Control ( 20)
The training period was 4–24 weeks (mean = 11.49; S.D. = 6.88). One study by Lee et al. had two length periods and total hours because the study examined video game training of two types. The total training hours were 16–90 h (mean = 40.63; S.D. = 26.22), whereas the training intensity was 1.5–10.68 h/week (mean = 4.96; S.D. = 3.00). One study did not specify total training hours. Two studies did not specify the training intensity. The training periods and intensities are in Table 8 .
Periods and intensities of video gaming intervention.
Author | Year | Length (Week) | Total Hours | Average Intensity (h/Week) |
---|---|---|---|---|
Gleich et al. [ ] | 2017 | 8 | 49.5 | 6.2 |
Haier et al. [ ] | 2009 | 12 | 18 | 1.5 |
Kuhn et al. [ ] | 2014 | 8 | 46.88 | 5.86 |
Lorenz et al. [ ] | 2012 | 8 | 28 | 3.5 |
Lee et al. [ ] | 2015 | 8–11 * | 27 | n/a |
Martinez et al. [ ] | 2013 | 4 | 16 | 4 |
Roush [ ] | 2013 | 24 | ns | n/a |
West et al. [ ] | 2017 | 24 | 72 | 3 |
West et al. [ ] | 2018 | 8.4 | 90 | 10.68 |
The training length was converted into weeks (1 month = 4 weeks). ns, not specified; n/a, not available; * exact length is not available.
Of nine eligible studies, one study used resting-state MRI analysis, three studies (excluding that by Haier et al. [ 40 ]) used structural MRI analysis, and five studies used task-based MRI analysis. A study by Haier et al. used MRI analyses of two types [ 40 ]. A summary of MRI analyses is presented in Table 9 . The related resting-state, structural, and task-based MRI specifications are presented in Table 10 , Table 11 and Table 12 respectively.
MRI analysis details of eligible studies.
MRI Analysis | Author | Year | Contrast | Statistical Tool | Statistical Method | Value |
---|---|---|---|---|---|---|
Resting | Martinez et al. [ ] | 2013 | (post- > pre-training) > (post>pre-control) | MATLAB; SPM8 | TFCE uncorrected | <0.005 |
Structural | Haier et al. * [ ] | 2009 | (post>pre-training) > (post>pre-control) | MATLAB 7; SurfStat | FWE corrected | <0.005 |
Kuhn et al. [ ] | 2014 | (post>pre-training) > (post>pre-control) | VBM8; SPM8 | FWE corrected | <0.001 | |
West et al. [ ] | 2017 | (post>pre-training) > (post>pre-control) | Bpipe | Uncorrected | <0.0001 | |
West et al. [ ] | 2018 | (post>pre-training) > (post>pre-control) | Bpipe | Bonferroni corrected | <0.001 | |
Task | Gleich et al. [ ] | 2017 | (post>pre-training) > (post>pre-control) | SPM12 | Monte Carlo corrected | <0.05 |
Haier et al. * [ ] | 2009 | (post>pre-training) > (post>pre-control) | SPM7 | FDR corrected | <0.05 | |
Lee et al. [ ] | 2012 | (post>pre-training) > (post>pre-control) | FSL; FEAT | uncorrected | <0.01 | |
Lorenz et al. [ ] | 2015 | (post>pre-training) > (post>pre-control) | SPM8 | Monte Carlo corrected | <0.05 | |
Roush [ ] | 2013 | post>pre-training | MATLAB 7; SPM8 | uncorrected | =0.001 |
* Haier et al. conducted structural and task analyses. + Compared pre-training and post-training between groups without using contrast. TFCE, Threshold Free Cluster Enhancement; FEW, familywise error rate; FDR, false discovery rate.
Resting-State MRI specifications of eligible studies.
Author | Year | Resting State | Structural | ||||||
---|---|---|---|---|---|---|---|---|---|
Imaging | TR (s) | TE (ms) | Slice | Imaging | TR (s) | TE (ms) | Slice | ||
] | 2013 | gradient-echo planar image | 3 | 28.1 | 36 | T1-weighted | 0.92 | 4.2 | 158 |
Structural MRI specifications of eligible studies.
Author | Year | Imaging | TR (s) | TE (ms) |
---|---|---|---|---|
Kuhn et al. [ ] | 2014 | 3D T1 weighted MPRAGE | 2.5 | 4.77 |
West et al. [ ] | 2017 | 3D gradient echo MPRAGE | 2.3 | 2.91 |
West et al. [ ] | 2018 | 3D gradient echo MPRAGE | 2.3 | 2.91 |
Task-Based MRI specifications of eligible studies.
Author | Year | Task | BOLD | Structural | ||||||
---|---|---|---|---|---|---|---|---|---|---|
Imaging | TR (s) | TE (ms) | Slice | Imaging | TR (s) | TE (ms) | Slice | |||
Gleich et al. [ ] | 2017 | win–loss paradigm | T2 echo-planar image | 2 | 30 | 36 | T1-weighted | 2.5 | 4.77 | 176 |
Haier et al. [ ] | 2009 | Tetris | Functional echo planar | 2 | 29 | ns | 5-echo MPRAGE | 2.53 | 1.64; 3.5; 5.36; 7.22; 9.08 | ns |
Lee et al. [ ] | 2012 | game control | fast echo-planar image | 2 | 25 | ns | T1-weighted MPRAGE | 1.8 | 3.87 | 144 |
Lorenz et al. [ ] | 2015 | slot machine paradigm | T2 echo-planar image | 2 | 30 | 36 | T1-weighted MPRAGE | 2.5 | 4.77 | ns |
Roush [ ] | 2013 | digit symbol substitution | fast echo-planar image | 2 | 25 | 34 | diffusion weighted image | ns | ns | ns |
All analyses used 3 Tesla magnetic force; TR = repetition time; TE = echo time, ns = not specified.
This literature review evaluated the effect of noncognitive-based video game intervention on the cognitive function of healthy people. Comparison of studies is difficult because of the heterogeneities of participant ages, beneficial effects, and durations. Comparisons are limited to studies sharing factors.
Video gaming intervention affects all age categories except for the children category. The exception derives from a lack of intervention studies using children as participants. The underlying reason for this exception is that the brain is still developing until age 10–12 [ 52 , 53 ]. Among the eligible studies were a study investigating adolescents [ 40 ], six studies investigating young adults [ 41 , 42 , 43 , 47 , 49 , 51 ] and two studies investigating older adults [ 48 , 50 ].
Differences among study purposes underlie the differences in participant age categories. The study by Haier et al. was intended to study adolescents because the category shows the most potential brain changes. The human brain is more sensitive to synaptic reorganization during the adolescent period [ 54 ]. Generally, grey matter decreases whereas white matter increases during the adolescent period [ 55 , 56 ]. By contrast, the cortical surface of the brain increases despite reduction of grey matter [ 55 , 57 ]. Six studies were investigating young adults with the intention of studying brain changes after the brain reaches maturity. The human brain reaches maturity during the young adult period [ 58 ]. Two studies were investigating older adults with the intention of combating difficulties caused by aging. The human brain shrinks as age increases [ 56 , 59 ], which almost invariably leads to declining cognitive function [ 59 , 60 ].
