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PRESENTED TO THE
OF AMACC- PARAÑAQUE
BY:
(1S1)
Video Gaming: Boon or Bane
Video games are a pervasive pastime among children and adolescents. Video game play
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has become a ubiquitous form of entertainment in modern society. The developing prominence
of video games has impelled a discussion among guardians, researchers, video game producers,
and policymakers concerning potential hurtful and accommodating impacts of computer games
on kids. This paper gives an outline of research discoveries on the positive and negative impacts
of video games, accordingly giving an experimental response to the inquiry, are video games
good or bad? The article likewise gives a few rules to support pediatricians, parents, and
different parental figures shield youngsters from negative impacts and to amplify constructive
outcomes of computer games. Games are a type of entertainment that most children invest their
energy participating in. It takes up a lot of their time, keeps their attention and enables the kids to
collaborate with the characters in the game. I relate to this a lot. Most of my childhood was
spending their time playing video games instead of doing homework. They don’t want to spend
their weekend with their heads in a book; they want to do something exciting. Most people
believe that this has improved the kids interest towards class and helped them learn better. Others
believe that this method has not helped kids in class at all. This is the issue of games hurting or
helping kids. It has been a topic that has been argued in general. This issue is defined by the type
of game used and its affect it has on kids. Some see games as a learning tool that allows kids to
be creative and learn in a different perspective. Others define video games as a waste of time that
teaches youngster bad habits and values. As computer games have turned out to be progressively
well known, scientific interest in the effects of video games have on people has additionally
expanded.
As the industry has changed the picture of the "gamer" has likewise changed. Rather than
the shy nerd playing without anyone else's input in a tranquil room the picture has been changed Page | 3
to demonstrate that anybody can get a controller and play. Games have come out of the
background and have entered the popular media. The impact of video games, whether positive or
negative, is most likely to extend beyond the individual. With the internet becoming more widely
used and accepted, the video game has increasingly become a social tool. Youngsters are able to
play games together across vast distances and speak with one another through an audio interface.
As video games have begun to alter the ways in which individuals interact, the concern over how
behaviors of individual gamers are affected has become an increasing issue. Research has
predominantly focused on the behavioral changes within an individual gamer, and researchers
have begun to analyze how adolescents have been affected by video games and the technology