Video Games And The Future Generations

1832 words - 8 pages

“One more round, mom” is the usual phrase repeated by video gamers and detested by parents and guardians; this phrase what has now caused one of the most widely debated subjects of the 21st century. Video games are often described as a waste of time, and are used to rationalize poor decisions made by gamers. However, little is known that video games enhance future prospects by improving one’s health, career, and general lifestyle.
A commonly repeated phrase which anti-gamers utilize is that playing video games will result in poor eyesight. Conversely, according to a study conducted by neuroscientist Daphne Bavelier, gamers who played video games of the action genre in particular for a period of approximately 5 to 15 hours per week showed improvements in eyesight in two different aspects (http://www.bcs.rochester.edu, 2012). The first advancement that was noted by the neuroscientist was the enhancement in the ability of detail that gamers could distinguish; the test that was conducted featured the usual standard ophthalmic exam using a Snellen chart (http://www.bcs.rochester.edu, 2012). The test proved that not only the myth of poor eyesight due to gaming is wrong, but also that it enhanced the gamer’s eyesight acuity! (http://www.bcs.rochester.edu, 2012) To be precise, the average person’s eyesight is 6 lines down the Snellen chart, while the gamer’s eyesight stands at 8 lines down the chart which shows that gamers are able to distinguish more detail than average people (http://www.bcs.rochester.edu, 2012). Furthermore, the same study organized by Dr. Bavelier also revealed that gamers can distinguish more levels of gray than the average person, which contradicts general belief of that a gamer’s eyesight gets worse overtime when in fact a gamer can identify more small changes in the levels of contrast, especially differences in gray shades than the average person (http://www.bcs.rochester.edu, 2012). Unfortunately anti-gamers also relate gaming with obesity, this claim is fallacious (http://health.ninemsn.com.au, 2007). In fact, major console producers have manufactured new calorie burning additions to their original consoles such as PlayStation’s Move, Xbox’s Kinect and the Wii console (http://www.livestrong.com, 2014). Although it is almost impossible to calculate the exact number of calories that one burns due to differences in weight, resting metabolic rate and many other factors, but on average gamers who used the new calorie burning consoles burnt an average of 248 calories per hour (http://www.livestrong.com, 2014). This in comparison to an action that the average person may consider healthier than gaming such as walking, at 2 miles per hour to be specific burns more calories. According to results published by Mayo Clinic, walking for one hour at a speed of 2 miles per hour burns around 204 calories which is less that playing non-traditional video games; these are games that include some type of movement (http://www.health.harvard.edu,...

Find Another Essay On Video Games and the Future Generations

Video Games and the Related Sort

1463 words - 6 pages Ryne K’Miller English III Gibson April 16, 2014 Video Games and the Related Sort Humans have used entertainment as a way to escape reality for a very long time. Recently, a new form of entertainment has been introduced. Video games are this new entertainment, and it has been made in such a way that all who play them can enjoy them. The very first true video game was a game called “Tennis For Two”, which was released in 1958 (Time, 1). It was a

Violent Video Games and The Human Psyche

1360 words - 5 pages According to Valadez and Fergusion (2012), “The effects of violent video game exposure, both positive and negative, on various behaviors are still highly contested within academia and the general public” (p. 608). Violence in video games is often wrongfully perused as a topic of extreme criticism pertaining to an individual’s act of violence in today society. Examples of such would include the shooting that occurred in April 2007 at Virginia

Video Games and Violent Video Games' Effect

1578 words - 6 pages A video game is “an electronic game in which players control images on a television or computer screen” (Merriam-Webster). Video games have been entertaining and challenging gamers since the Game Boy to modern console games. Despite the simplicity of the definition of video games, a video game, especially ones containing violence can have a large effect on the gamer. Because of the realism and advancements in the video game industry, video

The Relationship Between Video Games and Aggression

1858 words - 7 pages The Relationship Between Video Games and Aggression As technology continues to forge ahead concerns about its effects on the populace are raised. Whether it be microwave ovens causing cancer or cell phones causing accidents, people are always interested in researching, and often condemning, these new products. Such is this case with videogames. Ever since PongÒ swept the nation, scholars have been researching videogames' effects on