Three beneficial outcomes were observed using MRI method: grey matter change [ 40 , 42 , 50 ], brain activity change [ 40 , 43 , 47 , 48 , 49 ], and functional connectivity change [ 41 ]. The affected brain area corresponds to how the respective games were played.
Four studies of 3D video gaming showed effects on the structure of hippocampus, dorsolateral prefrontal cortex (DLPFC), cerebellum [ 42 , 43 , 50 ], and DLPFC [ 43 ] and ventral striatum activity [ 49 ]. In this case, the hippocampus is used for memory [ 61 ] and scene recognition [ 62 ], whereas the DLPFC and cerebellum are used for working memory function for information manipulation and problem-solving processes [ 63 ]. The grey matter of the corresponding brain region has been shown to increase during training [ 20 , 64 ]. The increased grey matter of the hippocampus, DLPFC, and cerebellum are associated with better performance in reference and working memory [ 64 , 65 ].
The reduced activity of DLPFC found in the study by Gleich et al. corresponds to studies that showed reduced brain activity associated with brain training [ 66 , 67 , 68 , 69 ]. Decreased activity of the DLPFC after training is associated with efficiency in divergent thinking [ 70 ]. 3D video gaming also preserved reward systems by protecting the activity of the ventral striatum [ 71 ].
Two studies of puzzle gaming showed effects on the structure of the visual–spatial processing area, activity of the frontal area, and functional connectivity change. The increased grey matter of the visual–spatial area and decreased activity of the frontal area are similar to training-associated grey matter increase [ 20 , 64 ] and activity decrease [ 66 , 67 , 68 , 69 ]. In this case, visual–spatial processing and frontal area are used constantly for spatial prediction and problem-solving of Tetris. Functional connectivity of the multimodal integration and the higher-order executive system in the puzzle solving-based gaming of Professor Layton game corresponds to studies which demonstrated training-associated functional connectivity change [ 72 , 73 ]. Good functional connectivity implies better performance [ 73 ].
Strategy gaming affects the DLPFC activity, whereas rhythm gaming affects the activity of visuospatial working memory, emotional, and attention area. FPS gaming affects the structure of the hippocampus and amygdala. Decreased DLPFC activity is similar to training-associated activity decrease [ 66 , 67 , 68 , 69 ]. A study by Roush demonstrated increased activity of visuospatial working memory, emotion, and attention area, which might occur because of exercise and gaming in the Dance Revolution game. Results suggest that positive activations indicate altered functional areas by complex exercise [ 48 ]. The increased grey matter of the hippocampus and amygdala are similar to the training-associated grey matter increase [ 20 , 64 ]. The hippocampus is used for 3D navigation purposes in the FPS world [ 61 ], whereas the amygdala is used to stay alert during gaming [ 74 ].
Change of the brain structure and function was observed after 16 h of video gaming. The total durations of video gaming were 16–90 h. However, the gaming intensity must be noted because the gaming intensity varied: 1.5–10.68 h per week. The different intensities might affect the change of cognitive function. Cognitive intervention studies demonstrated intensity effects on the cortical thickness of the brain [ 75 , 76 ]. A similar effect might be observed in video gaming studies. More studies must be conducted to resolve how the intensity can be expected to affect cognitive function.
Almost all studies used inclusion criteria “little/no experience with video games.” The criterion was used to reduce the factor of gaming-related experience on the effects of video gaming. Some of the studies also used specific handedness and specific sex of participants to reduce the variation of brain effects. Expertise and sex are shown to affect brain activity and structure [ 77 , 78 , 79 , 80 ]. The exclusion criterion of “MRI contraindication” is used for participant safety for the MRI protocol, whereas exclusion criteria of “psychiatric/mental illness”, “neurological illness”, and “medical illness” are used to standardize the participants.
Some concern might be raised about the quality of methodology, assessed using Delphi criteria [ 45 ]. The quality was 3–9 (mean = 6.10; S.D. = 1.69). Low quality in most papers resulted from unspecified information corresponding to the criteria. Quality improvements for the studies must be performed related to the low quality of methodology. Allocation concealment, assessor blinding, care provider blinding, participant blinding, intention-to-treat analysis, and allocation method details must be improved in future studies.
Another concern is blinding and control. This type of study differs from medical studies in which patients can be blinded easily. In studies of these types, the participants were tasked to do either training as an active control group or to do nothing as a passive control group. The participants can expect something from the task. The expectation might affect the outcomes of the studies [ 81 , 82 , 83 ]. Additionally, the waiting-list control group might overestimate the outcome of training [ 84 ].
Considering the sample size, which was 20–75 (mean = 43.67; S.D. = 15.63), the studies must be upscaled to emphasize video gaming effects. There are four phases of clinical trials that start from the early stage and small-scale phase 1 to late stage and large-scale phase 3 and end in post-marketing observation phase 4. These four phases are used for drug clinical trials, according to the food and drug administration (FDA) [ 85 ]. Phase 1 has the purpose of revealing the safety of treatment with around 20–100 participants. Phase 2 has the purpose of elucidating the efficacy of the treatment with up to several hundred participants. Phase 3 has the purpose of revealing both efficacy and safety among 300–3000 participants. The final phase 4 has the purpose of finding unprecedented adverse effects of treatment after marketing. However, because medical studies and video gaming intervention studies differ in terms of experimental methods, slight modifications can be done for adaptation to video gaming studies.
Several unresolved issues persist in relation to video gaming intervention. First, no studies assessed chronic/long-term video gaming. The participants might lose their motivation to play the same game over a long time, which might affect the study outcomes [ 86 ]. Second, meta-analyses could not be done because the game genres are heterogeneous. To ensure homogeneity of the study, stricter criteria must be set. However, this step would engender a third limitation. Third, randomized controlled trial video gaming studies that use MRI analysis are few. More studies must be conducted to assess the effects of video gaming. Fourth, the eligible studies lacked cognitive tests to validate the cognitive change effects for training. Studies of video gaming intervention should also include a cognitive test to ascertain the relation between cognitive function and brain change.
The systematic review has several conclusions related to beneficial effects of noncognitive-based video games. First, noncognitive-based video gaming can be used in all age categories as a means to improve the brain. However, effects on children remain unclear. Second, noncognitive-based video gaming affects both structural and functional aspects of the brain. Third, video gaming effects were observed after a minimum of 16 h of training. Fourth, some methodology criteria must be improved for better methodological quality. In conclusion, acute video gaming of a minimum of 16 h is beneficial for brain function and structure. However, video gaming effects on the brain area vary depending on the video game type.
