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ban_video_games.docx

VIDEO GAMES 1

VIDEO GAMES 6

Should We Ban Video Games or Not

With the development of Internet, video games are becoming more and more popular in our daily lives. Too much time spent on video games makes people hard to distinguish between fantasy and reality. Parents or teachers are having difficult swallowing video games. Addiction and too much violence have been tow of the negative effects of video games. Children who play video games with too much violence are easily exposed to get rebel psychology. However, some psychologists and experts have revealed that video games have some inherent merits including releasing pressure, stimulating the electronic economy and enjoying the fun have from the technology.

Firstly, one of the biggest benefits attached to video gaming is releasing pressure. There are many stressful aspects in the daily routine day activities, “Learners have all the day preoccupied with class work, assignments and revisions” (Gee, 2014). All these pressures in children’s’ lives make them embrace video gaming as a way of releasing pressure in the form of stress. Children not only release their pressures of their day through the games but through the feeling which gives them many insights of what to do and how to perform tasks with ease. It is not only children who have a lot of stress and pressure but also adults find pleasure in video games. “It is enjoyable to see how parties in the video games are controlled to perform certain tasks as dictated by the person playing the video game.” (Gee, 2014) Therefore, playing video games is a good way to release pressure.

Another benefit of video gaming is stimulating electronic economy. There are numerous entrepreneurs who have invested in the production of the video games and this is a supportive pillar of the economies across the global. What more important is the employment opportunities that are attached to the video game producer firms. Defense Of the Ancients (DOTA) is one of the current video games that are centered on multiplayers in an online battle arena (Hsu, 2014). DOTA is played professionally by millions of fans and tournaments have a lot of incomes to the competitors and through licensing and sale of tickets the governments get their better shares through the benefits buffering their economies. Some of the final tournaments include the Blizzard Entertainment Blazon and the World Cyberspace of Asia (Hsu, 2014). Valve Corporation has developed and released DOTA2 War Craft III in 2013 which both have continued to grow and expand exceedingly.

Alternatively, the economy has grown in a tremendous way due to the emergence and growth of e-sports. E-sports are also known as electronic sports in which players use features to play sports via video games.. The significance of the video games cannot be undervalued as for they are financially and employ thriving contribute employment- wise to the economic growth of nations. This also means that the companies behind the video games continue to incubate new ideas good for technological growth. Moreover, new businesses in the form of PlayStations have continued to emerge and computer and accessory manufacturers have continued to enjoy the boom paying taxes hence propelling the economies forward (Hsu, 2014).

Further more, Video games never lack resplendent advertisement accompaniments. The images of brightly decorated advertisement feature relentlessly in the video games. These are meant to make the new products in the cyberspace or in any other enterprise that has potential target customers in the video gamers known of the product (Cornwell, 2015). The message is passed to the video gamers or audience like the case of DOTA tournaments. The message is delivered and deciphered by the audience prompting the purchase of the products if they contend the content and features of the products. Movie trailers are some of the advertisements that feature in the transition periods between one video game episode and the other; thus, able to convince the audience of a new movie or video in the markets that is a must watch (Cornwell, 2015).

On the contrary, critics have leveled claims against video gaming citing numerous disadvantages that come with the perceived to be fun games. They have discredited video games as means to release pressures from strenuous activities (Latorre, 2015). They even have table evidence to back up their claims. They say that there are many other ways to release stress pressure without indulging into violent video games. Researchers also say that a significant part of the brain cells are worn out in the endeavor to find tactics for success or decide on dilemma making it a twice as bad problem. Suggestions have been made on sports and chatting with friends as effective ways to calm down their pressures and stresses (Latorre, 2015). Sports are enjoyable and in the medical and physiotherapy sense is healthy. Talking with friends is a remedy to relieving one of mind stresses. Chats are characterized by laughter and who cares laughing in the cocoon of friends. Laughter they say is the best medicine (Latorre, 2015).

Further oppositions say that video games are tickets for individuals to get lost. Addiction is the resultant of people getting lost in video games. Some of the video games are so attractive and become a pleasure zone. However, on the contrary is the outcome of these pleasure zones. One is unable to perform other tasks of importance and priorities fail to be priorities the reason being is video gaming (Hofmann & Hlavacs, 2015). Why should one video game and forget or disregard some assignments important in a day’s activities? Such questions query the validity of the video games and whether they add any value to the individual. Therefore, playing video gaming is a time waster and should not be encouraged because individuals on top of being addicted are becoming living screen zombies. (Hofmann & Hlavacs, 2015)

Also, video games will never agree well with a player’s health. It is detrimental to the health of the individual for one is dehydrated and staying fixed in one corner on a chair video gaming. Players according to medical analysts lose a lot of blood and this leads to other complications in the body including low blood pressure. (Aboujaoude & Starcevic, 2015) Mentally, people who play video games may become mentally ill due to the insufficient blood reaching their brain cells or altogether they develop aggressive behaviors or rebel psychology due to the resultant effect of violent scenes in the video games. One such game, Grand Theft Auto, has been a catalyst of violence. Critics contend that repetition of gaming of the violent video games rewards the video gamers with the aggressive behavior thus a sure way of learning violence consequently comes from successfully committing crimes. (Boxer, Groves & Docherty, 2015)

All in all, each coin has two sides and so are the video games, which have both advantages and disadvantages. Video game players should try to distinguish the two effects and wisely select the ones that have more merits and disregard the ones that have multiple detriments. There is a hard lesson of video games that need to be learned those include addiction, violence and health complications. Therefore, it is good for parents to dialectically screen what their children play in the video games otherwise, the repercussions will have a significant impacts in their children lives.

Works Cited

Aboujaoude, E., & Starcevic, V. (Eds.). (2015). Mental Health in the Digital Age: Grave Dangers, Great Promise. Oxford University Press.

Boxer, P., Groves, C. L., & Docherty, M. (2015). Video Games Do Indeed Influence Children and Adolescents’ Aggression, Prosocial Behavior, and Academic Performance A Clearer Reading of Ferguson (2015). Perspectives on Psychological Science.

Cornwell, T. B. (2015). SPONSORSHIP-LINKED MARKETING1. Routledge Handbook of Theory in Sport Management.

Gee, J. P. (2014). What video games have to teach us about learning and literacy. Macmillan.

Hofmann, A., & Hlavacs, H. (2015, March). Gaming and entertainment technologies for includification. In Virtual and Augmented Assistive Technology (VAAT), 2015 3rd IEEE VR International Workshop on (pp. 5-7). IEEE.

Hsu, C. H. (2014). Legalized casino gaming in the United States: The economic and social impact. Routledge.

Latorre, Ó. P. (2015). The Social Discourse of Video Games Analysis Model and Case Study: GTA IV. Games and Culture.