Virtual War Video Games

Virtual War Video Games.
Video games are the most popular forms of entertainment among children, adolescents, and young adults. Many video games are extremely violent and expose the Young to violence on a constant basis. In particular, young men are a preferred target of advertisement from game manufacturers for war theme games. These games are either first person shooters or third person play. In a first person shooter game, the player is holding the gun whereas in third person games, the player is represented by a character within the game play.
These games, especially first person shooters, are designed to give a rush to the players by stimulating their primal reactions and with more reasonable games, a need to prove their ‘manhood’. In addition, extreme exposure to video game and TV violence has a tendency to desensitize people, especially immature minds who may not be able to connect to what is really happening in front of them on the TV screen and, at the same time, clearly distinguish virtual fiction from reality. (King, Krzywinska, 124)
The scope of this paper is to explore the idea that young men may join the Army for other reasons than to go to college. In essence, they join the Army with the idea that they will ‘kick butts’, just like in their favorite war video games without realizing that they have signed up to be in the middle of the nightmarish realities of war: suffering and death. Since the invasion of Iraq in March 2003, the news media have been showing images of war: explosions, soldiers running down what used to be streets while dodging bullets, showing these images to saturation.

The saturation seems to come from a fascination with death and how cameras can immortalize the image. (Sontag, 59) The audience is curious to know what it is like to be there, perhaps, there is a clear morbidity in the obsession of watching violence and ‘how war works. ’ Besides, the Iraq war is ambivalent because most soldiers who are sent do not understand why they are really there. Back during the Vietnam War, young soldiers seemed to have been better conscious, in the sense of understanding, of the cause they were fighting for.
After listening to Vietnam veterans, people may somewhat realize how traumatic their experience was but until people are in the nightmare of war, they will not fully grasp the horror because if you were in it once, you never forget for the rest of your life. Still, people get the idea that war is gruesome but they do not live it. Besides, wars are never simple even though it is portrayed that way by politicians whose primary interests may have nothing to do with the interests of the people and the soldiers, dying for their cause!
Einstein his 1932 letter to Freud states: “Political leaders or governments owe their power either to the use of force or to their election by the masses. They cannot be regarded as representative of the superior moral or intellectual elements in a nation. In our time, the intellectual elite do not exercise any direct influence on the history of the world. ” Vietnam veterans will tell you the pain and the level of panic, stress, disgust, and dread there was to be there, in the middle of insanity!
Grossman in his book On Killing, talks about the psychological impact of combat and how devastating it is because the soldier is forced to be in an unnatural situation in which he or she must kill the enemy and survive at the same time. (Grossman, 36) Yet, war is still portrayed as glorious and as a beautiful sacrifice of life for one’s country. This picture is probably true for a well-informed mature person who can sign up with the Army, making a conscious decision that he or she will be severely tested and that he or she may very well kill others and be killed themselves.
However, nowadays with the Iraq war dragging as well as many soldiers dying, recruitment efforts have increased, particularly in poor neighborhoods. After speaking with a total of 15 African-American young men from different areas, it is obvious that all of them they felt especially targeted by Army recruiters. Five of them actually said that the recruiters claimed that as recruits, they could do whatever they wanted like joining their corps music band if they were inclined to play music.
Two particular African-American men confirmed these statements and said that in their case, the recruiters told them how famous Black basket ball players had joined the Army. Another young man “Mike” described how two Marine recruiters tried to get him by using the fact that he was good at playing video games: “No problem, man. It’s like in the video games…Hey, you played ‘Call of Duty’, ‘SOCOM 3’? … How about ‘Doom’? Awesome… Hey, you’d be right there with the rest of us. ” The remainder of the group said that they had at least one family member in the Army and that they did not want to join because they knew what the Army was all about.
In order to enlist young men, the reality of war has been more and more hidden from the recruits to get them to sign up to go fighting in Iraq. Moreover, the Army has made a significant effort to blend reality with fiction to get young men to sign up using TV advertisements that are aired: it is a brilliant use of the psychological impact of TV and advertising; the reality is completely absent and replaced with proud looking and competent looking young people in charge of complicated ‘stuff’ coupled with computer animation worthy of “Apocalypse Now” and strangely resembling the look, style, and feel of war video games.
In addition, it is not a coincidence that these ads air at the same time than popular TV action shows. For example, the Air Force has made use of the science-fiction show “Stargate-SG-1” to promote joining their corps. The main characters of the series are Air Force officers who have wonderful, exciting adventures on exotic planets, far, far away on the other side of the galaxy. Obviously, the basic goal is to offer young men an opportunity for 30 seconds to imagine themselves as proud competent young people playing with ‘stuff’, looking good, being well-educated and well-paid.
Little do they realize what they are in for once they sign up because they just cannot walk away and say ‘I don’t want to do this anymore’ whereas in a video game, they push the off button and everything goes away. So, the psychological appeal is double. The message from these televised ads says: ‘you will be successful in the Army (‘Be All That You Can Be in the Army’) and you will if you join. Plus, the Army is about adventure and action just like the video games you like to play. ’ Video games have a very tight grip on young people, especially teenagers and young adults: you can see that clearly when you visit video games arcades.
Many video games particularly target young men, especially the violent ones. Young women who play video games may prefer pure adventure or funny games. Violent games are prevalent and popular. The more violent and gory, the better is the motto. King & Krzywinska mention that the extent of obstacles to which a player is confronted to save his character from dying is correlated to the extent of violence to do so. (King, Krzywinska, 162) The resulting intensity is addictive while the violence seems to be connected to the idea of prompt retaliation for actions perceived as threatening by the character/player.
Prompt retaliation is often displayed by people who have not attained an emotional maturity such as adolescents and young males. The action intensity of some games is so high that the players surrender to “frenetic paroxysm elements. ”(King, Krzywinska, 162) Interestingly, assaults in the real world tend to result in a total state of primitive adrenaline-driven fight or flight in the violent offenders, bypassing the cerebral rationality area of the brain. Grossman specifies that in a combat situation, the soldier will display “tunnel vision” meaning that the enemy soldier looks closer and more dangerous.
(Grossman, 97) In addition, killing may cause an exulting effect on the combatant. The reason is that killing in war is the initiation of the power of sparing lives and killing others weaker than him. In fact, certain veterans confided that holding a gun or a machine gun was “a magic sword or even Excalibur. ” (Bourke, 4) Bourke quotes the part of a letter from a soldier telling his family how he enjoys fighting exercises (Bourke, 58): “Today we had our first bayonet class – it is quite a weapon – we all left the field thirstier than hell – all of us had the same idea, like
a child with a new toy, to try it. That is the way we were all growing to feel about combat in general – we want a taste of it. ” It is disturbing to realize after reading these words that the man in question is so excited by the idea of using a weapon, like a new toy. In a strange way, it parallels what war video games have become for adolescents and young men today. They can play war safely at home, enjoying the excitement that seems to exist in combat. In addition, video games can transform the player into a ‘real’ hero just like on TV or in a film.
One real hero of the Vietnam War was Sgt. Benavidez who had distinguished himself jumping from a helicopter running quickly, dodging bullets until he got hit in his right leg, face, and head. Despite his injuries, he continued his mission, which was to rescue a few other comrades of arms. He carried ½ of the team on his back to the aircraft while again dodging bullets. Since the team was involved in a secret mission, the documents had to be retrieved. Benavidez rushed back, still gravely injured, to pick up the dead body of the team leader and retrieve the classified documents.
As he reached the body, he got hit again, this time by a bullet in his abdomen and shrapnel from a grenade in the back. Unfortunately, the pilot of the helicopter had been hit and died on the spot as the helicopter crashed to the ground. Benavidez took the documents, went crawling back to the aircraft, helped the wounded out of the wreckage, and organized them into a defense perimeter. Then, he proceeded to distribute rations and water, still under enemy fire while injured! As if that was not enough, he called and directed air strikes to dampen enemy fire and call for another rescue.
