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Essay / Advantages and Disadvantages of Video Games
Table of ContentsGaming Paradigm ShiftConclusionBibliographyGaming Paradigm ShiftOne of the ideas that the 21st century has brought us is a new form of gaming and how often we as individuals, we associate it with technology. But why do we associate it with technology and for what reason? Our perception and the entire spectrum of gaming has been changed, which is due to the technology itself and this is just one of the aspects that the author plans to focus on. But what is more important is whether the digitalization of games has contributed to the degradation of society or benefited it and what arguments revolve around this question. Although video games have made old gaming traditions such as existing playgrounds unnecessary, the author tends to shed more informative light on the idea of gaming and its significance 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 Should Not Be Banned”? Get an original essay In this fast paced world, most of the time people dedicate themselves to their work and tight schedules to make their life more meaningful, but if if we stop and think for a second, no one will be able to find a satisfactory answer. For this reason, working people like office workers, students, and even teenagers end up staying at home watching TV or playing video games on their cell phones and other digital devices. People no longer have time, or they cannot find time to go and play outdoor games like before. In the article “Technology As Play”, Nicolla Yelland (1999:217) mentions that play is of utmost importance in the four cognitive stages of a child's development and learning. The child, at the infant stage, learns to interact and engage with objects and certain elements present in the environment and later, as the child grows, parents play a vital role in connection and creating a bond between them through play. The psychological and social aspects – cultural norms of the existing work done by Isaacs, Montessori, Froebel and Steiner reinforce the idea that these four stages of cognitive learning in the life of 'a person are obligatory and cannot be neglected (ibid.: 217). These stages are not considered as something considered extraordinary, but the fact that it is normal for every person to go through these stages. But since media and digital devices entered the domain of humanity, the bond that was supposed to exist between parents and children was now broken. Toddlers find themselves with devices as sophisticated as smartphones that they are inexperienced with. But since time is considered an important attribute for elders, they leave the child neglected and the only companions left to them are devices that are almost foreign or too distant for them to understand. This poses a major problem in both the child's development and learning since the young person completely skips one of these important stages of cognitive and social development. This not only affects the child but even the adults of those particular children. Depriving a child of parental attention results in a loss for parents in terms of behavior. Stress and anxiety levels reduce while interacting with your child and thus the feeling of depression can be cured. Furthermore, the subsequent feeling of lack of control overher child is attributed to the personal incapacity of the parent in question, which could be upsetting and emotionally traumatic (Hembree-Kigin and McNeil 1995: 2). Playing with a child requires patience and hard work, as it is a constant requirement for observation, listening, support and understanding. All this is impossible if a parent cannot create time and therefore the child looks for alternative methods like television and video games because they provide instant gratification and at the same time a constant habit. Teenagers then grow up and become addicted to social media and the Internet, detaching themselves from their friends, loved ones and even their own family. The child tends to socialize with three main important factors such as peers, family and the external context such as the playground, classroom or any other particular space that structures the individual's mind according to experiences he wants to have. earn. These are certain life lessons that are an integral part of being a human, but avoiding almost all of the above interactions deprives the child of such opportunities and ends up having a rigid perception due to lack of experiences. Although there are different types of video games such as shooter, adventure, action, puzzle and many more, only a handful or less are considered to help both children and adults. Few such games can take the form of a puzzle that can be implemented in schools and colleges to introduce a new way of learning to children. But why do teenagers and even young adults aged 19 to 25 become addicted to it? What is that element or feature that video games offer to their users that outdoor games cannot? It is true that they are a major source of entertainment, but as Alice Mitchell and Carol Savill-Smith (2004: 7) argue, there is more to than just that. For them, video games are a gateway to being considered cool and accepted among their peers. This is where we must differentiate the needs of the two sexes, men and women. The male engages in such games in order to impress or accept challenges, while the female does so to receive approval from her peers. Additionally, boys tend to spend more time playing digital games than girls and are less affected by violent and aggressive games such as games belonging to the fighting and beat'em-up genres. Studies also show that girls use the Internet more for academic reasons, while boys do so to communicate, for example on social media or by email. Although the beginnings of digital games and their different genres have managed to attract the attention of children and young people, in today's world these video games are not only played for entertainment purposes or even for entertainment. Gambling 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 others. Then came sophisticated and complex gaming consoles such as the Xbox and Playstation, which ushered in a new era in the history of video games. At this point, video games not only provided entertainment to their users, but also quality products based on graphics. The gaming industry evolved through certain stages from a carefree and fun activity to a serious and competitive factory that included huge well-known gaming brands such as Nintendo, Sony and Microsoft which began tomass produce not only games but even game consoles. This is something that board games or even outdoor games could not accomplish. Video games have taken virtual and augmented reality to the next level and with the emergence of the Oculus Rift, the gaming experience is nothing like it used to be. A person can never expect a sports game or board/card game to give you the experience of living in a realistic virtual world, but video games have managed to achieve this. The user can do this and feel like they are experiencing that particular moment in a game and most of these experiences and incidents are what one can only dream of in action or sci-fi movies. This is one of the reasons why people get addicted to video games more easily compared to outdoor games because they are easily available on our devices and it is quite convenient instead of getting ready to go out even though it's only for a brief stroll. But unlike board games or outdoor games, video games do not necessarily provide the same pleasure or relaxation to the individual; Instead, they might take and, in turn, not give back anything to the person using such devices or consoles. Seizures and lack of sleep are quite common and although video games can contribute to the development of motor and cognitive skills, it is also possible that excessive exposure to games could lead to pent-up aggression in a person, particularly if it has been heavily influenced by violent games. A recent psychological test was carried out in which players had to play a certain game called “Doom” which is considered in the “PEGI 18” category, the full form being “Pan European Game Information”. This is a shooting game and the result was that signs of self-aggression and association with their own violent traits were noted to some extent (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 like football, tennis and many others teach children the lesson of winning and losing and improve by learning certain skills. Cognitive games like chess or puzzles help improve a child's memory and thinking process. But video games teach children to spread violence and obsessions. Of course, there are exceptions regarding educational games included in digital form that encourage self-learning, memory and thinking skills, but at the same time it would be unfair to completely ignore recreational games created solely for get addicted. Unfortunately, the widest audience exposed to such games is present in the latter and by saying addicted, the author is trying to draw attention to the obsessive nature of these games which could lead a human to do unimaginable things, things that are not. considered normal and require immediate attention. Believe it or not, but high-profile cases and incidents are also quite common and revolve around video games. A mother who lets her three-year-old child die of malnutrition while playing "World Of Warcraft" or a seventeen-year-old who shoots both his parents simply because they confiscated a video game are not just a few horrible incidents or facts that illustrate what is happening. these games can make us successful. In the book "Journal of Medical Ethics", the author states that,, 2004.