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Video Gaming


Video Gaming
This paper discusses the history, advances, concerns and future of video gaming.
2,492 words (approx. 10 pages) | 9 sources | MLA | 2007 United States


Paper Summary:

In this article, the writer notes that at the time video-gaming entered society, no one could have guessed the manner in which video gaming would integrate into all aspects of today's world as much as it has. The writer points out that video gaming has been studied and been shown to have both positive and negative effects upon those who play video games. The writer researches the history, advances, concerns and future of video gaming, citing scholarly sources in the research. The writer concludes that video-gaming started out as simply a recreational past-time, but it is presently being used for training employees such as for instruction within the educational sector and for the creation of real-life or simulated activities in the science sector.

Outline:
Objective
Introduction
The History of Video Gaming
The Advances in Video Gaming
Concerns Related to Video Gaming
The Future of Video Gaming
Summary & Conclusion

From the Paper:

"Other recent research reported is that of the studies, three in number that were set for release in January by Anderson, Gentile & Buckley. These three studies include a correlational study, an experimental study and a longitudinal study (the first) with children. The experimental study consisted of 161 9-12 year old and 354 college aged students playing violent and non-violent video games. Findings state that violent games increased the aggressive behavior of both groups. The correlational study was conducted by surveying 189 high school students stating findings that those who engaged in games that are more violent also engaged in more behaviors that are violent. The longitudinal study was conducted over the period of a school year and state findings that the children who were witnessed to have increased their aggression were the same children who played more violent video games over the course of the school year."

Sample of Sources Used:

  • Fischer, P.; Guter, S.; Frey, D.; Kubitz; J. (2007) Virtual Driving and Risk Taking: Do Racing Games Increase Risk-Taking Cognitions, Affect and Behaviors" Journal of Experimental Psychology Applied 2007 Vol. 19 No. 1 12031. American Psychological Association 2007.
  • Walsh, D.; Gentile, D.; Walsh, E.; Bennett, N. (2006) 11th Annual MediaWise Video Game Report Card. National Institute on Media and the Family, 28 Nov 2006. Online available at: http://www.mediafamily.org/research/report_vgrc_2006.shtml.
  • Ainsworth, S.; Honey, M; Johnson, WL; Koedinger, K.; Maramatsu, Pea, R.; Recker, M. and Weimar, S. (2005) Cyberinfrastructure for Education and Learning for the Future: A Vision and Research Agenda. Computing Research Association. Online available at: http://www.cra.org/reports/cyberinfrastructure.pdf
  • Gaming Advances as Learning Tool: For Some Educators, Computer Games are Serious Business" eSchool News Online. Available at: http://www.eschoolnews.com/news/showStory.cfm?ArticleID=6799.
  • Brum, J. (2007) Immersed in Engineering, Advanced 3D Visuality Promotes Insight. FakeSpace Systems. Electronic Design Strategy, News. Online available at: http://www.edn.com/article/CA6372849.html?industryid=2852&text=fakespace

Cite this paper

APA Citation:

Video Gaming (2012, January 15). Retrieved February 10, 2012, from http://www.academon.com/Argumentative-Essay-Video-Gaming/97123

MLA Citation:

"Video Gaming" 15 January 2012. Web. 10 Feb. 2012. <http://www.academon.com/Argumentative-Essay-Video-Gaming/97123>




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