Incredibly, he received another bullet in the thigh while he was administering first aid to a wounded member of his team. A second helicopter landed and Sgt. Benavidez again transported his wounded team members to the aircraft. During a second trip, an enemy soldier ran after him and clubbed him on the head. Hand to hand combat ensued with Benavidez killing the enemy after having received more wounds to the head and arms. That was not the end. Two enemy soldiers ran, approaching the aircraft from an angle that the gunner could not reach.
Benavidez killed these two men as well, subsequently returning to the perimeter to make sure all the documents had been taken and to get the last wounded men out. After the war, Sgt. Benavidez received numerous medals for his bravery, which was qualified as being of the highest traditions of the military service. (Leonard, 67-69) This account is truly extraordinary and is worthy of the greatest war legends passed down in many cultures, including our own. This is the story of all the heroes in Hollywood movies that make young men dream that they could be like that, not only admired for their bravery but famous and legendary as well.
In effect, Sgt. Benavidez is a bona fide model of courage and altruism. Still, are these concepts familiar to these young men involved in their video game world? Bernard et al. mentions the idea of human motivation; the motivation of sacrifice for an ideal. (Bernard, Mills, Swenson, Walsh, 40) Sacrifice for an ideal belongs to the real world, not video games; many of these young players would never be able to do what Benavidez did in the real world because of their lack of understanding of what sacrifice and altruism are.
Still, they can pretend to be sacrificing and altruistic in any war video game; not only do they get a high score for their bravery in the virtual world that looks so real but they get to live another day without worrying about their health or the effects of these virtual bullets on their body. At the end of the challenge, they just swallow a few ‘magic pills’ and they are good as new! They can either continue the carnage or turn the game off and watch TV some more. Did they really experiment the reality of war?
The video game only gives the player the enjoyment and excitement that soldiers may feel, the proverbial rush that soldiers tell about when going to combat. Yet, war is more than that. For example, can they really kill another man if they were fighting as soldiers? Can they empathize with the plight of the victims, innocent men, women, and children? Could these young men stand killing innocent women and children or sustain their looks of misery? How about peer pressure about torturing and killing prisoners?
How about hand-to-hand combat with someone they do not know, realizing that this is the part when the enemy is killed right there by their own hands, not by a machine gun far away? Where is the video game for that part of the war? Young men are being enlisted not knowing what is in store for them. All they know is that it will be awesome, exciting and fun to go to war and kill people. These tendencies have been especially exemplified by the Iraq war. This war comes at a time when virtual reality is so prevalent among adolescents and young men and women.
The Washington Post published a story back in February 2006 about video games and how they are used by the military to train soldiers. The military uses these training techniques all the time according to the article. It even has helped design video games: “Full Spectrum Warrior is one of them. The weapons used in video games are exact replicas of existing weapons. One of the interviewed soldiers in the article relates that when he had to kill a human enemy for the first time, “it did not even faze me” he said. “It felt like I was in a big video game” he added. Playstations and Xboxes were found everywhere in the soldiers’ barracks.
The comments of the Pentagon computer simulation officer in charge were that video games have revolutionized the way soldiers are trained. Adding on the experience of the soldier who was mentioned above, he stated that when it came time to fire his weapon, he was ready for it, he did not hesitate in fact because he had done it so many times before in the video games. In addition, a high ranking officer confirmed that the soldiers are not as inhibited to kill as previous generations who did not have video games. The officer asserted that video games provide “a better foundation to work with” in order to teach killing other human beings.
In fact, the U. S. Army set up a game online “America’s Army” that is used as a recruiting tool. (Vargas, 1) The young men who were interviewed in the Washington Post did not seem psychologically affected by what they did. In fact, they gave the impression that they are completely detached from the situations they encountered when they had to kill. Still, some soldiers cannot live with the fact that they killed a human being. The realization or the enormity of the act may come quickly or later, depending on the person. In previous wars, it had a tendency to come quickly.
Siegried Sasson in Pat Barker’s Regeneration, was a well-known decorated war hero in Britain. In 1917, he decided to refuse returning to the battlefield because he felt strongly that the war was a useless slaughter. His conscience was strongly affected by the war and the cruelty displayed while defending the trenches. As a result, he was so misunderstood that he was thought to be mentally ill. His ‘diagnosis’ was determined to be shell shock. The reasoning was that everyone should want to go to war and kill enemies. So, if someone did not want to, there had to be something wrong with them.
Consequently, he was sent to a mental hospital where he was taken care of by Dr. Rivers whose goal was to send him back to combat. Siegfried was a poet, not a soldier. He was not ‘equipped’ emotionally to deal with killing human beings. Yet, there was so much peer pressure to conform that it took strength and resolve to stand up and refuse to go back to the field. Tragically, he was looked upon as a threat to the morale of the troops. (Barker, 4) In fact, this is what happens to conscientious objectors who are jailed for refusing to fight.
Shell shock was a very serious psychological problem for soldiers coming back from the trenches during WWI. The psychological traumatic experiences gave these men hallucinations and nightmares while causing several physical symptoms: vomiting, diarrhea, nausea, and headaches. Other symptoms were materialized as muteness, inability to walk, and other strange effects. Trauma in war is also seen today and it is as shocking as before. The situation, however, is different. Before the age of the video games, soldiers had to acclimate without having ever been in the situation of killing another man.
Ironically, today this is no longer the case. As admitted in the Washington Post article, the games teach to kill. Curiously, there are still young men who cannot kill, even after having done it hundreds of time in the virtual world. This was particularly evident when the young soldiers in Iraq commented on the horror they saw: people dead, children dead, and blood everywhere. These men realized that they were forced to kill innocent men, women, children that were not mere characters of videogames. Grossman commented in his book On Killing that the Army teaches killing but does not teach their soldiers to deal with killing a man.
(Grossman, 97) Killing is real and the trauma resulting from this act will haunt many soldiers after they return to their homes. Shell shock is equivalent to what is called PTSD today (Post-Traumatic Stress Disorder). In July 2004, it was reported that the number of suicides had clearly gone up among soldiers in Iraq as well as severe psychiatric disorders. The Army had not addressed this problem early enough and discovered it then. Back in 2004, seventeen percent of soldiers were assessed to be suffering traumatic stress, depression or anxiety and were deemed to be “functionally impaired.
” Of that group, about three-quarters said they had received no help at any time in Iraq from a mental health professional, a doctor or a chaplain. (Holloway, 36) Iraq has been the latest examples of prisoner abuses and indiscriminate attacks during bombardments. Unfortunately, soldiers assaulted men and women while their houses were searched for traces of insurgents. These events clearly violated the Geneva Conventions on Human Rights during conflicts. (Protocol I, Art. 77, sec. 1; Protocol I, Art. 75; Protocol I, Art. 51, sec. 5a & 5 b; Protocol I, Art.
48) It is foolish to think that soldiers in combat, with their brain stuck in primal instinct modes and having no rationality capacities left, can reflect on the fact that they should follow the Geneva Protocols of Human Rights. Only after they are done with fighting can they reflect on what they have done: there is no video game in the world that will be able to erase the committed deeds of the soldier who is ordered to kill. In the end, one can ponder over the U. S. Army and the morality of its commanders that allows the comfortable idea to use video games and entertainment as ways to teach killing.
The disillusion of the soldiers after combat is that they must kill others, they must see suffering, and they cannot turn it off. The virtual reality used to portray war is false; the only grounds of these games are the weapons, uniforms, and environments as replicas of reality. However, this is just superficial whereas pain is real. Conclusion The reality of war is death and suffering. The role of video games has been hijacked to promote war, violence, and easy killing ‘skills’ promoted by the U. S. Army’s use of these games and clever ad campaigns to get recruits.
Even though there may always be the ‘tough guys’ who are not bothered by killing, it is still disturbing to see that many young men are not bothered by killing based on the fact that they seem unable to make the difference between the real world and virtual reality. However, the ‘sensitive types’ will always exist too. They are the ones who suffer the most since their world of illusion created by the video games is destroyed when they realize the reality of war, which is killing and destroying while causing pain and misery to innocent people. Their illusions of patriotic glory and excitement are shattered forever.

