This biggest question of how simulated violence inferences our violent video games are psychologically dangerous minds.
              In conclusion, the argument that video games cause violence is ridiculous. The attack on games is an attempt to draw the eye from the bigger problems that we are facing as a country. In my eye, the fact that video games are violent is nothing to worry about. What we souls worry about is the fact the violent games are the most popular. It is my belief that games do not create violence, but they reflect the violence within our world and within our minds.
             
              With the above-mentioned points taken into account, it is not difficult to infer the negative impact of video games on Gen Y. Studies show that there is a direct positive correlation between "violent" video games and the development of aggressive behaviors. The premise of my argument lies in the fact that children are often isolated and deprived of social interactions during these "video gaming sessions. " Additionally, video games lead to a lost sense of moral consequences. These factors ultimately contribute to make a typical innocent gamer into a living, breathing monster.
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