Introduction
Video games take the form of marshaling of multiplayer games contestation on a computer or a television set (Rehman, 2010). They are a source of leisure for many children. There are many platforms which release video games such as Nintendo. Currently, video games have been upgraded in such a way that people can interact real-time online while playing. Just like any other source of entertainment, the wave of controversy has also swept it and some people are against them. This paper will look at both the positive and negative effects of video games. (Rehman, 2010) The popular video games categories interlinked with this are the real-time plan, 1st person action, combat, and multiplayer battle. The most played video games are combat games such as call of duty and counter strike global offensive.
Video games have become part and parcel of the lives of young people in the world. These sports both impact this group positively and negatively. Video games affect the academic performance of students in school in a negative way. Scholars have indicated that the frequent a student plays a video game the more likely he /she will drop in his grades. Another negative impact of the video game on children is that it promotes violence that it makes these children who play to commit the acts they have seen (Rehman, 2010). In most action video games the content there is not for underage people but you will find parents letting their children play because they consider these games to be harmless.
In reality, these games show children how to use weapons and kill people. These children are most likely to have violent thoughts or aggressive behavior toward other people (Rehman, 2010). Other issues arising out of video games in the society is the matter of addiction among young people in these games. Secondly, there is the issue of the high costs of these games. Another issue is that young people participating in traditional sports has dropped significantly. This contributes to health issues such as obesity
On the positive side video games has contributed towards critical thinking and self-reflective education among children (Bay, 2014). These two skills are very crucial in a student's life during tertiary education and also in searching for an employment opportunity. Video games have the effect of making the human brain to make quick and effective decisions that can also be applied in a real-life situation (Bay, 2014). It also helps to develop a reading culture due to the many texts in the games and also reading the storyline of a particular game. Another factor that has contributed much to this is the issue of social media interaction which has also fueled video games. Young people can now interact online with each other as they play these games. This online platform makes the games to be more popular among the young generation.
Conclusion
In conclusion, this industry has employed very many people all over the world such as the developers and professional video game players. Consequently, we cannot brush off the economic value it adds to society. But just like any product, it should be regulated to ensure it does not harm the developing brains of children. Different games should be allowed for different age groups to prevent children from being psychological. Any video game company selling its products to the wrong age group legal action should be taken against them. Parents and guardian should also monitor the games their children are playing.
References
Bay, J. (2014). Turning Video Gamers into Software Developers. Computer, 47(10), 99-101. Doi: 10.1109/mc.2014.300
Rehman, S. (2010). Impact of Violent Video Games on Young Children. SSRN Electronic Journal. Doi: 10.2139/ssrn.1679210
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Video Games: Leisure or Controversy? - Essay Sample. (2023, Jan 28). Retrieved from https://midtermguru.com/essays/video-games-leisure-or-controversy-essay-sample
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