Virtual War Video Games

Impact of Video Games in Society

Impact of Video Games in Society.
A video game is an interactive computer that displays a video signal, allowing you to play thousands of games on your television or handheld video game device. (Wikipedia, Video Game) We have came a very long way since the very first type of video game console was invented by Ralph Baer in 1967. From the very first console, the “Brown Box” to the more interactive video game consoles such as the Wii, Playstation, XBOX or the handheld Nintendo DS. Regardless of which video game is being used, it has made a huge impact in life’s of many children, as well as adults today.
In the beginning, the games were user friendly and parents did not have much to worry about if they purchased a video game for their child. Take Pac Man for example, a very simple game where the player “Pac Man” eats dots and tries to avoid getting touched by an enemy. Now in 2012, we have games such as Call of Duty which focuses on killing members of the opposite team. As we as a society became more developed in technology, the video game systems became more and more high tech. For today’s generation, playing a 3D interactive video game is normal.
The manifest function of video game systems of today is the ability to connect the console to your television and even internet and play virtually with friends online. In 2009, it was reported by the Entertainment Software Association that nearly sixty-eight percent of households told have at least one gaming system. There are many video games aimed at children today that can be used as a learning tool. However, the amount of violent games greatly outweighs the educational ones. There are many sociological impacts from video gaming systems today.

Gaming systems are a very popular way of keeping children and teenagers entertained. Teenagers and children are becoming more and more addicted to these gaming systems everyday, which could lead to many issues such as poor school work or childhood obesity. Instead of doing homework or playing outside as we did before video games became popular, children are spending hours a day sitting on the couch due to the addictiveness of these games. Many of the games being sold today are full violence and teaching children bad morals such as sexuality, drug trafficking and even rape. According to Dr.
Craig Morrison, a professor of psychology at Iowa State University, even if children are playing games without violence, these children are forty percent more likely to show aggressive behavior after playing. The latent functions of these video gaming systems are quite clear. If we continue to allow children to play them it will lead to childhood obesity, violence as they grow older and even lack of motivation to communicate with the real world. In 2007 a sixteen year old boy in Ohio killed his own mother and shot his father simply because they took a game away from him, “Halo 3. According to the boy’s lawyer, he was injured in an accident that did not allow him to go anywhere, so he focused all of his time, energy, and mostly anger on playing this video game. When his parents decided the game was too violent, they took it away, causing the boy to snap. This is just one example of how video games can unintentionally lead to violence, and in this case death. The University of Texas performed a study on the relations of childhood obesity and video games.
Results were found to be that video games, due to their addictiveness were the cause of the children’s overweight status, and not linked to watching television as some may argue. It was found that children with a high weight status spent more time inside and less time performing outside activities, such as sports or riding bicycles. Perhaps the parents are to blame for allowing their children to do this; however, many parents today are of the working class group, sometimes being forced to leave their children unattended to do whatever they please. Each and every video game is required to have a rating. There are seven total.
Early childhood being the most non-violent and inappropriate. The rating Adults Only, requiring the purchaser to be eighteen years or older. Titles in this category usually include scenes of intense violence and or graphic sexual content and nudity. Even with the ratings, these video games are still getting into the hands of children. As our society and technology begins to grow, the problem will continue to worsen.
Citations: (Iowa State University Newspaper Article) http://www. public. iastate. edu/~nscentral/news/2007/mar/vvg. shtml (Cleavlead. com Article) http://blog. cleveland. com/metro/2008/12/boy_killed_mom_and_shot_dad_ov. html

