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Video Games

The document discusses the influence of video games on children and young people. It covers the biological, psychological, social, and health risk aspects. Biologically, excessive video game use can negatively impact brain development as skills learned may not transfer to real life problem solving. Psychologically, players can become accustomed to and mimic violent environments, which can influence behavior. Socially, video games may negatively impact social relationships if they replace interactions, but some studies find they can also facilitate new friendships among players. Overall, video games can have both benefits and risks depending on the individual and game content.

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0% found this document useful (0 votes)
62 views

Video Games

The document discusses the influence of video games on children and young people. It covers the biological, psychological, social, and health risk aspects. Biologically, excessive video game use can negatively impact brain development as skills learned may not transfer to real life problem solving. Psychologically, players can become accustomed to and mimic violent environments, which can influence behavior. Socially, video games may negatively impact social relationships if they replace interactions, but some studies find they can also facilitate new friendships among players. Overall, video games can have both benefits and risks depending on the individual and game content.

Uploaded by

adntron
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as DOC, PDF, TXT or read online on Scribd
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UNIVERSIDAD REGIOMONTANA

DIVISIÓN DE ESTUDIOS PREUNIVERSITARIOS


Unidad Chepevera

Materia: English

Adrian Mtz. Tron


Matrícula: 685945
VIDEOGAMES

Introduction

Today, technology has advanced greatly, and one of the main activities that human
beings prefer fun.

Who would not want all the time doing things you enjoy? Clear that all people
prefer to entertain with something that makes them laugh a bit, to keep them
occupied without getting bored and to be able to live with others in the same
activity.

The human being, using its own technology, has created a myriad of mechanisms
to develop the famous games.
In the game there is a digital interface where the user can manipulate at will, within
several constraints, the properties of that interface, so that was entertaining and
even fun.

There are a number of games in the world, developed by many companies who
have won millions and millions of dollars in sales. There are games from the
classic tetris and pacman, and even the very elaborate as FIFA 2009, one of the
top selling games in recent years in its various versions.

Millions of children around the world every year are happy to see them buy the
game at the moment, the most fun, most difficult, where all his friends want. What
people see is just the fun of the child or young person, and are in some form at the
right thing because they promote their happiness, however, not everything is happy
to provide the purchase of video games also brings in many cases, consequences,
some not so good, others are very important and not to other charities.

Not everything is fun and happiness in the game, many do not meet the
characteristics that must be taken to a video game is a good person, others have
been so good that they are highly recommended, but I'm not very encouraged and
are little used .

All these technological inventions, certainly not designed to generate bad habits in
young people, but a good time of fun, unfortunately, have caused a great impact on
the daily lives of children, youth and adults.

What are video games?

A game is a computer program, usually created for entertainment and fun in which
a person controls or systems by interacting with a machine that is running the
same game. In the video game in most cases, it can support more than two players
at the same time, interacting with the same machine within the same pattern of
regulation established.

The videogame industry has become one of the largest worldwide since 1970, but
his start was several decades before.
The history of video games began around 1947 when the idea of a video game
was created by Thomas T. Goldsmith Jr. and Estle Ray Mann, who registered a
patent application for January 25, 1947, and was granted in December 14, 1948.

You have to be a 1952 video game for the first "real" of history was created. OXO,
it was called, was actually a computer game graphics version of the famous "Three
in-line" written for the EDSAC computer (the first electronic calculator in history).
OXO could make their decisions based on the movements of the player,
transmitting orders through controls.

Without widespread, many of the games are considered very good, however, has
consequences, some not very charitable, other long-term can be very bad to such
an extent that in recent years have prohibited the sale of individual games not meet
expectations for healthy players.

The influence of video games

The influence of video games on children and young people has been divided into
four areas:
- Biological
- Psychological
- Social
- Health Risks

Biological

Under the influence of youth in the biological aspect caused by video games, are
the consequences of excessive use of them.

Man is an intelligent being compared to the other beings on the planet, and that
intelligence is mainly due to the power of reasoning. The reasoning is one of the
characteristics and skills most important in humans, to such an extent that all the
things that today can be developed emerged from the outset thanks to the
reasoning of the objects and situations.

In many of the games created, it has been found to help the player's brain power,
stimulating the same reasoning ability. This means that many games developed in
compliance with the characteristic that when interacting with them, you are
involved in many situations where you need to take right decisions to meet the goal
of it. The person to be forced to find quick solutions, to help stimulate the brain to
generate options and quick solutions in a short time to choose the best answer and
the best solution to the problem presented at the interface of the game.

Unfortunately, not all games that feature meets the capacity to stimulate the
player's brain to solve problems correctly and in a short time.

Studies conducted recently show that the majority of games do not help at all to
generate an extra argument in the player, solving the same problems as in it.

