Sunday, November 17, 2019
Video game console Essay Example for Free
Video game console Essay A video game is an electronic game that involves human interaction with a user interface to generate visual feedback on a video device. The word video in video game traditionally referred to cathode ray tube (CRT) display device, but it now implies any type of display device that can produce two or three dimensional images. The electronic systems used to play video games are known as platforms; examples of these are personal computers and video game consoles . These platforms range from large mainframe computers to small handheld devices. Specialized video games such as arcade games, while previously common, have gradually declined in use. The input device used to manipulate video games is called a game controller, and varies across platforms. For example, a controller might consist of only a button and a joystick, while another may feature a dozen buttons and one or more joysticks. Early personal computer games often needed a keyboard for game play, or more commonly, required the user to buy a separate joystick with at least one button. Many modern computer games allow or require the player to use a keyboard and a mouse simultaneously. A few of the most common game controllers are gamepads, mouse, keyboards, and joysticks. Video games typically use additional means of providing interactivity and information to the player. Audio is almost universal, using sound reproduction devices, such as speakers and headphones. Other feedback may come via haptic peripherals, such as vibration or force feedback, with vibration sometimes used to simulate force feedback. The present era is the age of modern communication technology is an integral part of youth lives in the twenty first century. The world of electronic media however is changing dramatically; the vast majority of youth have access to multiple media. Most have internet and video game access and a significant portion have cellphones and iPads. Video games have been an important part of our culture (Sherry 2001). The term Video game in the broadcast possible sense is a form of computer based entertainment. Youth play video games for fun with the goal of progressing to the next Level (stage in playing games) and eventually conquering the opponent whether thatââ¬â¢s another player or the computer. Whatââ¬â¢s more the social aspect sharing tactics experiences and explanation helps cement what they have learned. Opportunity for gaming are everywhere and teens are playing video games frequently. Educational video games, handheld device and media production tools can allow young students to see how complex language and other symbols systems attached to the world. From the first rock arrow heads to globe spanning communication network, human have attempted to use technology in improving length and quality of life. Video games are digital entertainment media that utilize both audio and visual channels to capture the audience attention and immense the in the developers vision. In many cases, this involves putting the player in the role of the avatar that interacts with the in game cases. In essence the player is the star of an interactive movie he sees his avatars action portrayed on screen for his entertainment. It logically follows that the aesthetics for video game should attain similar standards to that of a movie, the quality of both visuals and sound should be high. According to Anderson, Buckley and Gentile 2007; Anderson and Bushman 2001: Anderson Carnagey, Flangnan, Benjamin Eubanks and Valentine 2004; Anderson Dill 2000, Experimental and longitudinal and meta-analytic data indicate that playing violent video games increase aggression hostility and aggressive thoughts. According to Hannon, 2007 Epstein, Beeches, Graf and Roemmich 2007. Games with positive content show positive effect. For Example, playing a dancing Video Game can help children lose weight Konami Dance Revolution 2007. Today, sophisticated video games require players to pay constant attention to the game rather than passively watching a movie. This has both positive and negative impact on the player. 1. 2STATEMENT OF THE PROBLEM Itââ¬â¢s worth thinking about video game habits. The rapidly evolving nature of video game graphics, violence, and realism cautions against any definitive statement about the impact of video games on social behavior. According to an article by Sheri Rauh (2006), ââ¬Å"Video Game Addiction No Funâ⬠addiction was defined by Dr.Michael Brody as, ââ¬Å"The person needs more and more of a substance or behavior to keep him going. If the person does not get more of the substance or behavior, he becomes irritable and miserable. â⬠According to the Report of the Council on Science and Public Health on the topic of Emotional and Behavioral Effects, Including Addictive Potential, of Video Games, (2007) the committee stated that they had engaged in a thorough study of how video games were affecting lives but had insufficient evidence that playing video games for more than two hours per day could be considered an addiction. However, they did recommend that two hours of screen time, television, video games and computers was the maximum amount of time that anyone should have every day. In Samaru, due to the establishment of many game centers, many youth that nowadays find freedom too early to laze around. Sometimes some of them sneak through tightened blockages to video centers to satisfy their craving which at the long run help them in derailing them from the path of morality. It does not only constitute distraction but loss of other invaluable assets like time, money and domestic disobedience. Therefore study becomes necessary in other to know what these youth gratify from by spending so much time in game centers playing games. 