Topic > Advantages and Disadvantages of Video Games

Index The Changing Paradigm of GamingConclusionBibliography The Changing Paradigm of GamingOne of the ideas that the twenty-first century has brought us is a new form of gaming and the frequency with which we as individuals associate it with technology . But why do we associate it with technology and what is this reason? Our perception and the entire spectrum of gaming has changed, which is due to the technology itself and this is just one of the aspects that the author intends to focus on. But what is more important is whether the digitization of games has contributed to the degradation of society or benefited from it and what are the specific topics revolving around this issue. Although video games have rendered old gaming traditions, such as existing playgrounds, useless, the author tends to shed a more informative light on the idea of ​​gaming and its meaning in this world we live in which revolves around a huge database of information known as the Internet. Say no to plagiarism. Get a tailor-made essay on "Why Violent Video Games Shouldn't Be Banned"? Get an Original Essay In this fast-paced world most of the time people dedicate themselves to work and tight schedules to make their life more meaningful, but if if we stop to think about it for a moment there will be no satisfactory answer that anyone can give us . Due to this, individuals working as office workers, students, and even teenagers end up sitting at home watching television or playing video games on their cell phones and other digital devices. There is no more time for people, or they can no longer find the time to go and play outside like they used to. In the article "Technology as Play", Nicolla Yelland (1999: 217) states that play is of the utmost importance in the four cognitive stages of child development and learning. The child, in the infant stage, learns to interact and engage with objects and some elements present in the environment and later, as the child grows, parents play a vital role in connecting and bonding with each other through play . – the cultural norms of existing works done by Issacs, Montessori, Froebel and Steiner reinforce the idea that these four stages of cognitive learning in a person's life are obligatory and cannot be neglected (ibid.: 217). These phases are not something considered as extraordinary, but the fact that it is normal for every person to go through these phases. But since digital media and devices have entered the realm of humanity, the bond that should have existed between parents and children has been broken. Young children find themselves with sophisticated devices like smartphones that they have no experience with. But since time has been considered an important attribute for the elderly, they leave the child neglected and the only companion he has left are devices that are almost foreign or too far away to be understood. This causes a major problem in both development and learning for the child as the young individual completely skips one of these important stages of cognitive and social development. This not only affects the child but also the adults of those particular children. Depriving a child of parental attention causes a loss for parents in terms of behavior. Stress and anxiety levels are lowered when interacting with the child and the feeling of depression can be cured in this way. The feeling of having no control over one's child later is also attributed to the personal inadequacy of that particular parent which could be upsetting and emotionally traumatising (Hembree-Kigin and McNeil 1995:2). Playing with a child requires patience and hard work from there. it is a constantneed for observation, listening, support and understanding. All this is impossible if a parent fails to create time and therefore the child seeks alternative methods such as television and video games as they provide immediate gratification and at the same time a constant habit. Teens then grow to be addicted to social media and the Internet, detaching themselves from friends, relatives and even their own family. The child tends to socialize with three main and important factors such as peers, family and the context outside the home such as the playground, the classroom or any other particular space that structures the individual's mind based on the experiences he would have. I earn. These are some life lessons that are an integral part of the human part, but avoiding almost all the above interactions deprives the child of such opportunities and ends up having a rigid perception due to lack of experiences. However, there are various types of video games such as shooter, adventure, action, puzzle and many more, only a handful or even less are considered suitable for both children and adults. Few of these games can be in the form of a puzzle which can be implemented in schools and colleges to introduce a new way of learning for children. But why are teenagers and even young adults between the ages of 19 and 25 fascinated by it? What is the element or feature that video games provide to their users that outdoor games cannot? It is true that they represent a major source of entertainment, but as Alice Mitchell and Carol Savill-Smith (2004: 7) state, there is much more than just entertainment. Video games for them are a way to be considered cool and accepted among their peer groups. This is where a distinction should be made between the needs of the male and female genders. The male engages in these games to impress or accept challenges while the female does so to receive peer approval. Furthermore, boys tend to spend more time playing digital games than girls and are less affected by violent and aggressive games such as those belonging to the fighting and fighting genres. Studies also show that girls use the Internet more for academic reasons, while boys do so to communicate through social media or through mail. Although the advent of digital games and its various genres has managed to attract the attention of children and teenagers, in today's world these video games are not played just for fun or even for entertainment purposes. Gaming is also considered a business and for some a means of livelihood. It is easily available with games on portable devices such as smartphones, Game Boy and many more. Then came the sophisticated and complex game consoles such as Xbox and Playstation which marked the advent of a new era in the history of games. At this stage, video games were not limited to providing entertainment to their users, but also quality graphics-based products. The gaming industry evolved through certain phases from being lighthearted and fun to a serious and competitive power factory that included very famous gaming brands such as Nintendo, Sony and Microsoft who started mass producing not only games but also game console. This is something that board games or even outdoor games couldn't accomplish. Video games have taken virtual and augmented reality to the next level and with the emergence of the Oculus Rift, the gaming experience has never been like before. A person can never expect a sports game or any board/card game to give you the experience of living in a realistic virtual world, but video games have succeeded. The user candoing it and feeling like he is experiencing that particular moment in a game and most of these are experiences and incidents that one can only dream of in action or science fiction movies. This is one of the reasons why people get into video games more easily than outdoor games as they are easily available on our devices and it is quite convenient instead of getting ready to go out even for a short walk. But unlike board games or outdoor games, video games may not necessarily offer the same pleasure or relaxation to the individual; Instead, they might take and in turn not give anything back to the person interacting with those devices or consoles. Episodes of seizures and lack of sleep are quite common, and although video games can aid in the development of motor and cognitive skills, it may also be possible that exposure to excessive gaming could lead to pent-up aggression in a person, especially if that individual was heavily influenced by violent games. A recent psychological test was carried out in which players were told to play a certain game called "Doom", considered in the "PEGI 18" category, the full form of which is "Pan-European Game Information". It is a shooting game and the result was that to some extent signs of self-aggression and association with one's violent traits were noted (Darling 2004: 41-52). Such acts of violence and competition are both an integral part of the marketing strategies that the gaming industry tends to adopt and this is the truth. The role of outdoor games is to create a bridge between the child and reality. Sports games such as football, tennis and many others teach children the lessons of winning and losing and improving themselves by acquiring certain skills. Cognitive games like chess or puzzles help improve the child's memory and thinking process. But video games teach children to spread violence and obsessions. Of course there are exceptions for digitally embedded educational games that encourage self-learning, memory and thinking skills, but at the same time it would be unfair to completely ignore recreational games created solely to be addictive. Unfortunately in the latter there is the widest spectrum of public exposed to such games and, by saying that it is addicted, the author tries to draw attention to how these games can become obsessive to the point of forcing a human being to do unimaginable things , things that are not considered normal and need immediate attention. Believe it or not, high-profile cases and incidents revolving around video games are also quite common. A mother who lets her three-year-old child die of malnutrition while playing "World Of Warcraft" or a seventeen-year-old teenager who shoots both parents just because they took away a video game are just some of the terrifying incidents or facts of what these games can make us do. In the book "Journal of Medical Ethics" the author states that issues related to online game addiction have become a serious concern for young people, especially adolescents, to such a degree that the Diagnostic and Statistical Manual of Mental Disorders, fifth edition (DSM-5) introduced “Internet Gaming Disorder” for future study (Blumenthal-Barby 2014). It could also be said that people usually play games because they associate with a particular character in that game or even due to stress or anxiety. Depression is a sign of why people tend to escape or retreat into the virtual world that digital games tend to offer. Please note: this is just an example. Get a personalized document now come on,, 2004.