Impact of Video Games in Society

The Harmful Effects of Video Games

The Harmful Effects of Video Games.
The Harmful Effects of Video Games By: Alan Bruestle I. Introduction: A. Video games, the ability to leave reality via controller, and glowing screen of color and bliss. A escape from life through the form of technological entertainment that has been developed and passed down to generations for decades. So why does society have such a big dispute over the use of video games? B. Many people believe that video games are only a source of fun and entertainment. Although there is truth in that video games give pleasure to the user, not many notice and realize the harmful effects that they have on society.
C. Should video games be changed in a manner that the harmful content is removed completely from the entertainment? Should society limit or keep the certain content of video games to a minimum, or should everything be left the same? I believe that video games should be limited and a law should be passed that restricts the use of video games to people who acquire a problem in their life. D. The laws I believe that should be placed would be the results from effects on society, due to video games.
The three main points that have really been noticed in society is the increase in physical effects, mental effects, and graphic influence. II. Explanation of Problems/Need A. Definitions 1. Physical – Overall Health, Disorders 2. Mental – Addiction, Social Isolation, Learning 3. Graphic Influence – Drugs, Nudity, Graphic violence B. Background/Causes/Effect 1. Background a. Many years old b. Multi billion dollar industry c. Demand won’t collapse d. Technology grows. Demand increase. e. Society always impacted. 2. Causes a. Features become better b. Consumer desire alternate life . Difference 3. Effects a. Alternate life fills boredom. b. Violence increases aggression. c. Might mimic characters. d. Users perspective addiction, forget life. e. Designers satisfy older age group. f. Can influence all age groups. III. Physical A. Overall Health. 1. Obesity 2. Seizures B. Disorders 1. Postural, Muscular, Skeletal 2. Tendonitis, Nerve compression, Carpal tunnel syndrome IV. Mental A. Addiction 1. Lost sense of reality 2. Social Isolation B. Behavior 1. Mimic video games 2. Aggressive behaviors maybe become worse. C. Style of learning 1.

Mastery leading to constant play 2. Rewarded for game play. Violence = Reward V. Graphic Influence A. Violence 1. Resolving to aggression. 2. Using violence in real life. B. Influence. 1. In game content. Drugs, violence, nudity, profanity 2. Higher drug and crime rates. Lower school rate. VI. Counter Arguement. A. Health related 1. Some games involve physical movement. 2. Used to practice work. Ex. Doctors 3. Increased brain activity from puzzles 4. Increased Hand eye coordination B. Miscellaneous 1. Multi billion industry 2. Simply entertaining VII. Conclusion A.
With the problems that come with most video games, should they be changed to better our society and fix some of the problems? B. The possibility of physical effects, mental effects, and graphic influence caused by video games, make it seem like the risk of playing most of them are not worth the risk to society.
Associated Content from Yahoo! – Associatedcontent. om. Web. 24 Nov. 2010. . “The Good and Bad Effects of Video Games. ” Raise Smart Kid. Web. 23 Nov. 2010. . “The Impact of Video Games on Society – by Tegan Mcrae – Helium. ” Helium – Where Knowledge Rules. Web. 24 Nov. 2010. . “Teen-Rated Video Games Loaded With Violence – News Room. ” Children’s Hospital Boston. Web. 24 Nov. 2010. . “Video Game Addiction. ” WebMD – Better Information. Better Health. Web. 23 Nov. 2010. . “Violent Video Games – Psychologists Help Protect Children from Harmful Effects. ” American Psychological Association (APA). Web. 24 Nov. 2010. .

The Harmful Effects of Video Games

The Effects of Video Games

The Effects of Video Games.
Video games effects on social life Many people have always been looking for some type of entertainment, and it has been through many forms, from playing with toys, to playing cards, to playing sports, and etc. However, nowadays with so much access to technology and everything that it offers. Various entertainments are way more exciting and sophisticated. Among the new electronic inventions, the 21 the century has revealed video games, a new exhilaration creating a virtual word on computers, on TV and different platforms like smartness.
Which can be very useful in a dull, vague or boring situation. Video games have turned to be an amazing source of entertainment because of their diversity, their innovation, and their capacity to be so close to the reality. It has been shown that video games were developing skills for gamers and were a great social instrument. Nevertheless, videotapes have always been a subject of controversy and seen by a lot of people/parent’s as dangerous and a bad influence, causing addiction, bad behaviors, or even violence, which is true! However there are many Positive effects as well.
In this essay I will explain the causes and effects of video games on an individual such as myself; and how I tend to abuse good things without moderation. I state many opinions that embrace new technologies and see it as a great social instrument; But overall explaining how playing Video games can create and cause some positive and negative effects on my lifestyle. The usefulness of good things has always been a problem for me, causing me to drift and abuse certain things, which is becoming a self-disciplinary problem, not to mention creating dictions.

An addiction can be defined by a physical or psychological need for a habit-forming substance. And that substance for me is playing video games, so in other words playing video games gives me the comfort and excitement that I need. But also distracting and causing me to develop badly habits but however, is that a good or bad thing? Many times it creates bad habits and causes me to develop laziness, affecting my schoolwork or work performance.
Consequently, I tend to lack assignments and time management, for instance, turning in my assignments late or implementing them at the last minute because I’m up all night trying to complete a level on a certain game and when I start a new level I can’t sleep until its completed. So for several cases I would say it’s a bad thing. In some cases playing video games gets out of control because I tend avoid many social activities with my family and friends because it has most of my have my attention. Once I’m in my gaming habitat its hard to pull me away from it. It’s sort of like a drug. At times I feel as if I am in the game and I can’t get out.
Sometime my family and friends don’t call me to do social activities because they think my answer is always going to be no! Although, Sometimes it aggravates me because there are times where I’m not playing video games and I want to go out and the times I call them to go out they say there busy. So avoid social activities; it creates a mental warfare and selfishness, affecting me in negative ways for to perform, succeed, pursue, and socialize. As a basketball player, I personally play a lot of video games to keep my mind “in the game” and still having a ay to practice while I am resting.
Video games are a great entertainment source to me, it helps me learn and develop different skills. However some games are a great simulator of life and are really efficient for athletes with games like NAB K, FIFE, and Madden Football sometimes giving me the ability to learn and then go out there and practice. Because it creates self-motivation, causing an athlete like myself to get better. They develop notably a better hand/eye coordination, a high level of focus, repetition, and fundamentals Thus having some positive effects.
In conclusion I say that I really enjoy playing video games and I definitely think it is an amazing creation, I am still wondering how people can be able to create such a sophisticated entertainment and I am also totally aware of the risks that I take. And I know the feeling of wanting to play a little bit more and ending going to bed at Sam while I have to wake up at 8 to go to school the same morning. I am learning to overcome my addictions and bad habits and evolve in the smart way and apply simple solutions that I intake and maybe help people with similar problems.

