
Video games have been argued about for decades. Some people have argued that video games are linked to violence. However, new research shows that video games can be used for therapeutic purposes, exercise, stress relievers, positive interactive learning, hand eye coordination, and different types of patient treatment for people all around the world A video game or computer game is an electronic game that involves interaction with a user interface or input device – such as a joystick, controller, keyboard, or motion sensing device – to generate visual feedback. This feedback is shown on a video display device, such as a TV set, monitor, touchscreen, or virtual reality blogger.com games are often augmented with audio feedback Therefore children begin to think that violence is normal behavior as depicted in the games. The idea of violence in video games can be similar to that of domestic violence, where children who are exposed to violence either become offenders or victims as they believe that what they observe is the norm (Tompkins )
The Effect of Violence in Movies to the Society - blogger.com
A video game or computer game is an electronic game that involves interaction with a user interface or input device — such as a joystickcontrollerkeyboardor motion sensing device — to generate visual feedback. This feedback is shown on a video display devicesuch as a TV setmonitortouchscreenor virtual reality headset, do video games promote violence essay. Video games are often augmented with audio feedback delivered through speakers or headphonesand sometimes with other types of feedback, including haptic technology.
Video games are defined based on their platformwhich include arcade gamesconsole gamesand personal computer PC games. More recently, the industry has expanded onto mobile gaming through smartphones and tablet computersvirtual and augmented reality systems, and remote cloud gaming. Video games are classified into a wide range of genres based on their type of gameplay and purpose.
The first video game prototypes in the s and s are simple extensions of electronic games using video-like output from large room-size computers. The first consumer video game is the arcade video game Computer Space in In came the iconic hit arcade game Pongand the first home consolethe Magnavox Odyssey. The quickly-growing industry suffered from the crash of the North American video game market in due to loss of publishing control and saturation of the market.
Following the crash, the industry matured, dominated by Japanese companies such as NintendoSegaand Sonydo video games promote violence essay, and established do video games promote violence essay and methods around the development and distribution of video games to prevent a similar crash in the future, many which continue to be followed. Today, video game development requires numerous skills to bring a game to market, including developerspublishersdistributors, retailers, console and other third-party manufacturers, and other roles.
In the s, the core industry centered around "triple-A" blockbuster games, leaving little room for riskier, experimental games. Coupled with the availability of the Internet and digital distribution, this gave room for independent video game development or indie games to gain prominence into the s.
Since then, the commercial importance of the video game industry has been increasing. The emerging Asian markets and mobile games on smartphones in particular are altering player demographics towards casual gaming and increasing monetization by incorporating games as a service.
This is three times the size of the global music industry and four times that of the film industry. Early video games use interactive electronic devices with various display formats. The earliest example is from —a " Cathode ray tube amusement device" was filed for a patent on 25 Januaryby Thomas T. Goldsmith Jr. and Estle Ray Mann, and issued on 14 Decemberas U.
Patent Douglas for the EDSAC in ; Tennis for Twoan electronic interactive game engineered by William Higinbotham in ; and Spacewar!
Each game has different means of display: NIMROD has a panel of lights to play the game of Nim[4] OXO has a graphical display to play tic-tac-toe, [5] Tennis for Two has an oscilloscope to display a side view of a tennis court, [3] and Spacewar!
has the DEC PDP-1's vector display to have two spaceships battle each other. These preliminary do video games promote violence essay paved the way for the origins of video games today, do video games promote violence essay.
Ralph H. Baerwhile working at Sanders Associates indevised a control system to play a rudimentary game of table tennis on a television screen. With the company's approval, Baer built the prototype "Brown Box". Sanders patented Baer's inventions and licensed them to Magnavoxwhich commercialized it as the first home video game consolethe Magnavox Odysseyreleased in running at Stanford Universitydevised a similar version running in a smaller coin-operated arcade cabinet using do video games promote violence essay less expensive computer.
This was released as Computer Spacethe first arcade video gamein Sanders and Magnavox sued Atari for do video games promote violence essay of Baer's patents, but Atari settled out of court, paying for perpetual rights to the patents, do video games promote violence essay. Following their agreement, Atari made a home version of Pongwhich was released by Christmas The term "video game" was developed to distinguish this class of electronic games that were played on some type of video display rather than on a teletype printer or similar device.