We would like to thank all our other colleagues in IDAC, Tohoku University for their support.
PRISMA Checklist of the literature review.
Section/Topic | # | Checklist Item | Reported on Page # |
---|---|---|---|
Title | 1 | Identify the report as a systematic review, meta-analysis, or both. | 1 |
Structured summary | 2 | Provide a structured summary including, as applicable: background; objectives; data sources; study eligibility criteria, participants, and interventions; study appraisal and synthesis methods; results; limitations; conclusions and implications of key findings; systematic review registration number. | 1 |
Rationale | 3 | Describe the rationale for the review in the context of what is already known. | 1, 2 |
Objectives | 4 | Provide an explicit statement of questions being addressed related to participants, interventions, comparisons, outcomes, and study design (PICOS). | 2 |
Protocol and registration | 5 | Indicate if a review protocol exists, if and where it is accessible (e.g., Web address), and if available, provide registration information including registration number. | 2 |
Eligibility criteria | 6 | Specify study characteristics (e.g., PICOS, length of follow-up) and report characteristics (e.g., years considered, language, publication status) used as criteria for eligibility, giving rationale. | 2 |
Information sources | 7 | Describe all information sources (e.g., databases with dates of coverage, contact with study authors to identify additional studies) in the search and date last searched. | 2 |
Search | 8 | Present full electronic search strategy for at least one database, including any limits used, such that it could be repeated. | 2 |
Study selection | 9 | State the process for selecting studies (i.e., screening, eligibility, included in systematic review, and if applicable, included in the meta-analysis). | 3 |
Data collection process | 10 | Describe method of data extraction from reports (e.g., piloted forms, independently, in duplicate) and any processes for obtaining and confirming data from investigators. | 3 |
Data items | 11 | List and define all variables for which data were sought (e.g., PICOS, funding sources) and any assumptions and simplifications made. | 3 |
Risk of bias in individual studies | 12 | Describe methods used for assessing risk of bias of individual studies (including specification of whether this was done at the study or outcome level), and how this information is to be used in any data synthesis. | 2 |
Summary measures | 13 | State the principal summary measures (e.g., risk ratio, difference in means). | - |
Synthesis of results | 14 | Describe the methods of handling data and combining results of studies, if done, including measures of consistency (e.g., I ) for each meta-analysis. | - |
Risk of bias across studies | 15 | Specify any assessment of risk of bias that might affect the cumulative evidence (e.g., publication bias, selective reporting within studies). | - |
Additional analyses | 16 | Describe methods of additional analyses (e.g., sensitivity or subgroup analyses, meta-regression), if done, indicating which were pre-specified. | - |
Study selection | 17 | Give numbers of studies screened, assessed for eligibility, and included in the review, with reasons for exclusions at each stage, ideally with a flow diagram. | 3,5 |
Study characteristics | 18 | For each study, present characteristics for which data were extracted (e.g., study size, PICOS, follow-up period) and provide the citations. | 5-11 |
Risk of bias within studies | 19 | Present data on risk of bias of each study, and if available, any outcome level assessment (see item 12). | 5,6 |
Results of individual studies | 20 | For all outcomes considered (benefits or harms), present, for each study: (a) simple summary data for each intervention group (b) effect estimates and confidence intervals, ideally with a forest plot. | 4 |
Synthesis of results | 21 | Present results of each meta-analysis done, including confidence intervals and measures of consistency. | - |
Risk of bias across studies | 22 | Present results of any assessment of risk of bias across studies (see Item 15). | - |
Additional analysis | 23 | Give results of additional analyses, if done (e.g., sensitivity or subgroup analyses, meta-regression [see Item 16]). | - |
Summary of evidence | 24 | Summarize the main findings including the strength of evidence for each main outcome; consider their relevance to key groups (e.g., healthcare providers, users, and policy makers). | 12,13 |
Limitations | 25 | Discuss limitations at study and outcome level (e.g., risk of bias), and at review-level (e.g., incomplete retrieval of identified research, reporting bias). | 13 |
Conclusions | 26 | Provide a general interpretation of the results in the context of other evidence, and implications for future research. | 14 |
Funding | 27 | Describe sources of funding for the systematic review and other support (e.g., supply of data); role of funders for the systematic review. | 14 |
For more information, visit: www.prisma-statement.org .
D.B.T., R.N., and R.K. designed the systematic review. D.B.T. and R.N. searched and selected the papers. D.B.T. and R.N. wrote the manuscript with R.K. All authors read and approved the final manuscript. D.B.T. and R.N. contributed equally to this work.
Study is supported by JSPS KAKENHI Grant Number 17H06046 (Grant-in-Aid for Scientific Research on Innovative Areas) and 16KT0002 (Grant-in-Aid for Scientific Research (B)).
None of the other authors has any conflict of interest to declare. Funding sources are not involved in the study design, collection, analysis, interpretation of data, or writing of the study report.
Image source: Powernowllc. CC0 1.0. Wikimedia Commons.
Once you have selected an initial topic, the next step is to develop research questions. You'll do this by using probing questions, such as what, why, when, how, would/could, should.
Phrasing your topic in the form of questions helps direct the research process.
WHY questions ask for an explanation of something--why something happened, why it did not happen, or why one thing is better than another. For instance, why are video games so popular among young teenage boys?
WHEN questions focus on timing or history. When did video games start to become popular? When were video games invented?
WHERE questions focus the topic on a location, either geographical or other. Where, or in which countries, are video games most popular?
HOW questions focus aspects of the topic, on a process, or on the origin. How do video games affect users?
WOULD / COULD questions focus on possibilities. Would video games be more popular with teenage girls if marketing targeted girls?
SHOULD questions focus on the appropriateness of a particular action, policy, procedure, or decision. Should the government regulate violent video games?
Source: Mike Palmquest. Bedford Researcher . Colorado State University.
A good research question will lead to your thesis statement.
For example, the question...
...might lead to the following thesis:
"Exposure to violent video games negatively affects teenagers in a variety of ways: It increases aggressive behavior, physiological arousal, aggressive-related thoughts and feelings, and also decreases prosocial behavior."
Strong thesis statements
or "why should I care?" test
Source: Thesis Statements. George Mason University.
School performance, effects on social relationships.
The society has been immensely influenced by the technological changes, which are reshaping some of the activities. The emerging technologies in one way or another have affected every member of society, irrespective of age.
Video Games have had the greatest influence on the lives of children. Children no longer appreciate the outdoor games as was before, as most of their time is spend indoors playing video games.
Although this trend may have a positive impact on the lives of the concerned children as far as their knowledge of computer is concerned, there are various negative impacts.
Various educationists have confirmed that outdoor plays are very important to the development and growth of children.
It helps them develop socially as they meet with their friends and learn to share discussions, get involved in physical activities and develop physically through such games. The paper talks about some of the negative effects of computer games (Finkel, 1995).