The Effects of Video Games

Effect of Video Games on Kids

Effect of Video Games on Kids.
Tessa Johnson Professor Harrison Composition II 2 October 2012 Effect of Video Games on Kids Growing up, playing outside was what I did for fun. Whether it was riding my bike, playing with friends, or swimming, I was outside for hours at a time every day. Today, kids have access to things like Xboxes, Playstations, and Nintendo DS. In a study conducted by Gentile, Lynch, Linder & Walsh (2004) “adolescent girls played video games for an average of 5 hours a week, whereas boys averaged 13 hours a week. A survey done by Harris Interactive shows that 23 percent of youth have felt “addicted to video games. ” Studies have shown that teenagers who play violent video games for extended periods of time tend to be more aggressive, are more prone to engage in fights and confrontations, and see a decline in academic success. (Gentile et al) In 2010, Robert Weis and Brittany Cerankosky conducted a study to see how video games affect academic success.
They selected a group of boys who didn’t own video games and assigned them to one of two conditions: the “video games now” group got a game system immediately, and the “video games later” group didn’t receive their systems until months later. The researchers tracked the boys’ academic success at school. They found that the boys who got their game systems immediately spent less time on schoolwork and, 4 months later, they got lower reading and writing scores. This makes sense, since more time spent playing video games means less time studying.
Also, the distraction of video games can cause kids to lose interest in their studies and cause them to fall behind. These results line up with another survey done by Cummings and Vandewater in 2007, which concluded that kids aged 10-19 who played video games spent 30% less time reading and 34% less time doing homework. (Cummings & Vandewater) A 2009 Brigham Young University study found that as video game usage increased, the quality of relationships with others, including family, friends, and other peers, decreased. The BYU Study found that daily video game users were twice as likely to use drugs.

They were three times as likely to use drugs over those who never played games. This doesn’t mean that all kids who play video games are going to go out and do drugs, but it certainly doesn’t help anything. If a child spends hours at a time playing video games, they will have no time to form relationships and socialize, not giving them the social skills they may need to succeed in the future. This can set them up for failure in job interviews, school, and in building solid relationships that are crucial to every teenager’s life. However, there are also many positive elements of video games.
According to Chacha Tumbokon, a psychologist at De La Salle University, video games can give kids betters skills in areas such as following directions, problem solving and logic, and hand-eye coordination and fine motor skills. Often times the player is asked to follow commands or prompts in a video game in order to gain rewards or status, which aids with following directions. Also, when there is a challenge in a game, it doesn’t get solved easily; the player is often forced to work through many riddles or obstacles in order to succeed—another important life lesson for a child to learn.
And lastly, video games require a great deal of hand-eye coordination. Often times games require the player to change viewpoints with one control, move with another control, and do actions (shooting, jumping, etc. ) with another control. This builds up hand-eye coordination and fine motor skills, which is a good workout for the brain. Another common aspect of games is resource management. There are often a limited number of resources (such as lives, power-ups, money, etc. ) that has to be managed in order to succeed in a game. This is another valuable lesson that many kids should learn in their lifetime.
James Paul Gee, professor of education at the University of Wisconsin-Madison, says that playing a video game is similar to working through a science problem. There is a lot of trial and error involved, which teaches a child inductive reasoning and hypothesis testing, something that can be used in many areas of life. In conclusion, there are many positive and negative effects of video games. Psychologists suggest that parents monitor the games that are being played by their children and make sure the games aren’t affecting the child’s

Effect of Video Games on Kids

Globalisation ; Video games

Globalisation ; Video games.
I am sitting in a small coffee shop on Nanjing Road in the heart of Shanghai’s central business district as I write this post. As I look around me the energy of this metropolis is palpable. There is a sense of optimism and a can-do attitude that is remarkably similar to what I experience in every vibrant economy worldwide. There is another common thread. Gaming is pervasive. Wherever I look, whether in the coffee shop or in the subway or bus station, people are enjoying video games and immersed in their phone, tablet, or laptop.
Last week, I expounded on the first of three secular orces that I believe are changing the videogame industry and today seems more relevant than ever to discuss the second one: globalization. The global software market for video games was approximately $52 billion in 2012. In Just the last 8 years, the emerging markets have gone from 12% to 47% of the market size and are growing at a compounded annual rate of nearly 30%. While the growth is broad based, countries like China, Brazil and Russia are on a tear, growing upwards of 100% in categories like Android and iOS.
In most of these markets, consoles are a very small art of gaming today, though that is also starting to change as even countries like China are re-evaluating long held policies on allowing consoles. As I look at technological and game play trends, it is my strong belief that the market for gaming is going to sustain this growth for many years to come and in most cases even accelerate. However, with globalization comes a very different set of technical challenges. Companies can’t simply replicate their success in western markets with a “rinse and repeat” of existing strategies for new geographies.

Companies that simply ranslate their products verbatim and release it into new markets will fail. To succeed, you have to think global but act local. What does this mean in the context of videogames? Each country is different in its gaming patterns, consumer behavior, infrastructure, commercial norms and local regulations. Different aspects of the game have to be tailored for local playing conditions as though the game was built from the ground up for that market.
A few examples: New game content that has local relevance and appeal Architectural changes that cater to local infrastructure, such as accounting for expected network latencies and packet losses. Introduction of different business models such as free-to-play Respect for local commercial norms, such as Konbini in Japan or Boleto Bancario in Brazil Expansion of the backend platform to support local offers, promotions and pricing changes Even though videogames are prevalent around the world today, there are cultural nuances that are extremely important to react to when it comes to delivering digital entertainment and services.
It’s not Just about marketing products differently (which is also very important) but the technology backbone that goes into supporting these titles also needs to adjust for he country or region you’re in. Everything from payment systems, gameplay mechanics and monetization strategies could be different. One such example is Plants vs. Zombies, a spectacular tower defense game from PopCap that has a massive consumer base in North America.
It has had remarkable success in China with its Great Wall edition which was released on mobile in China with local content, consumer data plans (26 and 36) and local network topology. Another example is FIFA Online 3 which was recently released in Korea and is based on the game mechanics of the popular FIFA 13 console game but tailored for the local market. It has already broken records with 2. 4 million players in Just the first four weeks since launch.
It’s a format that works better for that market and gives us the opportunity to deliver one of our core franchises to a new audience. Global connectivity has expanded the opportunities for our industry while also completely changing the demands on our technology infrastructure. I have to be thinking global with every decision I make. My next post I’ll address what I see as the final secular force – social connectivity. In the meantime, I’d love to hear how going global in business impacts your day-to-day.