The first appearance of the term "video game" emerged around The Oxford English Dictionary cited a November 10, BusinessWeek article as the first printed use of the term. As analyzed by video game historian Keith Smith, the sudden appearance suggested that the term had been proposed and readily adopted by those involved. This appeared to trace to Ed Adlum, who ran Cashbox ' s coin-operated section until and then later founded RePlay Magazinecovering the coin-op amusement field, in In a September issue of RePlayAdlum is credited with first naming these games as "video games": "RePlay's Eddie Adlum worked at 'Cash Box' when 'TV games' first came out.
The personalities in those days were Bushnell, his sales manager Pat Karns and a handful of other 'TV game' manufacturers like Henry Leyser and the McEwan brothers.
It seemed awkward to call their products 'TV games', so borrowing a word from Billboard ' s description of movie jukeboxes, Adlum started to refer to this new breed of amusement machine as 'video games.
The gameplay experience varies radically between video games, but many common elements exist. Most games will launch into a title screen and give the player a chance to review options such do video games promote violence essay the number of players before starting a game.
Most games are divided into levels which the player must work the avatar through, scoring pointscollecting power-ups to boost the avatar's innate attributes, all while either using special attacks to defeat enemies or moves to avoid them.
This information is relayed to the player through a type of on-screen user interface such as a heads-up display atop the rendering of the game itself. Taking damage will deplete their avatar's healthand if that falls to zero or if the do video games promote violence essay otherwise falls into an impossible-to-escape location, the player will lose one of their lives. Should they lose all their lives without gaining an extra life or "1-UP"then the player will do video games promote violence essay the " game over " screen.
Many levels as well as the game's finale end with a type of boss character the player must defeat to continue on. In some games, intermediate points between levels will offer save points where the player can create a saved game on storage media to restart the game should they lose all their lives or need to stop the game and restart at a later time.
These also may be in do video games promote violence essay form of a passage that can be written down and reentered at the title screen.
Product flaws include software bugs which can manifest as glitches which may be exploited by the player; this is often the foundation of speedrunning a video game.
These bugs, along with cheat codesEaster eggsdo video games promote violence essay, and other hidden secrets that were intentionally added to the game can also be exploited. Both of which might make the game easier, do video games promote violence essay, give the player additional power-ups, or change the appearance of the game. To distinguish from electronic games, a video game is generally considered to require a platform, the hardware which contains computing elements, to process player interaction from some type of input device and displays the results to a video output display.
Video games require a platform, a specific combination of electronic components or computer hardware and associated softwaredo video games promote violence essay, to operate.
Games are typically designed to be played on one or a limited number of platforms, and exclusivity to a platform is used as a competitive edge in the video game market, do video games promote violence essay. These also may be remasters - where most of the original game's source code is reused and art assets, models, and game levels are updated for modern systems - and remakes, where in addition to asset improvements, significant reworking of the original game and possibly from scratch is performed.
The list below is not exhaustive and excludes other electronic devices capable of playing video games such as PDAs and graphing calculators. Early arcade games, home consoles, and handheld games were dedicated hardware units with the game's logic built into the electronic componentry of the hardware.
Since then, most video game platforms are considered programmable, having means to read and play multiple games distributed on different types of media or formats. Physical formats include ROM cartridgesdo video games promote violence essay, magnetic storage including magnetic tape data storage and floppy discsoptical media formats including CD-ROM and DVDsand flash memory cards.
Furthermore digital distribution over the Internet or other communication methods as well as cloud gaming alleviate the need for any physical media. In some cases, the media serves as the direct read-only memory for the game, or it may be the form of installation media that is used to write the main assets to the player's platform's local storage for faster loading periods and later updates.
Games can be extended with new content and software patches through either expansion packs which are typically available as physical media, or as downloadable content nominally available via digital distribution. These can be offered freely or can be used to monetize a game following its initial release.
Several games offer players the ability to create user-generated content to share with others to play. Other games, mostly those on personal computers, can be extended with user-created modifications or mods that alter or add onto the game; these often are unofficial and were developed by players from reverse engineering of the game, but other games provide official support for modding the game.