It is established through research that computer games do not help children grow academically. In fact, computer games contribute to inactivity of body cells, which might lead to oversight hence causing diseases such as hypertension and diabetes.
Moreover, indoor games contribute to poor academic performance among students because most of the time is spend on useless games that do not offer any academic lessons.
Lastly, computer games lead to the development of antisocial behavior whereby a student is not interested in interacting with his or her peers.
Available literature shows that more children are growing obese owing to the fact that they spend little time exercising and engage frequently with the computer.
Research shows that children who take part in physical exercises are more healthy, intelligent, and active in class. The study conducted by American Heart Association proved that children are contracting heart diseases mainly because of lack of physical activity.
The research indicated that the number of obese children increased by four percent in 1974. Those affected were children aged six to eleven years.
However, the percentage increase could not be compared with the study conducted in 2006 whereby the increase rate was seventeen percent. As from 1971 to 2006, the number of adolescents thought to be obese increased from 6.1 percent to 17.6 percent.
The percentage increase was shocking. Furthermore, the increase was attributed to lack of physical activity and video games (Wiegman, & van Schie, 1998).
Overweight is a costly condition that leads to a number of illnesses among school going children. According to experts at the University of Michigan, obese children have higher risks of contracting diseases such as diabetes, heart diseases, and high blood pressure.
Other illnesses associated with overweight include high cholesterol levels in the body, hyperlipidemia, sleep apnea, respiratory problems, gastrointestinal malfunctions, early adolescence, and finally mental problems.
Studies show that obese children tend to have a low sense of worth and despair.
As AHA records show, obese children are likely to be obese when they attain the adulthood age. This would even cause more problems because they would be exposed to a number of diseases.
A study conducted by Media Literacy Clearinghouse indicated that children had developed a habit towards computer games. Video games had gained relevance among children aged eight and eighteen years to an extent that the rate at which children played computer games rose from an average of 26 minutes in 1999 to 73 minutes in 2009.
Generally, the rate at which children interacted with the computer daily rose from six hours in 1999 to seven hours in 2009. A report compiled in 2004 at the University Hospital of Zurich revealed that a strong link between obesity and video games exist.
It can be concluded that video games do not help children in any way but instead it affects their health. Video games interfere with the children’s eating habits because such children would tend to consume food with high calories.
In this regard, parents need to monitor the behavior of their children as regards to physical fitness.
In the United States, a study conducted to ascertain the effects of computer games on the performance of students proved that PlayStations and other video games such as Xbox Video affects the concentration of children in class.
Furthermore, the study revealed that children who are like using playing video games could not compete favorably with those who prefer physical games. One of the researchers was quoted saying that the performance of students who engage in physical exercises will always improve with time.
Boys are affected more by the new trend since they would rarely improve in class. Their performance would always remain stagnant for a period.
Moreover, boys cannot develop skills that would help them to read and write well in case they are allowed to interact with the computer frequently (Sakurai, 1984).
It should be noted that video games might not necessarily cause poor performance among school going children but the time spent in watching the games or playing them would consume the time that a student would be expected to read, do some homework, and write a good composition.
Definitely, a student would register a poor grade in case he or she does not engage in a serious research. Video games have a tendency of instilling negative reading attitudes to students. This is because a student would find reading a storybook or solving a mathematics problem boring.
Video games are very fast and demand a higher concentration unlike other academic activities that need time for conceptualization. In a joint study conducted in Australia, researchers concluded that video games affect the performance of students in many ways.
Students who spend time playing video games would always perform dismally in class. In fact, the study revealed that computer games do not help children perform well in any of the subjects. This is because students who spend time watching and playing computer games would always score low in each subject.
This research contradicts some of the assumptions that computer games help children to perform well in some subjects. The Australian study revealed that there is no single positive correlation between academic performance and computer games.
Video games are known to influence the cognitive and educational dexterities of children. Moreover, the games can as well as define the children’s social relationships. In a traditional setting, the relationship between the child and the parent or other senior members of society is clearly defined.
The video games have changed meaning that social relations are no longer the same. Studies indicate that video games, especially those that are violent, reshape the behavior of children. Moreover, video games could contain some sort of competition and aggression, which affect the reasoning of children.
In the current society, the rate at which conflicts occur in society has increased. Youths are currently violent because of the new games. The main objective of video games, according to Nintendo and Sega Genesis Center, is violence.
Any game played by children via the computer does not have anything new other than violent content. The companies specializing in selling computer games would convince parents that the games are non-violent but in the real sense, they are not.
A study conducted in 1998 confirmed that many children, over 80%, were familiar to a violent game referred to as Duke Nukem. Unfortunately, only 5% of parents were aware of the game meaning that children are access even those games that are supposed to be accessed by only the adults.
This trend affects the social life of children. In 1999, students at Columbine High School in Littleton, Colorado engaged in a destructive demonstration mainly because of the influence of computer games.
Students shot at their fellow teens and other people because they experienced it through video games. Such kind of behavior is destructive because it could lead to social anomy (Griffith, 1999).
Studies across the world indicate that violent video games increase an individual’s hostility and aggression. Aggressive games would lead to a habit whereby students prefer to play the games rather than engage in physical exercises.
This is even related to overweight. Children who are used to video games tend to be indifferent and unresponsive to the sufferings of other children. They would easily bully their fellow students without mercy.
Finkel, S. (1995). Causal analysis with panel data. Thousand Oaks, CA: Sage
Griffith, M. (1999). Violent video games and aggression: A review of the literature. Aggression and Violent Behavior , 4(2), 203-212.
Sakurai, S. (1984). Construction of the Social Desirability Scale for Children. Japanese Journal of Educational Psychology , 32(2), 310-314.
Wiegman, O., & van Schie, E. (1998). Video game playing and its relations with aggressive and pro-social behavior. British Journal of Social Psychology , 37(2), 367- 378.
IvyPanda. (2019, April 3). Effects of Video Games. https://ivypanda.com/essays/effects-of-video-games/
"Effects of Video Games." IvyPanda , 3 Apr. 2019, ivypanda.com/essays/effects-of-video-games/.
IvyPanda . (2019) 'Effects of Video Games'. 3 April.
IvyPanda . 2019. "Effects of Video Games." April 3, 2019. https://ivypanda.com/essays/effects-of-video-games/.
1. IvyPanda . "Effects of Video Games." April 3, 2019. https://ivypanda.com/essays/effects-of-video-games/.
Bibliography
IvyPanda . "Effects of Video Games." April 3, 2019. https://ivypanda.com/essays/effects-of-video-games/.
Log In | Sign Up
Auto-login on future visits
Show my name in the online users list
Forgot your password?
