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E-sports connect large numbers of players via internet. There they get in virtual
worlds that can supports thousands of players who are simultaneously logged in. In the
Philippines, game titles such as Ragnarok and Counter-Strike are often heard during
kid's discussions on gaming. Salvador Rodriguez Jr., co-owner of RFD Internet Café in
Muntinlupa City, said their customers also play other RPG such as Special Forces, Cabal,
RAN, and War Rock. He explained that users can already play these games by playing
only the Internet fees. However, additional expenses come when a gamer starts
upgrading his character's weapons and powers. He said the cards are usually in P50
When one is engaged in video game, all that comes to mind is addiction. Video
which interferes with a person's everyday life. However, this area of research is growing
in the area of using games for older population realm of cognitive deterioration and
Like any other compulsive disorder, video game addiction can have severe
negative consequences. Though most of the symptoms listed above have short-term
effects, they can lead to more severe long-term repercussions if not addressed
properly. For example, someone addicted to video games will often avoid sleeping or
eating proper meals in order to continue gaming. While the short-term effects of this
may include hunger and fatigue, it could eventually lead to a sleep disorder or diet-
related health issues. Similarly, those who isolate themselves from others in order to
play video games may miss out on family events, outings with friends, or other events
in the short-term. If this continues to be a pattern for a long period of time, however,
reasoning, and remembering. Although several risk factors for cognitive decline have
been identified, much less is known about factors that predict maintenance of cognitive
function in advanced age. Elders who maintain cognitive function have a unique profile
that differentiates them from those with minor decline (K Yaffe 2009). The first
implementation intentions that enhance the probability that a desired action will be
experimentally studying the role of active social and cognitive engagement in improving
cognition.
Because of too much time given by learners in playing video games, it manifest in
behaviors such as play, exploration and challenge seeking that people often do for
esteem and test anxiety and academic performance were explored to see the
the psychological, physical and financial well-being and to other people that count on
him/her. Video games are not completely evil, however. Many skills can be learned by
playing them. Some such skills include problem-solving abilities, perseverance, pattern
logistics, mapping, memory, quick thinking, and reasoned judgments. They have also
been seen to help build confidence in the ordinary child. Another potential positive is
that video games allow for the development of hand-eye coordination. However,
baseball and other such social activities also develop this ability. Video games may
require a higher degree of hand-eye coordination than many other activities, but the
question us how much hand eye coordination does the average child need.
2009)
player, with a character in the game, one starts identifying himself and act for it. This
excited state of mind of the player has a positive effect. A number of these were given
by Article Base as follows: problem solving, planning, estimation and analysis, quick
social presence, and stress relief. It is also said that it is surely better playing video
games than watching television as video games are interactive. Hence, children need to
their potentially addictive nature. Many video games, particularly massively multiplayer
online role-playing games and social network and mobile games, rely on a "compulsion
loop" or "core loop", a cycle of activities that involve rewarding the player and driving
them to continue through another cycle, retaining them in the game. The anticipation of
such rewards can create a neurological reaction that releases dopamine into the body,
so that once the reward is obtained, the person will remember it as a pleasurable
feeling. This has been found similar to the same neurological reaction believed to be
China, the head of one software association was quoted, "In the hypothetical world
created by such games, they become confident and gain satisfaction, which they cannot
Griffiths has also proposed that another reason why online video games are
potentially addictive is because they "can be played all day every day". The fact that
there is no end to the game can feel rewarding for some, and hence players are further
A high prenatal testosterone load may be a risk factor for the development of video
that the evidence suggests that video game addiction arises out of other mental health
problems, rather than causing them. Thus it is unclear whether video game addiction
playing video games. According to lead investigator Richard Ryan, they believe that
players play for more reasons than fun alone. Ryan, a motivational psychologist at
Rochester, says that many video games satisfy basic psychological needs, and players
often continue to play because of rewards, freedom, and a connection to other players.
Some people, in my opinion, only choose to be an addict because of their social life,
maybe because they don’t feel accepted in the real world and therefore choose to hide
in the online, virtual world where they attain a sense of freedom and acceptance. From
one’s point of view, many of us, at some point of our lives get the feeling of being
tossed off or unaccepted by people around us. Some people maybe have had critical
experiences like such, and they choose to live in their online world, giving temporary
Another factor that’s already been exploited by video game developers is the
psychological impact on a person. For example, having energy bars on games which
drops every time you play a level and when all the energy is used up, you’ll have to
wait for a few hours to fill up that energy bar. Basically, this is what keeps you looking
for more, and this is what keeps you hooked up. Knowing that you’ll get to play soon
when you wait which keeps you asking for more. As the addiction worsens, video game
addicts tend to spend less quality time with friends and family or significant others.
Although, they may claim that they have a lot of “online friends” but still experience
loneliness, depression and social anxiety due to lack of in-person contact or interaction.
Entertainment video games are usually analyzed for their anniversary possible
negative effects, and educational games are touted as the provider of more positive
effects. Research suggested that both types of games can provide a wide array of
positive effects to players. They also help improve spatial skill development, cognitive
violent video games have found negative correlations with academic, a positive
association with other types of games has also been found. Educational computer
games are becoming more prevalent in primary and secondary schools as teaching tools
for youth. The interactive nature allows for high levels of entertainment, but has not yet
Anderson and Dill (2007) in “The Benefits of Playing Video Games” studied video
games and aggression and suggested that not only does gaming have an impact on
performance directly, but it also triggers a higher level of aggression, which is often
A 2009 paper entitled “Video Games and the Future of Learning” suggests that
video games are changing education and that games are more than a simple form of
entertainment (Shaffer, Squire, Halverson, & Gee, 2005). It explains that student
learning can be enhanced by experiences in vast virtual worlds. These worlds can allow
students to interact as a community. This means that students can learn things all on
game played on a personal computer, rather than on a video game console or arcade
machine. Computer games have evolved from the simple graphics and game play of
early titles like Space war to a wide range of more visually advanced titles. Despite the
rise of later models that reduced the significance of the role of the media in determining
people’s actions, the early effects model still exerts much influence over how people
feel about new media technologies today. It especially features in the discourse of
moral panics. Spring Hall states that a moral panic occurs when the official or press
reaction to a deviant social or cultural phenomenon is out of all proportion to the actual
threat offered. This can be very much aligned to the issue of violence in videogames. A
large number of studies have strived to identify a causal link between violent content in
video games and subsequent violent behavior in game players. While many of these
studies claim to have identified a link, skeptics suggest that the approaches used were
Some constitutive rules of games and their ability to catch our attention completely,
called “immersion” (MacMahan, 2003), can remain comparable over the ages. But the
games that people play today have diversified and evolved in numerous directions. The
change from penny arcade video games to networked personal consoles and home
computers modified our relation to virtual play. Advances in game design and
ergonomics also made game designers adapt their products. The market evolved from a
limited and specialised phenomenon to mass market strategies. The way people play
has changed, and is still changing, an example is the interest for mobile and casual
determined the potential effects and use of video games we still need to understand
what in a game can have an influence, and what can be done to use a game in a given
way. If games can change the players this change could be targeted on serious
The studies and literatures concerning the effects of playing video games on a
child’s academic performance are contradictory because some of them suggested that
video games led to negative effects while others said that it gives positive benefits.
When a child is playing video games, they have the tendency to forget the amount of
time that they have already spent making them vulnerable to the different effects that
video games can give to their academic performance whether it may be positive or
negative. Furthermore, playing video games should not be done during weekdays
because it can affect their studies. It should be done during the weekends so that it