Globalisation ; Video games

Hobbies: Video Games

Hobbies: Video Games.
Many people have hobbies, game nights, video games, friends, animals, the list goes on. These are all just the small things people have that help them through their lives. They are the small things they do to have fun. These things keep time moving fast and keep life lively. Then there are the other things that make things easy, and help people get through the week or even the day. The little things I like to do are just enough to keep me going. These things I do are easy, difficult, fun, relaxing, and soothing.
One of my favorite things to do is play video games. I have played video games my entire life. These games help me cope with and small problem I have. They help me forget what was happening before I started playing. My favorite game is Call of Duty, while playing I am able to vent, get mad at people, release some pressure that has been built up throughout the week. Another little thing I like to do is bowl. I bowl every Saturday morning on a league with my friends Connor and Nick. We have a great time and compete against kids from other schools.
I like to go ice fishing in the winter with my father. This is a great way me and my dad spend time together. Other things I like to do in the winter is go snowboarding. Snowboarding helps me relax and have a good time outside. Also I like to go horseback riding with my sister. We have ridden horses since we were about 8 years old. It’s the only way we are able to find time to hang out. I also enjoy watching the television series Axe Men with my sister and my brother in law. It is a very fun show and I like spending time with them.

It reminds me of what my father and I do a lot. My father and I are always in the woods cutting down trees for our new house. It releases a lot of build up tension and stress that I have from home and from school. Another one of my many hobbies is playing sports. I have always found time in my life to play sports. Even as a younger kid. Growing up I have always played baseball in the spring. I have been very successful in baseball. Playing in an All Star team for many summers and being the pitcher on that team. In the Fall I play soccer.
I have been on the Varsity soccer team for the past three years. In the Winter I play basketball on the team at school. Our basketball team has never been very successful but it is still fun to play and to be on a team. I spend a lot of my time playing sports. I have always kept my grades up so I could play sports so I think it has been a good hobby because of that. It gave me more initiative to keep my grades up. I like to spend time at home and hang out with my family. My mother is always trying to make cooking one of my hobbies but I do not enjoy cooking.
I enjoy eating what she cooks but I do not enjoy cooking it Most of all, my favorite weekly hobby is writing essays. In my lifetime I have had a lot of hobbies come and go. Most of my hobbies have stuck with me throughout my life though. Playing sports has been my main hobby. My second main hobby is playing video games. All of my hobbies throughout my life have kept me sane. Without all of my hobbies I would not be the same person I am today. They keep me grounded. I am actually very thankful for all of the hobbies I have been able to keep and pursue throughout my lifetime.

Hobbies: Video Games

Video Games as Art

Video Games as Art.
Video Games as Art Dylan Armitage December 10th, 2012 100883983 Video Games Are Art Are video games art? Up until the early 21st century, the dominant ideology surrounding this topic is resounding “No”. Art critics, such as Roger Ebert that state “video games cannot be art. ” (Roger Ebert’s Journal), and philosophers continually dismiss the idea. This ideology is no longer an accepted truth. I will argue that video games are a form of art.
Video Games have gone from simple games and concepts such as Pong (1975) to modern day, epic titles like Uncharted 3 (2011), and with that they have evolved from simple forms of entertainment to as sophisticated a form of art as any. Video games evoke great emotion from the players, much like the audience of any other form of art. Video games also should be considered a form of art because of the vast amount of tools and media that are combined to create the games that we play today.
The list of games that can be considered art increases each year and it ps over many generations, consoles, and genres. Art is defined as “The expression or application of human creative skill and imagination,”. According to this definition, if things such as paintings, film and music are considered to be art, then video games clearly fall into the category as well. Video games today are as creative as anything. Video games allow for so much creative freedom to create any setting, any character and have the ability to interact with all of those and create a new world.