Logged in as ( 0 ) | Log Out
Writing an effective essay on video games requires a good understanding of the topic, strong writing skills, and the ability to analyze and present your ideas clearly. Whether you're a passionate gamer exploring your favorite titles or a cultural critic examining the industry's impact, a well-crafted essay can offer valuable insights and engage readers. If you need assistance with essay writing services at Ukwritings , they can help. Ukwritings is an essay writing service that provides professional writing assistance to students on various topics, including video games. Their team of experienced writers can help you craft a compelling and well-researched essay. Here are some tips to help you craft a compelling essay on video games.
The video game industry is vast, covering a wide range of genres, platforms, and themes. Rather than attempting to write about video games in general, narrow your focus to a specific aspect or angle. This will allow you to delve deeper into the topic and provide more meaningful analysis.
For example, you could explore the impact of a particular game or franchise, analyze the representation of certain groups in video games, or examine the evolution of game mechanics over time. A focused topic will help you develop a clear thesis statement and maintain a cohesive structure throughout your essay.
Gather information from reliable sources, including books, academic journals, industry reports, and reputable online publications. Look for sources that provide in-depth analysis, historical context, and expert opinions. Avoid relying solely on user reviews or fan sites, as they may lack objectivity or present biased perspectives.
Consult a variety of sources to gain a well-rounded understanding of your topic. Take notes, highlight key points, and organize your research in a way that will help you support your arguments and provide strong evidence.
Your thesis statement should be a concise and focused statement that outlines the main argument or perspective you will explore in your essay. It should be specific, debatable, and supported by evidence from your research. A strong thesis statement will guide the development of your essay and help you maintain focus throughout the writing process. For example, instead of a broad statement like "Video games are influential," you could propose a more specific thesis, such as "The open-world design of the Grand Theft Auto series has significantly influenced the gaming industry's approach to storytelling and player agency." Crafting a clear and compelling thesis is crucial, especially if you're writing the essay for college admissions or scholarship applications, where college essay services can provide valuable guidance to help you stand out.
A strong thesis statement will guide the development of your essay and help you maintain focus throughout the writing process. For example, instead of a broad statement like "Video games are influential," you could propose a more specific thesis, such as "The open-world design of the Grand Theft Auto series has significantly influenced the gaming industry's approach to storytelling and player agency."
Structure your essay in a logical and coherent manner. Begin with an engaging introduction that captures the reader's attention and provides context for your topic. Use body paragraphs to present your main points, supporting each one with relevant examples, facts, and analysis. Finally, conclude your essay with a strong summary that reinforces your thesis and leaves a lasting impression on the reader.
Consider using subheadings to organize your essay into distinct sections, making it easier for readers to follow your line of thought and navigate the content.
An effective essay should go beyond simply describing or summarizing information. Analyze and critique various aspects of your topic, such as game design, narrative elements, societal impact, or cultural representation. Offer your own insights and opinions, but support them with evidence from your research and careful analysis.
Encourage critical thinking by examining different perspectives, identifying strengths and weaknesses, and exploring the broader implications or consequences of the subject you're discussing.
Video games can be viewed from various angles, including artistic, cultural, technological, and psychological perspectives. Acknowledging and exploring different viewpoints will add depth and complexity to your essay, demonstrating your understanding of the topic's nuances.
For example, when discussing the representation of women in video games, you could examine the issue from a feminist perspective, exploring how certain games perpetuate harmful stereotypes or objectification. However, you could also consider the perspective of game developers, who may face challenges in creating diverse and authentic female characters while appealing to a broad audience.
Strengthen your arguments by providing specific examples and evidence from video games themselves. Describe key scenes, gameplay mechanics, or design choices that support your points. You can also use quotes from developers, critics, or industry experts to bolster your analysis.
Concrete examples and evidence make your essay more engaging and help readers better understand the points you're making. They also lend credibility to your arguments and demonstrate your familiarity with the subject matter.
While it's important to express your opinions and insights, aim to maintain objectivity and avoid biased or overly subjective language. Present different viewpoints fairly, and acknowledge potential counter-arguments or limitations to your arguments.
By maintaining a balanced perspective, you demonstrate your ability to think critically and consider multiple sides of an issue. This approach also makes your essay more persuasive and credible, as readers are more likely to trust an objective analysis.
After completing your initial draft, take the time to review and revise your essay. Check for clarity, coherence, and logical flow. Ensure that your arguments are well-supported and that your writing is free from grammatical errors, typos, and inconsistencies.
Consider having someone else read your essay and provide feedback. A fresh pair of eyes can help identify areas that need improvement or clarification.
By following these tips, you can craft an effective and engaging essay on video games that showcases your knowledge, analytical skills, and writing abilities. Remember, the key is to provide insightful analysis, use concrete examples, and present your ideas in a clear and organized manner. With dedication and attention to detail, you can create a compelling essay that contributes to the ongoing discussion around this influential medium.
Inspector waffles early days: retro detective fun.
» Latest game announcements
Home > GRADUATE > THESES > 2570
The effects of violence in video games on individual levels of hostility in young adults.
Grant Jones , Western Kentucky University Follow
Spring 2018
Douglas Clayton Smith (Director), Carrie Trojan, Holli Drummond
Department of Sociology
Master of Arts
For a while, video games have been the target of scrutiny with regards to their perceived potential to adversely affect younger individuals. In particular, it is often argued that these video games, particularly those of violent nature, may increase hostility to an extent that it manifests itself in violent behavior. This thesis aims to denote what effects these video games have on young adults, particularly in relation to the respondents’ indicated extent of adverse childhood experiences, trait anger, and competitiveness, all three of which were assumed to have a positive relationship with hostility. A survey was distributed to students attending Western Kentucky University in an attempt to measure what effects these three aforementioned variables have on young adults, in addition to what affects video game playing and violence in video games may have on hostility and aggression. From the data acquired, it was clear that while adverse childhood experiences had no statistical significance in this study and higher competitiveness indicated a very slight decline in hostility, trait anger did in fact appear to raise hostility in the respondents. Additionally, increases in exposure to both video game play and violence in video games were shown to lead to a decrease in hostility. From this, it would appear that trait anger was the only variable to truly increase hostility in young adults, and the often-discussed variables of video game play and violence in video games both appear to decrease hostility in respondents as exposure to either factor increases, thus going against the common assumptions.
Other Sociology | Social Psychology | Social Psychology and Interaction | Sociology
Jones, Grant, "The Effects of Violence in Video Games on Individual Levels of Hostility in Young Adults" (2018). Masters Theses & Specialist Projects. Paper 2570. https://digitalcommons.wku.edu/theses/2570
Since May 14, 2018
Other Sociology Commons , Social Psychology Commons , Social Psychology and Interaction Commons
Advanced Search
Home | About | FAQ | My Account | Accessibility Statement
Privacy Copyright
Paragraph structure.
While we like to think that every paper and piece of writing is a unique little flower, they all have a general format of beginning, middle, and end. This holds true for academic papers; they require an introduction, body, and conclusion paragraphs. Keep in mind this is not an exact formula, but serves as a means of organization.