Video Games and Violence

1719 words - 7 pages future, better parenting, stronger regulation, and maybe a slower production of violent video games will help those teens that are affected by violent media. It is clear that there are established points on this matter. It is going to be solely up to the government, parents, and game companies to plan the attack of ending teen violence. So, being informed beyond what the media leads you to believe can help you see the positive side of video games. It

Video Games and Violence

2441 words - 10 pages not players will commit a crime in the future (procon.org). Other studies have been conducted to show the influence of violent video games on the crime rate. Violent crime, mostly among the young, has decreased dramatically since the early 1990s while video games increased in popularity and use (Inderscience Publishers). This change may be due to the fact that playing video games becomes a substitute for rough and tumble play. Children and teens

Video Games and Violence

1707 words - 7 pages they are and want they want. Young people walk a thin line with confidence issues and moral dilemmas. Many teens are just violent by nature and will do things on their own free will. Video games along with other sorts of media just seem to encourage youth violence. Video games do not facilitate teen violence; they just stir the anger instilled in some violent youths. In the future, better parenting, stronger regulation, and maybe a slower

Video Games and Violence

1120 words - 4 pages Video Games and Violence Awe entering in more advanced society of technology, video games has become a popular source of entertainment among us. Almost all of us has rented or owned a video game and we have spent hours playing it. As we all know, video games have become the second most popular form of entertainment after television; the source of entertainment is proven to be violent

Video Games and Violence - 1874 words

1874 words - 8 pages influence regardless how powerful it is on gun violence. Throughout this paper we research what type of behavioral and psychological effect video games especially those very heavy gun violence in them, and what we as a nation can do to prevent terrible incidents that were stated earlier from ever happening. Understand just how video games can influence or affect us especially the violent one could help us because not only can we figure how dangerous

Video Games and Violence - 693 words

693 words - 3 pages Throughout the past fifteen years, video game popularity has sky rocketed. Millions of teenagers across the globe play video games every single day. Although, there has been a major conspiracy that has developed that these violent video games cause teenagers to commit violent acts. Even though this thought it completely evident, there has been little to no link in video games and violence. Studies have proven that the only people

Video Games and Violence - 840 words

840 words - 4 pages Millions of teenagers play violent video games every day. There have only been five mass shootings committed by teens since the rise of video games in 1995 and only two have had a plot anything similar to a video game. Violent video games do not contribute to violent behaviors in teens because millions of teens play them and very few are affected, violent juvenile crime in the US has been declining while violent video games popularity has been

Similar Essays

The Current And Future Benefits Of Playing Video Games

1608 words - 7 pages say that there are, in fact, certain benefits to being a gamer, has finally come. The first video games ever created owed their existence to the intense research on artifical intelligence conducted by the military in the early 1940s and were primarily assigned with evaluating strategies and tactics, as well as testing possibilities in human-computer cooperation. It was not until the 1970s that the first home console known as the Odyssey came to be

Video Games And The Media Essay

900 words - 4 pages Thousands of people have died to the wrath of my gun, I have blown up cars with a stolen jet and I have even massacred hordes of zombies. Then, the video game is switched off and life resumes as normal. I never felt compelled to re-enact any of these situations after playing. This is also a common occurrence for millions of video game players all round the world but the media still try to put the blame on video games for tragedies that occur

Video Games And The Human Brain

1688 words - 7 pages “As video games have become more violent and more sophisticated and the sales of video games has skyrocketed in the last few decades, youth violence has plummeted,” Ferguson says, citing evidence compiled by various federal agencies (Adams 3). Violence in video games is not a new issue. It has been debated and argued since the release of the first violent video game. As time has progressed, so has the evolution of violence and strong language

The Effects Of Video Games And Violence

1377 words - 6 pages Over the century, video games have become quite an attraction among people of all ages and culture. A statistic showed that the age bracket for video gaming ranges from eight to forty year olds (Baran, 2012). With the (moving ahead or up) of technology, video games also have (moving ahead or up) in its interest in what's lifelike and real and (types of writing or art). The technologies allowed video games to become very fancy (or smart) and