Games take creativity and allow you to immerse yourself within it. In games like the series of Mass Effect (2007-2012), you are able to put a certain amount of creative input into the game yourself. You dictate many facets of the game. You can customize your character, whether it be gender, race or just the general way your character looks. Secondly, your decisions affect the world of the game. You can dictate what your character says and through that change the course of events and how other characters in the game think of you. It is essentially a new world.
The game includes it’s own lore, deals with issues that we deal with today but in a new world and in a more lighthearted fashion that definitely makes the player think. These issues include those of race barriers and the fear of technology taking over. When it comes to actual labour going into a game, it is very similar to that of a film. They include things such as motion capture. Which is essentially capturing the real life movements of someone and that translates to a sort of acting. The second element of that acting is contributed to the voice-over acting for characters.
This gives freedom of imagination to match any human with any voice you wish. The list then goes on for ages to include animators, set designers, sound designers and much more. The credits to people at the end of the games are much like that of movies and it all contributes to a fantastically entertaining piece of art. Many people view games as simply a form of entertainment. While they are indeed entertaining, they should be considered forms of art for many different reasons. Art evokes emotion, whether it be from a beautiful orchestral medley or a gorgeous landscape painting. Video games do the same.
In the modern day gaming industry, games are more than just getting from beginning to end and win the game, they involve the player in many ways. In The Walking Dead: The Game (2012), you are put in control of Lee Everett, a former university professor who is on his way to prison. The game is very unorthodox in many ways, it is much less about having action-packed gameplay or incredibly realistic graphics. It is focused on engrossing the player in the story and with the characters. It involves some point and click battles, which is necessary for the setting it takes place in, but it is heavily focused on choice.
Everything you do in the game has an effect. Whether it be from not giving someone a portion of rations or choosing to side with someone in an argument. The game world adapts to the choices you make and it all relies on the player. With such involvement the player finds themselves greatly committed emotionally to all facets of the game. The involvement tests a lot of boundaries with human emotion. “It explores the depths of human tolerance, dissecting what it means to survive in the worst possible scenario, and what it means to keep someone you love alive in the same situation. (Joystiq) Through this, it evokes incredible emotion from the player. Video games can even mix elements of many other artistic media. Taking that into account, video games can do everything that all other artistic media can, but it can be packaged into one outlet. You get the wonderful story and script of a wonderfully written book but with you as the main character, effecting the world how you see fit. The stories of video games have become increasingly more complex and compelling. They even draw interest of film and novel writers and elements from other artistic works.
The Walking Dead: The Game from Telltale Games is a great example of this. The video game draws from The Walking Dead television series on AMC and the television series draws from a graphic novel with the same name. This franchise is a great example of how different artistic media can draw from each other. All instances of the series are written by Robert Kirkman, the creator of the graphic novel series. The mainstream success of all these series are a testament to how the art that is The Walking Dead can be conveyed with great success whether it be the novels, the show or the game.
Another great example of a writer of film getting interested in video games is John Milius, writer of Apocalypse Now (1979) and Red Dawn (1984) being a story consultant to the video game closely related to his screenplays, Homefront (2011). You get the epic landscapes and imagery of film but with the freedom to explore and interact with it. In the game Far Cry 3 (2012) you play as Jason Brody and you are on an island called Rook Island which is inspired by a real tropical island. You are abducted along with your friends and you escape, determined to rescue all of them.
The game is open-world, which gives the freedom to do almost anything within the limit of the game world. You don’t even have to follow the games’ story, which has received critical acclaim. You can explore the absolutely stunning scenery of the island, you can go hunt the local wildlife, you can go climbing or even sky-diving. The setting is very appealing and draws you in like any film would but also allows you to interact and do whatever you wish with the world given to you. There are also games that allow you to interact with the world without even starting to play the real game.
Call of Duty: Black Ops (2010) has an interactive section at the main menu of the game. If you were to mash certain buttons enough, you were able to walk around the room that the main menu is taking place in. You can even walk over to an arcade machine and play a game inside of the game. The same can be seen in the newest instalment, Call of Duty: Black Ops 2 (2012) a similar section can be seen where you can interact with the world to play multiple games from the original Atari gaming console. You also the get the beautiful noise of the in-game sound effects and soundtrack.
The audio of video games has evolved from simple, silly sounding noises and no dialogue to complete orchestral scores throughout the game and Hollywood famous actors voicing in-game characters. Actors that have made the transition to video games include Sam Worthington of in Call of Duty: Black Ops 1 and 2, Seth Green in the Mass Effect series and Burt Reynolds in Saints Row: The Third (2011). The sound of a video game has come from the game Pong that only has three noises, the sound of the ball hitting the paddle, the sound of the ball hitting the sidelines and then the sound of a point being scored.
This can not be attributed to be art as far as audio goes. In contrast, the soundtrack for Journey (2012) has been nominated for a Grammy. Gaming soundtracks have evolved to the point of having individual tracks for certain situations or scenes that involve an entire orchestra, much like a film. The soundtrack for Journey is among the company of other artistic wonders in film as well as sound such as The Dark Knight Rises (2012), Hugo (2011), and The Girl With The Dragon Tattoo (2011).
All of these media combine to form the art that is video games. Now that the ground for all the aspects of a video game being art have been established, which games fall into that category and reinforce that ideal? Many games fall under all the criteria but some stand out when it comes to the different aspects. The creativity of video games is very evident throughout almost all video games but it is much more evident in the games of Mass Effect and Dead Space 2 (2011).
Mass Effect creates this vast world that includes multiple races, new planets and interesting lore that embody great creativity in video games. Creativity is also given to the players who are able to customize the character and how the character acts which dictates events and action within the story world. Dead Space 2 creates a vast world as well with great lore and the thought of where humanity would go as far as a space society. The game also talks about the issue of religion governing the state. This comes up in many ways including the game’s main conflict.
The game also draw on the very interesting and creative aspect of not knowing if certain things are really happening, much like the game Eternal Darkness: Sanity’s Requiem (2002). The sanity of the character is never really certain and you are constantly doubting yourself as well as what is occurring. When it comes to emotional engagement, two games stand out. The Walking Dead: The Game and Heavy Rain (2010). The Walking Dead: The Game engages the player in an extravagant world with interactive environments and characters.
It engages you with the characters and deals with realistic issues regarding the time and place while developing an emotional connection to the story and characters. By the time the game is complete, you are torn through all the choices you’ve made and with the emotionally testing relationship between Lee, the character you play as, and Clementine, the little girl you take care of throughout the game. The other game that engages the player emotionally in a great way is Heavy Rain. The game puts the the player in the shoes of Ethan and tests what the player is willing to go to to save his son.
You have the ability to push the character through the trials that reveal where his son is being held but with more information being revealed the closer to death Ethan becomes. As far as including all the artistic media, many games stand out. When it comes to the great writing of novels and screenplays, games such as The Walking Dead: The Game and Homefront use the talents of credited author and screenwriters to convey a great story through rich dialogue. The interactivity of games and beautiful set pieces is shown through games such as Far Cry 3 and Red Dead Redemption (2010).
In these worlds, great freedom is introduced which allows you to do really anything you desire through the many different characters, wildlife and locations the game introduces. Great strides in audio are introduced through games such as Mass Effect that include voice-actors such as Seth Green of Family Guy and Yvonne Strahovski of Dexter and the beautiful sounding and Grammy nominated soundtrack of Journey. In conclusion, the dominant ideology that video games are not art is a thing of the past.
Through the emotional engagement of games today, video games evoke as much emotion as any other work of art. Through it’s creativity and ability to create any universe as you see fit, much like other media. Video games also combine many different forms of media to create a brand new artistic form that is video games. They use great set pieces, beautiful audio through orchestra or voice over. Video games have evolved greatly from small beginnings and the list of examples is increasing very quickly. Through all these reasons and examples, video games are art.
Clarke, Andy, Videogames and Art. Chicago: Intellect Books, 2007. Conditt, Jessica “The Walking Dead Episode 5 review: All the time in the world” Joystiq. 26 Nov 2012, 8 Dec 2012 <http://www. joystiq. com/2012/11/26/the-walking-dead-episode-5-review/> Ebert, Roger “Video Games cannot be Art. ” Roger Ebert’s Journal. 16 Apr 2010, 8 Dec 2012 ;http://blogs. suntimes. com/ebert/2010/04/video_games_can_never_be_art. html; Helgeson, Matt “The Great Debate: Are Games Art? ” Game Informer. 1 May. 2012, 8 Dec 2012 ;http://www. gameinformer. om/b/features/archive/2012/05/01/the-great-debate-are-games-art. aspx; Melissinos, Chris, The Art of Video Games: From Pac-man to Mass Effect. New York: Welcome Books, 2012. Tavinor, Grant 2005. “Videogames and Interactive Fiction,” Philosophy and Literature April 2005, vol. 29, no. 1. Tavinor, Grant 2009. The Art of Videogames. Oxford: Wiley-Blackwell. Young, Robert “Gaming’s first Grammy nomination” Neoseeker. 5 Dec 2012, 8 Dec 2012 <http://www. neoseeker. com/news/21569-journey-and-composer-austin-wintory-receive-grammy-nomination-for-best-score-soundtrack/>

Video Games as Art

Video Games Are Not a Bad Influence on Children

Video Games Are Not a Bad Influence on Children.
Majority of people think that video games are a bad influence on children and teens. Children need to know what is right from worng and the people that can teach them is their parents. Children need to realize reality from fiction. School teacher can also help the children with the reality. I believe that videos games do not have a bad influence on children.
Parents need to teach their children that video games are only games and the thing that are done in the games are things that can not be done in the real world. Video games have more violence now than usual, but the parents should teach their children that violence is not the way to solve anything. Majority of the young parents accept the violence video games because they themselves grew up with those games and they want their children to go up with them as well.
The old generations didn’t grow up with video games and the new generation is. The factuly and staff of the school can also prevent violence, because just as much as children are with their parents they are with the factuly and staff at the school. When a child does or even makes a gesture its up to the factuly or staff to put a stop to it. If the factuly or staff does not put a stop to the bad gesture then the child is going to think its ok and he is going to keep doing it.