Introduction
Your introduction serves the function of introducing your topic, contextualizing your topic, and presenting your main argument in a thesis. It is usually one paragraph, and generally follows the ‘funnel’ effect of the topic: starting broad and becoming narrowed. S tay away from writing cliches like asking rhetorical questions or putting quotes in the introduction paragraph. While the thesis statement tells the reader what your claim is and how you arrived to it, the introduction paragraph explains why your topic is important. Here’s a typical structure:
Introduction:
Opening Statements: Introduce some facts and background details about your topic.
Specific Stateme nts: Connect your background information to your thesis.
Thesis Statement: State your claim and supporting arguments.
Body Paragraphs
Drafting an essay is just a game of organizing information. Each paragraph should discuss a single topic that supports your thesis statement. Paragraph structure can be flexible, but you want to maintain cohesion and make sure you discuss only a single topic per paragraph.
Body Paragraph:
Topic Sentences: Start the paragraph off with a sentence or two that introduces the main idea the paragraph will cover.
Evidence: Provide personal examples or researched facts that support the topic sentence.
Elaborate: Discuss the evidence’s significance to the paragraph. Provide additional evidence or further discuss the topic until you’ve fully answered how it relates to the thesis statement or helps solve the problem introduced by your claim.
Transition: Transitions between paragraphs can be the last or first sentence of the current or next paragraph, give the reader a general sense of what’s to come in the next paragraph.
The conclusion reiterates the relevance of your topic, reviews your evidence, and briefly discusses the future of your topic. Avoid adding any new facts or arguments in the conclusion.
Conclusion:
Opening Statements: Begin with a general concluding statement.
Review Evidence: Overview how all of your evidence came together to prove your claim.
Future Outlook: State your claim and supporting arguments.
Home — Essay Samples — Entertainment — Video Games — The Benefits Of Video Games
About this sample
Words: 1248 |
Published: Jun 20, 2019
Words: 1248 | Pages: 2 | 7 min read
Introduction, positive effects of video games, works cited.
Let us write you an essay from scratch
Get high-quality help
Verified writer
+ 120 experts online
By clicking “Check Writers’ Offers”, you agree to our terms of service and privacy policy . We’ll occasionally send you promo and account related email
No need to pay just yet!
2 pages / 809 words
1 pages / 568 words
1 pages / 527 words
1 pages / 525 words
Remember! This is just a sample.
You can get your custom paper by one of our expert writers.
121 writers online
Browse our vast selection of original essay samples, each expertly formatted and styled
The commentary is a theoretical framework that builds on the concept that eSports should be considered a sport. The first part of the paper analyzes the definition of a sport and determines that competitive video games should [...]
Naughty Dog. The Last of Us. Sony Computer Entertainment, 2013.
Video games have permeated modern culture, evolving from simple entertainment into complex virtual worlds that captivate millions. While the merits of video games, such as cognitive benefits and social interaction, are often [...]
Diamond Digger Saga is a captivating puzzle game developed by King, the makers of the wildly popular Candy Crush Saga. Released in 2014, this game quickly garnered a significant following due to its unique gameplay mechanics, [...]
Stop Blaming Video Games! According to the American Psychological Association (APA) more than 90% of children in the United States play video games. Among kids between the ages of 12 and 17, the number rises to 97%. More [...]
An action game is a game where there are lots of thing going on and you’re doing activities that are seen as unrealistic in real life. Some involve lots of killing which causes concern with parents. This is still an action game [...]
By clicking “Send”, you agree to our Terms of service and Privacy statement . We will occasionally send you account related emails.
Where do you want us to send this sample?
By clicking “Continue”, you agree to our terms of service and privacy policy.
Be careful. This essay is not unique
This essay was donated by a student and is likely to have been used and submitted before
Download this Sample
Free samples may contain mistakes and not unique parts
Sorry, we could not paraphrase this essay. Our professional writers can rewrite it and get you a unique paper.
Please check your inbox.
We can write you a custom essay that will follow your exact instructions and meet the deadlines. Let's fix your grades together!
We use cookies to personalyze your web-site experience. By continuing we’ll assume you board with our cookie policy .
Vice President Kamala Harris delivers remarks at a campaign event in Pittsfield, Mass., Saturday, July 27, 2024. (AP Photo/Stephanie Scarbrough, Pool)
WASHINGTON (AP) — On a “White Dudes for Harris” virtual call, it was probably fitting that “The Dude” dropped in.
Actor Jeff Bridges addressed a fundraising event geared toward white men supporting Vice President Kamala Harris and sang her praises on Monday night, before channeling his iconic role as “The Dude” in 1998’s “The Big Lebowski,” declaring, “As the Dude might say, ‘That’s just my opinion, man.’” (The original line was “That’s just, like, your opinion, man.”)
The call lasted more than three hours and organizers said it attracted 180,000-plus people who donated more than $3.7 million. It was the latest in a series of Zoom gatherings to raise money and rally support among tens of thousands of supporters for Harris, after President Joe Biden announced he was leaving the presidential race and endorsing her.
Zooms have previously been organized by supporters’ backgrounds — including Black women, Hispanic women, Black men, Asian Americans, Native Americans and the LGBTQ+ community.
It reflected how Democrats, including Biden, have frequently relied on voters from broad and disparate backgrounds to piece together a diverse coalition of support. The president’s 2020 victory, for example, relied on segments of the population ranging from organized labor to conservative, suburban women disillusioned with Republican Donald Trump .
The “white dudes” Zoom event also featured appearances from actors Mark Ruffalo, Mark Hamill and Bradley Whitford, who deadpanned about so many white male speakers being “a rainbow of beige.”
Also participating were Democratic officials including Transportation Secretary Pete Buttigieg , Minnesota Gov. Tim Walz and Illinois Gov. JB Pritzker, all of whom have been mentioned as potential Harris running mates .
Pritzker joked that he wouldn’t normally attend “an event with a name like, White Dudes for” something, while Buttigieg talked about what an honor it was to share a call with Bridges as “The Dude” before striking a more serious tone: “Men are also more free in a country where we have a president who stands up for things like access to abortion rights.”
Walz said Trump supporters aren’t inherently bad people but urged participants: “Don’t ever shy away from our progressive values. One person’s socialism is another person neighborliness.”
Ross Morales Rocketto, a progressive operative who founded the “dudes” group, said, “We know that the silent majority of white men aren’t MAGA supporters,” referring to Trump’s ”Make America Great Again” movement.
What to know about the 2024 Election
The Zoom calls haven’t been organized by Harris’ team, but her campaign welcomes the assist — and the millions of dollars in fundraising. “Winning campaigns are powered by real, organic support,” said Harris campaign communications director Michael Tyler.
Amit Ahuja, a political science professor at the University of California at Santa Barbara whose research focus includes the processes of inclusion and exclusion in multiethnic societies, said that “no campaign’s going to say no” to groups from different backgrounds organizing themselves and bolstering enthusiasm and fundraising.