Video game can use several types of input devices to translate human actions to a game. Most common are the use of game controllers like gamepads and joysticks for most consoles, and as accessories for personal computer systems along keyboard and mouse controls. Common controls on the most recent controllers include face buttons, shoulder triggers, analog sticksand directional pads "d-pads". Similar control sets are built into handheld consoles and onto arcade cabinets.
Newer technology improvements have incorporated additional technology into the controller or the game platform, such as touchscreens and motion detection sensors that give more options for how the player interacts with the game.
Specialized controllers may be used for certain genres of games, do video games promote violence essay, including racing wheelslight guns and dance pads. Digital cameras and motion detection can capture movements of the player as input into the game, which can, in some cases, effectively eliminate the control, and on other systems such as virtual reality, do video games promote violence essay, are used to enhance immersion into the game.
By definition, all video games are intended to output graphics to an external video display, such as cathode-ray tube televisions, newer liquid-crystal display LCD televisions and built-in screens, projectors or computer monitorsdepending do video games promote violence essay the type of platform the game is played on, do video games promote violence essay.
Features such as color depthrefresh rateframe rateand screen resolution are a combination of the limitations of the game platform and display device and the program efficiency of the game itself.
The game's output can range from fixed displays using LED or LCD elements, text-based gamestwo-dimensional and three-dimensional graphics, and augmented reality displays. The game's graphics are often accompanied by sound produced by internal speakers on the game platform or external speakers attached to the platform, as directed by the game's programming, do video games promote violence essay.
This often will include sound effects tied to the player's actions to provide audio feedback, do video games promote violence essay, as well as background music for the game. Some platforms support additional feedback mechanics to the player that a game can take advantage of.
This is most commonly haptic technology built into the game controller, such as causing the controller to shake in the player's hands to simulate a shaking earthquake occurring in game. A video game, like most other forms of media, may be categorized into genres. However, unlike film or television which use visual or narrative elements, video games are generally categorized into genres based on their gameplay interaction, since this is the primary means which one interacts with a video game.
Genre names are normally self-describing in terms of the type of gameplay, such as action gamerole playing gameor shoot 'em upthough some genres have derivations from influential works that have defined that genre, such as roguelikes from Rogue[37] Grand Theft Do video games promote violence essay clones from Grand Theft Auto III[38] and battle royale games from the film Battle Royale.
Some cross-genre types also exist that fall until multiple top-level genres such as action-adventure game.
A video game's mode describes how many players can use the game at the same type. This is primarily distinguished by single-player video games and multiplayer video games. Within the latter category, multiplayer games can be played do video games promote violence essay a variety of ways, including locally at the same device, on separate devices connected through a local network such as LAN partiesor online via separate Internet connections.
Most multiplayer games are based on competitive gameplay, but many offer cooperative and team-based options as well as asymmetric gameplay. Online games use server structures that can also enable massively multiplayer online games MMOs to support hundreds of players at the same time. A small number of video games are zero-player gamesin which the player has very limited interaction with the game itself. These are most commonly simulation games where the player may establish a starting state and then let the game proceed on its own, watching the results as a passive observer, such as with many computerized simulations of Conway's Game of Life.
Most video games are created for entertainment purposes, a category otherwise called "core games". These include:. Video games can be subject to national and international content rating requirements. Like with film content ratings, video game ratings typing identify the target age group that the national or regional ratings board believes is appropriate for the player, ranging from all-ages, to a teenager-or-older, to mature, to the infrequent adult-only games.
Most content review is based on the level of violence, both in the type of violence and how graphic it may be represented, and sexual content, but other themes such as drug and alcohol use and gambling that can influence children may also be identified.
A primary identifier based on a minimum age is used by nearly all systems, along with additional descriptors to identify specific content that players and parents should be aware of.
Video Games Cause Aggression?
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Jun 17, · As such, video games do not create violent people as opponents of video games suggest. While this argument may hold some truth, numerous research findings indicates that video games lead to an increase in the violent levels of the people who engage in the games They end up wanting to be the character.” Kids want to look up to someone and could possibly want to be like someone and video games can contribute to it. They promote violence and that can have a bad effect on kids because they might try to be like them. In the article “Do violent video games encourage violence Jan 08, · Violence in Video Games Essay: Video games are online interactive, sometimes multiplayer games where people play for survival in the digital fantasy blogger.com research articles state the positive and negative effects of playing video games. These online games can cause potential psychological damage to a growing child
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