Sunteți pe pagina 1din 4

(Video Gaming: Boon or Bane)

Page | 1

A SENIOR HIGH SCHOOL POSITION PAPER

PRESENTED TO THE

FACULTY OF SENIOR HIGH SCHOOL

OF AMACC- PARAÑAQUE

IN PARTIAL FULFILMENT OF THE REQUIREMENTS

FOR EAPP 111 ENGLISH FOR ACADEMIC AND PROFESSIONAL PURPOSES

BY:

(Cañal, Ralph Justine B.)

(1S1)
Video Gaming: Boon or Bane

Video games are a pervasive pastime among children and adolescents. Video game play
Page | 2
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

which allows the games to be played online.


Page | 4

S-ar putea să vă placă și