But he said that it is up to the candidate to accept support from individual groups while offering a larger personal story that can resonate with the larger country as a whole. An example, he said, is then-candidate Barack Obama, who rose above early campaign questions about racial identities to build a narrative around his personal story and hope.
“This is a challenge for both sides. This is a tight race. They both have to compile the largest possible coalition. And, by leaning into one identity or the other, they could actually really hurt themselves,” Ahuja said. He said the best response is to urge voters to “look at the candidate, don’t look at the groups.”
The calls for Harris often feature celebrities who have supported Biden’s campaign in the past . And their sheer number demonstrates how the vice president will need to appeal to different facets of the increasingly pluralistic population.
The political networking group “Win With Black Women” held a Zoom meeting the same night that Biden dopped out, and saw its number of participants swell to more than 44,000. It featured celebratory speeches from activists, business leaders, members of Congress and staff from the vice president’s office.
After that, a “Win With Black Men” virtual fundraising event attracted more than 53,000 attendees. They heard several presentations, including by 27-year-old Democratic Rep. Maxwell Frost of Florida, who had been a leading advocate for Biden’s campaign among younger voters, and Georgia Sen. Raphael Warnock.
A Zoom of “White Women for Harris” attracted more than 164,000 participants — so many that the platform struggled to meet the demand. It was headlined by the likes of singer Pink, soccer star Megan Rapinoe and actor Connie Britton .
Trump’s campaign has also organized different groups of supporters by their distinct backgrounds, including events in battleground states like Pennsylvania and Georgia for Black voters and “Latino Americans for Trump.”
Some Republicans have criticized Harris for her “diversity, equality and inclusion politics,” arguing that the vice president’s political career was helped by Democratic efforts to promote diversity. That’s despite House Speaker Mike Johnson and other GOP leaders on Capitol Hill discouraging lines of criticism that they considered racist and sexist — instead urging members of the party to focus their criticisms on Harris’ political record.
North Carolina Democratic Gov. Roy Cooper, who announced he didn’t want to be considered as Harris’ running mate just before Monday’s night call began, asked those assembled about GOP attacks, “A DEI candidate?”
“Here’s what they’re saying, that women and people of color don’t deserve to lead,” Cooper said. “We know better than that, guys.”
Associated Press writers Matt Brown in Washington and Bill Barrow in Atlanta contributed to this report.
PARIS – Algeria's Imane Khelif, one of two female Olympic boxers disqualified from the 2023 world championships after failing gender eligibility tests, entered the ring Thursday at the Paris Games .
Her bout ended in abrupt and bizarre fashion.
Khelif prevailed when Italy’s Angela Carini stopped fighting after 46 seconds.
Carini was punched in the nose and shortly afterward said she didn't want to fight anymore, according to Italian coach Emanuele Renzini
"After one punch she feel big pain,'' Renzini told reporters,.
Carini wept when speaking with reporters after the fight and spoke only in Italian. Translation of her comments was not immediately available.
But Renzini said Carini had been told not to take the fight and it had been weighing on her as the bout approached.
During the first round, Carini consulted with her coach twice before the fight was halted. Officially, Khelif won by ABD (abandoned).
Opinion: Olympic female boxers are being attacked. Let's just slow down and look at the facts
The crowd at North Paris Arena greeted Khelif with cheers before the abbreviated fight at the Summer Olympics and several Algeria flags were seen among the crowd. The fight in the welterweight division at 66 kg (146 pounds) was scheduled for three three-minute rounds.
The issue of gender eligibility criteria surfaced at the 2023 world championships when Khelif and Lin Yu-Ting of Taiwan both won medals in the women’s competition before tournament officials announced the boxers had failed gender eligibility tests. They were stripped of their medals.
This week the International Olympic Committee (IOC) said the two boxers met criteria to compete in Paris, sparking discussion about gender eligibility tests .
Get Olympics updates in your texts! Join USA TODAY Sports' WhatsApp Channel
The world championships are overseen by the International Boxing Association (IBA), long plagued with scandal and controversy.
Last year the IOC banished the IBA and developed an ad-hoc unit that ran the Olympic boxing tournament at the Tokyo Games in 2021 and is doing the same here.
The IOC did not detail the criteria met by Khelif and Yu-Ting to compete here and in Tokyo, but did say the boxers’ passports state they are women.
Yu-Ting, 28, is scheduled to begin competition Friday against Sitora Turdibekova of Uzbekistan in the featherweight division at 57 kg (126 pounds).
Are you as obsessed with following Team USA as we are? Thought so. Subscribe to our Olympics newsletter Chasing Gold here.
Sign up here.
Reporting by Aadi Nair, Karolos Grohmann and Julien Pretot in Paris, and Alessandro Prodi in Rome; Writing by Karolos Grohmann and Richard Lough; Editing by Ken Ferris and Toby Davis and Ed Osmond
Our Standards: The Thomson Reuters Trust Principles. , opens new tab
But the U.S. great had to settle for silver as Australia took the 4x200 metres freestyle relay gold.
By Jordan Moreau
HBO ‘s “ House of the Dragon ” has suffered another online leak.
Several scenes from the Season 2 finale — scheduled to air on Aug. 4 — leaked onto TikTok on Tuesday night, just five days before the episode will air on HBO and stream on Max. One TikTok account posted 14 videos and roughly 30 minutes of footage from the unaired finale; the videos had approximately 50,000 to 100,000 views at the time of this article’s publication. Roughly three hours after the videos were posted, the TikTok account was banned, but the videos have made their way onto Twitter/X and Reddit.
Paramount+ biggest challenge: boosting subscriber engagement, how to watch the wnba all-star game 2024 online without cable, popular on variety.
“Game of Thrones” had its share of online leaks over its eight-season run, especially during its final season. Multiple episodes of Season 8 appeared on illegal sites, and even on legitimate platforms such as DirecTV Now and Amazon Prime Video’s German platform posting episodes ahead of their scheduled airings.
With so many international distribution partners catering to the franchise’s rabid fans, it’s proven nearly impossible for an entire season of either “Game of Thrones” or “House of the Dragon” to go unspoiled ahead of schedule. HBO had tried to head off piracy of the Season 2 finale by not sending screeners of the finale to journalists, but, alas, the episode leaked anyway.
Sundance reveals six possible cities for 2027 festival location, including louisville and cincinnati , why social video is a rival for linear tv ad dollars, michel franco’s ‘dreams,’ starring jessica chastain, to be sold by the match factory (exclusive), gen alpha prefers social video over paid streaming: 2024 kids survey, more from our brands, lululemon’s new campaign with odell beckham jr. is all about keeping it cozy, breville’s new super automatic espresso machine also makes cold brew. we tested it out., team usa athletes can’t keep medal prizes from french tax collectors, the best loofahs and body scrubbers, according to dermatologists, fire country season 3 casts true detective’s leven rambin as ex-con (exclusive).