1. 3RESEARCH QUESTIONS The study shall seek answers to the following questions: 1. Does regular playing of the game teachesteach you how to play the game in reality? 2. What are the pleasures derived from playing the game? 3. Why do youth prefer playing soccer play station to other games available to them? 4. Does regular playing of the game divert them away from other pressing responsibilities? 1. 4RESEARCH OBJECTIVES. The aim of the study is mainly to provide for an empirical base for understanding what gratification do youth derive from constant playing of video games. As such, the specific objectives of the study are as follows: 1. To know the pleasure youth derive from playing video games. 2. To know if playing soccer play station teaches youth how to play football in real life 3. To know the reason why they prefer play station soccer to other available game. 4. To know if the game deviate them from their responsibilities. 1. 5SIGNIFICANCE OF THE STUDY. This research work will be of significance because it will know what the youth in Samaru gratify from playing video games specifically soccer play station and what impact does playing it have on them. The research will be able to show what intension they have when packaging the content and to let us know the regulatory body controlling video game content. Finally the research work will be adding to the academic knowledge. 1. 6SCOPE Video game has been and will continue to be a highly popular form of entertainment for the last 30years. They encourage player to become part of the games, sport games like soccer, wrestling motor and bike racing etc. These games consoles have different models e. g Play Station 1, Play Station 2, Play Station 3 and the newly xBox. Therefore this study will focus on the use and gratification of video games specifically soccer play station as regards to the joy they derive craving immorality and how the usage has increase socialization among youths in Samaru. 1. 7LIMITATION The research will have much limitation which will be made know at the end of the research work. 1. 8JUSTIFICATION OF THE STUDY The study is necessary or problematic because it is important for the community and the youth at large to know the effect of video games on their ward and to know how far they can follow the laid down rules given by the gaming regulatory bodies on the type of game that their ward can be exposed to. 1. 9DEFINITION OF TERMS Video Game: The term video game generally refers to interactive entertainment programs that are projected onto television-type screens, either by coin-operated arcade games or dedicated game-playing computers called video-game consoles. Electronic Games: Electronic Games, interactive hardware or software played for entertainment, challenge, or educational purposes. Emotions: Signifies a reaction involving certain physiological changes, such as an accelerated or retarded pulse rate, the diminished or increased activities of certain glands, or a change in body temperature, which stimulate the individual, or some component part of his or her body, to further activity. Gratification: The highest stage of Satisfaction, fulfillment, indulgence, enjoyment, pleasure, delight REFERENCE Asika (2002) Research Methodology in Behavioral Science. Ikeja Logoji Longman Nig Plc. American Medical Association. (2007). Report of the Council on Science and Public Health. (CSAPH Report 12-A-07). Retrieved from www. ama-assn. org/ama1/pub/upload/mm/467/csaph12a07. doc Rauh, S. (2006). Video Game Addiction No Fun. Retrieved from http://www. webmd. com/mental-health/features/video-game-addiction-no-fun Bushman, B. Anderson, C. (2002) Violent Video Games and Hostile Expectations: Test of the General Aggression Model. Personality and Social Psychology Bulletin, 28, 1979-1986. Braun C. and Giroux, J. (1989), Arcade video Games: Proxemic, Cognitive and content Analysis, Journal of Leisure Research, 21 92. Dill, K. E. , Dill, J. C. Video game violence: a review of the empirical literature Aggressive and Violent Behaviour, 3. 407 428 Microsoft à ® Encarta à ® 2009. à © 1993-2008 Microsoft Corporation. All rights reserved. Gentile, D. A. Anderson, C. A. (2003), Violent Video Games: The newest media violence hazard. In D. A. Gentile (Ed), Media Violence and Children. Westport, CT: Praeger Publishing.
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