Video Games Are Not a Bad Influence on Children

Impacts of Video Game

Impacts of Video Game.
A video game is an electronic game that involves human interaction with a user interface to generate visual feedback on a video device (Wikipedia, 2011). With many types of games, there are many different effects that affect our life and most of them are bad. The first and also the most dangerous problem is violence. According to Dr. Craig Anderson (2003), violent video games may have even stronger effects on children’s aggression for many reasons. He says that video games are highly interactive and engaging.
In the other hand, many games reward for violent behaviors and because children repeat these behaviors again and again, they become more violent (Craig Anderson, 2003). Share the same idea with Anderson, Barlett (2009) describes five negative effects of video games and violence is the most dangerous effect. Violent video games is causally related to aggressive thoughts, physiological arousal, aggressive behavior, and antisocial behavior, as a result, children become more violent and they can’t control their action.
Besides, there is a strong connection between violent video games and narcissism. Highly narcissistic individuals may act more violent after playing violent video games (Barlett, 2009). It seems like almost attacks are directed to the violent video game but there are some different opinions. One study by University of Rochester (N. Y. ) researchers Daphne Bavelier and C. Shawn Green(2010) on the first-person shooter game “Unreal Tournament” found that players improved perceptual and attention skills by playing that game.

It gives player some highly mental skills like problem solving, logic, quick thinking, making fast analysis and decisions. They found that playing pro-social games led to more subsequent “helping” behavior in users (Daphne Bavelier, 2010). These researchers’ opinions may right but this problem doesn’t stop there. The author of the research “The good and the bad effects of video games” (raisesmartkid. com, 2010) points out that the effects of video games on children is worsened by the games interactive nature. Children are rewarded for being more violent.
In some other ways, violent video games affect our social life. We may spend less time in other activities such as doing homework, sports and interacting with the family and friends (raisesmartkid. com, 2010). “GTA series” is the best example for this problem. In this game, we can do everything we want like stole a car or kill people. Although many people agree with this opinion, we cannot deny the beneficial side of it. “For the U. S military, video games get serious” (Albert Rizzo, 2011). 2. 1. 2 Affect our health. The second problem is our health.
Video games affect not only our behavior, feeling but also our body. According to Dr. Mohamed K. Khan (2006), in Great Britain, those between the ages of 7 and 19 were associated with a 1. 1 per 100,000 risks for experiencing a light-induced seizure. However, those in the same age range who played video games experienced a 1. 5 per 100,000 risk. Dr. Khan also finds out that video games affect our movement. Our muscles become smaller because when we play video game, our body doesn’t need to work, as a result, our body become weaker than the normal person (Mohamed K.
Khan, 2006). 2. 1. 3 Become addicted. The last problem is video game addiction. With many bad effects, why game still becomes an addiction and make us spend all day for it? Dr. Charles Ungerleider (2007) explains that “they’re very compelling with increasing complexity, so a child becomes more facile, yet wants to know more and apply new skills. ” While wanting to improve their game isn’t a problem in itself, it becomes one if video games are “taking a youngster away too much from other activities,” says Ungerleider. (Dr. Charles Ungerleider, 2007).
According to the author of the research “The good and the bad effects of video games” (raisesmartkid. com, 2010), video games addiction will affect our social life. We spend all day to play video games and it will destroy our social skill (raisesmartkid. com, 2010). 2. 2 Solutions. 2. 2. 1 Buyers check the game carefully. According to the author of the research “The good and bad effects of video games”, Buyers should check the game carefully. Every video game has the Rating and buyers should check it before buying that game.
The government divides video games into 6 levels, and each level suitable for each group of age. We also need to note the title and the cover picture. The reviews of the game are important and because of that reason, we should search for the game in the internet before decide to buy it. Some websites will give score of the game so choose prestigious websites. The information from these websites is very useful. It will give the buyer the day that the game is released or the type of that game.
Buyer can watch the game review or play the demo of the game and it will give the buyer some experiences before decide to buy that game (raisesmartkid. com, 2010). 2. 2. 2 Players do more exercise to improve your help. Because of the bad effect of video games on our health, we should do more exercises to train our body. 1 hour per day for morning exercise will make our muscles stronger. In addition, some leisure activities like swimming, walking, fishing also well for your health (Pietro Galassetti and the other researchers, 2001). 2. 2. Players need family power. According to Los Angeles-based psychotherapist Robert Butterworth (2010) ,dysfunctional parenting, children with little guilt, and accessibility to firearms with little parental supervision can create violent children. “Most children who commit violent crime show an early combination of personality and family factors that include having trouble getting along with playmates in preschool,” ( Robert Butterworth , 2010). Therefore, parent should limit the amount of time their children play video games or set a password for their computer.
According to the author of the research “Create a strong password”, the password should have eight characters or more and try to put more uncommon characters. However, some children can break the password easily because they have some hacking skill. Because of that reason, parent should learn some way to power up your password. There are four steps that will make your password stronger. Step one is use a full sentence. After that, parent should remove all the spaces between the words. Next step is turning words into shorthand.
And finally, you should put some numbers that meaningful to you (Microsoft. om, 2011). If you think the password can’t stop your children from playing video game, you should use some software to lock the computer. In the other hand, parent should give their children a variety entertaining things to learn from, so they will be addicted to video games. Children should join the other leisure activities like soccer, fishing, and swimming. If you think your children addict to play video games, you should send them to some Game Quitting Programs. Tran Nguyen (2009), reporter of Viet Nam news, says that these programs will focus on maintaining and enhancing feelings.
Most of the students of these programs had quit video games while the others had moderated the time they spent playing (Tran Nguyen, 2009). 3. Conclusion The findings reveal that Video games have many bad effects. These effects affect not only our behavior but also our health. Video games become an addiction, a national issue. However, we still can avoid these bad effects with some solutions like game checking system, morning exercises and parent s’ responsibility. With these solutions, we can control the problem and make it become a powerful tool for everybody around the world.

Impacts of Video Game