This is mainly because most of the game interface and present environments that
are outside of reality, and where the player learns to solve problems in it, but
outside the game, the situation would not be present and therefore acquired both
the ability to solve problems can not be applied outside the game, on the contrary,
it is only easier to play more and more.

For example, a child is very entertaining with his new soccer game, the child learns
a few days after control of the game to move at more and faster, their motor ability
is increasing because the same body is used to react to situations as presented in
the game. One day the child is presented with an unusual product in its level in the
game is increasing, and the child is a problem, do not know how to solve it. But as
with his experience in the game and knowing all their limitations, the child solves
the problem using a trick with the controls of the same game. The child is returned
to the same situation but not in the game, in real life, but the child now does not
know how to resolve it where it was presented earlier in the game and ruled by the
same constraints and same interface.

Mental abilities and new skills that a player could develop into a video game are
developed under a fictitious interface, outside of reality, therefore, can be difficult to
re-submit the same situation with the same features and power resolve the same.

The player who developed a special ability to solve problems within a game, most
often not applicable in real life because it was developed in this interface, however,
this capacity can apply it in the same or other games .

Psychological Aspect

Videogames mainly psychological. The player tends to go to the interface and the
situations in the game and has to mimic the characters or the actors manipulating
the same game.

The player, who tends to emulate the game, also mimics its environment, its
characteristics, for example, a player who will buy a skateboarding game, after
some time playing it the player begins to take a taste for skateboarding and want to
buy a real skateboard.

"An experiment conducted by American psychologists, whose results will be


published in the Journal of Experimental Social Psychology, shows that users of
violent videogames have a reduced brain response to images of violence in real
life."

This means that a player who is constantly interacting in a game where a situation
or a specific environment, does not react to a situation in real life with the same
environment because they're used to it.
For example, a couple has several months to play his new game of fighting, the
game showed high levels of violence and their parents have never been realized in
that game golear show different forms of the opponents and the player starts to get
used to such a violent environment, it begins to enter the game and emulate their
"idols" in the same game, so it would not be surprising that the couple begins to
take violent behavior with their friends, colleagues, and even with people outside
his family, because such violence and makes it normal to be so used to that
environment.
Many recent studies show that most video games have a high violent content,
resulting in players who tend to become more violent while playing and still playing
the same game.

Social Aspect

In the social aspect, the game generated a lot of changes in many people, others
less so, and even tend to improve social conditions and personal.

Several studies in many gamers have shown that the longer it applies to video
games, have more problems to deal socially with others.

This is because the player is specifically in a closed virtual world generated by the
game and that starts to get less attention to social relationships, with friends,
family, school, etc.

For example, a person who previously had a normal social life, begins to give more
time to video games, it begins to feel fun with video games, the unit to them, that
makes you want to stay in their house to play, dating friends to any reunion.
Gradually, the social relationship with others is eroded to the extent that the person
who is constantly using videogames does not have a social life.

But also, many studies have found that social relationships are very good among
gamers. Studies and surveys the harbor.

The vast majority of respondents (83%) felt that this relationship has not changed
with the game while 13% believe that the best and only 3% had worsened. And
41% of respondents claim to have made friends through games.

This proves that the social aspect, video games tend to be favorable in some
cases, but there are exceptions. Just as there are instances where gamers prefer
to play with friends and meet new ones through the games, there are others who
prefer to play a social life with other people. This could be explained as the gamers
who prefer to have a social life with people who are in the same situation in video
games and they tend not to engage in other activities.

Appearance Health Risk

Health problems are very common and very likely among gamers. Being
continuously playing in front of the TV leads to major health problems in sight.
Studies surveys leading players doing the business of video games from one to
five years, 82% had health problems at the hearing at any time, whether problems
of myopia, eyestrain, astigmatism, hyperopia, etc..

Apart from health problems at the hearing, the abuse of video games causes
physical inactivity to be much time to play and little time for physical activity and
exercise.

In the long run, physical inactivity leads to obesity in the case of children and youth
and over time, causing risk and cases of joint disorders, respiratory, diabetes,
hypertension and other cardiovascular diseases.

Conclusion
In conclusion, video games have biological influences that cause disruption of
gamers on their mental abilities to solve problems.

Psychologically, the players have to engage in video games, the environments of


the same, and we have no doubt that gamers take an aggressive because many of
the games currently contain high levels of violence.

Socially, the consequences of the players have to vary in many cases the players
improve their social relationships with friends that use the same game, as well as
many players have a low in their social life because they prefer to give more time
to game together with others. There is something that could be common between
the two cases, gamers have to relate better with people who have the same tastes
them before the game.

Videogames too many risks of health problems, either at the hearing,


cardiovascular disease and obesity.

The best way to prevent all these problems is to limit the playing time, avoid using
gaming consoles such as "nannies" to entertain children, and above all create a
culture of sport; social interaction and fun are not necessarily dependent on
technology and video games.

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