The Invasion of Computer and Video games
A video game is a game that involves interaction with a user interface to generate visual feedback on a video device , most commonly a television.
The "video" in "video game" traditionally refers to a raster display device.[1] However, with the popular use of the term "video game", it now implies any type of display device. The electronic systems used to play video games are known as platforms; examples of these are personal computers and video game consoles. These platforms are broad in range, from large computers such as mainframes, to handheld devices such as cell phones and PDAs. Specialized video games such as arcade games, while previously common, have gradually declined in use.
The user interface to manipulate video games is generally called a game controller, which varies across platforms. For instance, a dedicated console controller might consist of only a button and a joystick, or feature a dozen buttons and one or more joysticks. Early personal computer based games historically relied on the availability of a keyboard for game play, or more commonly, required the user to purchase a separate joystick with at least one button to play. Many modern computer games allow the player to use a keyboard and mouse simultaneously.
Beyond the common element of visual feedback, video games have utilized other systems to provide interaction and information to the player. Chief examples of these are sound reproduction devices (speakers) and an array of haptic peripherals (i.e., vibration or force feedback).
In scientific studies by the International Institute of Entertainment [citation needed], video games have been proven to improve hand-eye coordination, vision, logic skills, SAT scores, reading speed, memory, hearing, reflexes, social skills, and communication. This makes them, by comparison, the most educational and informative form of entertainment commonly available to the middle class.
Scary Reality about gaming
Claims like this are based on the work of researchers who represent one relatively narrow school of research, "media effects." This research includes some 300 studies of media violence. But most of those studies are inconclusive and many have been criticized on methodological grounds. In these studies, media images are removed from any narrative context. Subjects are asked to engage with content that they would not normally consume and may not understand. Finally, the laboratory context is radically different from the environments where games would normally be played. Most studies found a correlation, not a causal relationship, which means the research could simply show that aggressive people like aggressive entertainment. That's why the vague term "links" is used here. If there is a consensus emerging around this research, it is that violent video games may be one risk factor - when coupled with other more immediate, real-world influences — which can contribute to anti-social behavior. But no research has found that video games are a primary factor or that violent video game play could turn an otherwise normal person into a killer.
The "video" in "video game" traditionally refers to a raster display device.[1] However, with the popular use of the term "video game", it now implies any type of display device. The electronic systems used to play video games are known as platforms; examples of these are personal computers and video game consoles. These platforms are broad in range, from large computers such as mainframes, to handheld devices such as cell phones and PDAs. Specialized video games such as arcade games, while previously common, have gradually declined in use.
The user interface to manipulate video games is generally called a game controller, which varies across platforms. For instance, a dedicated console controller might consist of only a button and a joystick, or feature a dozen buttons and one or more joysticks. Early personal computer based games historically relied on the availability of a keyboard for game play, or more commonly, required the user to purchase a separate joystick with at least one button to play. Many modern computer games allow the player to use a keyboard and mouse simultaneously.
Beyond the common element of visual feedback, video games have utilized other systems to provide interaction and information to the player. Chief examples of these are sound reproduction devices (speakers) and an array of haptic peripherals (i.e., vibration or force feedback).
In scientific studies by the International Institute of Entertainment [citation needed], video games have been proven to improve hand-eye coordination, vision, logic skills, SAT scores, reading speed, memory, hearing, reflexes, social skills, and communication. This makes them, by comparison, the most educational and informative form of entertainment commonly available to the middle class.
Scary Reality about gaming
Claims like this are based on the work of researchers who represent one relatively narrow school of research, "media effects." This research includes some 300 studies of media violence. But most of those studies are inconclusive and many have been criticized on methodological grounds. In these studies, media images are removed from any narrative context. Subjects are asked to engage with content that they would not normally consume and may not understand. Finally, the laboratory context is radically different from the environments where games would normally be played. Most studies found a correlation, not a causal relationship, which means the research could simply show that aggressive people like aggressive entertainment. That's why the vague term "links" is used here. If there is a consensus emerging around this research, it is that violent video games may be one risk factor - when coupled with other more immediate, real-world influences — which can contribute to anti-social behavior. But no research has found that video games are a primary factor or that violent video game play could turn an otherwise normal person into a killer.
No comments:
Post a Comment