IMAGES
VIDEO
COMMENTS
A review published in the American Psychologist highlighted the potential of video games to provide cognitive and emotional benefits, particularly in the realm of mental health. This suggests that video games can have a constructive impact on individuals' well-being, challenging the prevailing narrative of their negative influence.
Create a strong thesis statement that clearly indicates your stance on the effects of video games - typically positive or negative. Find popular or scholarly sources that are credible and provide solid ethos , logos , and pathos (note that some sources may lean more towards logos or pathos, and that's fine, so long as you find a balance in ...
Thesis Statement On Video Games. Decent Essays. 2202 Words. 9 Pages. Open Document. (1) Thesis: If a common-sense philosophy is employed, video games can be beneficial to a child's development. (2) Basic Research Questions: 1. What are video games and why is this an issue.
game research can benefit by including and comparing individuals from various generational/age. young adults, as GenX and Boomers also deal wit. video game stigmatization and stigma management. Most importantly, this thesis demonstrates how popular media and the medical commun. millions of peop.
This thesis aims to explore how video games have become an extremely beneficial tool in regards to education, art, medicine, psychology, economics, and beyond. Chapter 1 focuses on how ubiquitous video games have become in America, and what makes video games such a uniquely enjoyable experience to warrant such popularity.
The given change of priorities triggers vigorous debates about the possible effects of games on children, their physical and mental development, and long-term consequences. For this reason, the given research is devoted to the issue of videogames and how they influence children. To investigate the problem, the following thesis is offered:
This paper will introduce, summarize, and. analyze the current empirical research on the aggression-video game link. A review of the. literature finds three possible relationships between video game play and aggressive behavior: a. positive association, a negative association, and a "null" relationship.
The game genres examined were 3D adventure, first-person shooting (FPS), puzzle, rhythm dance, and strategy. The total training durations were 16-90 h. Results of this systematic review demonstrated that video gaming can be beneficial to the brain. However, the beneficial effects vary among video game types.
Video games were first used by scientist. In 1952 British professor A.S. Douglas created OXO, also known as tic-tac-toe, as part of his doctoral dissertation, which is a long essay on a particular subject, at the University of Cambridge. The first commercial arcade video game, Computer Space by Nutting Associates, was introduced in 1971.
Video games have been adequately introduced which provides context to the thesis statement. However, the thesis statement is not correct since the writer mainly discusses the aspects involved in video game development. So the thesis statement should be changed and explain how the development of video games is extensive and the aspects involved ...
A good research question will lead to your thesis statement. ... might lead to the following thesis: "Exposure to violent video games negatively affects teenagers in a variety of ways: It increases aggressive behavior, physiological arousal, aggressive-related thoughts and feelings, and also decreases prosocial behavior."
Studies indicate that video games, especially those that are violent, reshape the behavior of children. Moreover, video games could contain some sort of competition and aggression, which affect the reasoning of children. In the current society, the rate at which conflicts occur in society has increased.
For example, you could explore the impact of a particular game or franchise, analyze the representation of certain groups in video games, or examine the evolution of game mechanics over time. A focused topic will help you develop a clear thesis statement and maintain a cohesive structure throughout your essay. Conducting Thorough Research
Features include: comprehensive approaches and theory for analysing video games: exploration of. the methodology to provide new perspective on video games both as an art and as a cultural. dies as a focal point expanding o. the academic, social andcultural dynamics of video game. ain degree i.
the participant in the game-playing environment (American Psychological Association [APA], 2013). Video games and popular forms of media are often exceedingly violent. A recent content analysis showed that as many as 85% of video games contain some form of violent content, with nearly half of all video games including serious violent actions
correlation between the amount of time playing violent video games and SRMS scores (r = -.32, p<.05). The author concluded that violent video game play might cause low sociomoral maturity, stating, "Based on the results in the present study, it can be speculated that it was the prolonged amount of playing violent video games that might
of video game players fall in the ages of 18 - 35, 27% are 50 years or older, while 26% are less than 18 years and the remaining 17% are 36 - 49 years old (Entertainment Software Association, 2015). Video games are too ubiquitous as a form of entertainment in today's society to ignore their potential social effects, negative or positive.
Thesis Statement: Video games are proven to be able to improve behavior and academic performance; therefore, playing video games is a positive activity. Violent video games do not cause violence and aggression. Playing violent video games causes more aggression and violence. About half of middle school students who have played M-rated games ...
For a while, video games have been the target of scrutiny with regards to their perceived potential to adversely affect younger individuals. In particular, it is often argued that these video games, particularly those of violent nature, may increase hostility to an extent that it manifests itself in violent behavior. This thesis aims to denote what effects these video games have on young ...
This thesis examines the video game industry within the United States from the first game that was created in 1958 until the shift to Japanese dominance of the industry in 1985, and how white, middle class masculinity was reflected through the sphere of video gaming. The first section examines the projections of white, middle class masculinity ...
Example: Video games have been proven to enhance cognitive, social, and academic skills, and if society accepts this, video games can be further explored for uses beyond entertainment. Body Paragraphs. Drafting an essay is just a game of organizing information. Each paragraph should discuss a single topic that supports your thesis statement.
Introduction. "Video games foster the mindset that allows creativity to grow", said Nolan Bushnell. Video games, a highly debated subject for many parents, have been the subject of social stigmas for a long time. Many believe that video games do more harms than goods, and waste precious time for kids and adults alike, time that could be ...
The video of the punch is out, and it's vicious. The International Boxing Association (IBA) claims that Khelif and Lin Yu-Ting of Taiwan failed "gender eligibility tests" at the 2023 world ...
WASHINGTON (AP) — On a "White Dudes for Harris" virtual call, it was probably fitting that "The Dude" dropped in. Actor Jeff Bridges addressed a fundraising event geared toward white men supporting Vice President Kamala Harris and sang her praises on Monday night, before channeling his iconic role as "The Dude" in 1998's "The Big Lebowski," declaring, "As the Dude might ...
PARIS - Algeria's Imane Khelif, one of two female Olympic boxers disqualified from the 2023 world championships after failing gender eligibility tests, entered the ring Thursday at the Paris Games.
Algerian Imane Khelif's much-anticipated Paris Olympics women's welterweight fight against Angela Carini in the round of 16 lasted 46 seconds after the Italian stopped following a powerful punch ...
The boats are docked, the cauldron is lit and the 2024 Olympic Games are officially underway. The opening ceremony was not held in a stadium for the first time in Olympic history, as the Seine ...
HBO's "House of the Dragon" has suffered another online leak.. Several scenes from the Season 2 finale — scheduled to air on Aug. 4 — leaked onto TikTok on Tuesday night, just five days ...
An Olympics broadcaster has dropped one of its commentators after a sexist remark made during commentary of the swimming competition in Paris. Eurosport has removed veteran commentator Bob Ballard ...