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Saturday, January 26, 2019

Research: Video Games Essay

Read the following introductions and select the best wholeness for this report. interpolation A doorThe purpose of this look is to introduce our groups two conceptual designs. We consider included the following sketches for separately simple machine 3 dimensional view, elevation, plan, take c be, rear and interior view. Also, we have included a discussion of how the designs meet the criteria given in the project exposeline. The cars could be equal for short trips in busy atomic figure of speech 18as.Introduction B1.0 IntroductionWith the show up in global warming and increasing pollution directs, it is becoming inwrought to pay back a viable alternative to the internal combustion locomotive engine petrol powered car. The aim of this project was to create two designs for a fuel cell powered car, the main criteria being environmental esteem in ground of both emissions and materials. This report presents the designs for two such cars, each of which includes the fol lowing components engine, fuel, wheels, accessories, safety features and materials.Car A is aimed at the upper nullify of the market, dapple Car B is a mid-range vehicle fitting for family apply. A description of the design and an analysis of operational efficiency for each car ar followed by a comparison of the two designs. Fin wholly toldy, the most exist efficient design is recommended. Select the best introduction for this report.How to Write a look for makeup IntroductionOne of the most authoritative aras of each project is the explore makeup introduction that marks the standard and the fiber of the project tycoonily from the very divulgeset. You have to pack in lots of important education within a short space which stooge be difficult for students. present atomic snatch 18 a few guidelines to process you make unnecessary a proper introduction for the paper.Provide A Problem definitionYour inquiry paper introduction exit be the prime(prenominal) m easure that your problem is described and non just treated as a subject. It is very important that you argon precise and compact in your definition. The try on introduction is non a place to write a Byzantine thesis or go on just about every angiotensin converting enzyme orifice associated in the problem. On the new(prenominal) hand, you terminatenot limit the problem to a few words. A proper explore paper introduction should define the problem in one or two disapprobations through keywords that argon essential to the context of the project. This is extremely important for scientific papers.Re see Paper Introduction Ex international angstrom unitereleIf you read about how to write a research proposal than these 2 next items lead be easier for you to understand bestow A Structured ReviewWhen you atomic number 18 writing your research paper introduction, you should be building it nigh a specific outline that stick outs an boilers suit review of the paper. Your intr oduction would be different from an abstract in several(prenominal) aspects yet it still needs to superiorlight only the possibilities of the project. If on that point argon both primary coil limitations to your earn, you female genital organ too mention that in picture within the introduction. virtually whiles the death(a) project send word turn out a bit different from initial planning. It is advised to write your research paper introduction towards the end of your work so there argon no contradictions with the conclusion.Include All The Proper Sources to a S ade baseball cluble IntroductionSome of the best research paper introduction samples include primary resources supporting the argument or research of the problem. You should search for similar resources from your local anesthetic library and on the net to put on your paper.When you ar mentioning a source, cross check it if is from a credible site and if the selective informationrmation is correct. It is bet ter to develop a sample research paper introduction set on well k straight offn portals for sources rather than individual and independent websites. You should yet mention those sources that closely highlight your specific theme of research.Sample Research Paper IntroductionIntroduction for a research paper ballpark Sample Introduction MistakesOne of the many ways students mess up their research paper introduction samples is by making simple and gross mistakes. The first thing to keep in understanding is the word limit, unremarkably restricted to fifty words. If you go on talking about the project, it should await as an error on your bulge so you need to be concise.You should also proof read your introduction quite a few times to avoid making any grammatical or sentence construction errors. Your research paper introduction should be optimized for keywords that are distri provideded in the main body of the project and deal with the essential context of research.Students co unselling a lot on pith and guidelines but tend to cut off basic outlines of the introduction or abstract, arrive atting littleer grades. If you work upon these research paper introduction guidelines, you would surely come up with a lord quality paper as your assignment. Author of an article.What pertain does gamboling ikon patchs have on electric shaverren or adolescents? The most widely used confident(p) impact goggle box recording plunk fors are give tongue to to have on electric shaverren is that they whitethorn improve a numberers manual dexterity and computing machine literacy. Ever-improving technology also provides players with better graphics that give a to a greater extent than receivedistic virtual vie experience.This quality makes the word picture plump for perseverance a powerful force in many adolescent lives. However, numerous studies show that word-painting gamys, especially ones with uncultivated content, adversely advert a teens strong -growing conduct.Part of the development in combative air is linked to the amount of time churlren are allowed to play pic games. In one write up by Walsh (2000), a studyity of teens admitted that their parents do not impose a time limit on the result of hours they are allowed to play delineation games. The study also showed that most parents are un conscious of the content or the Entertainment Software military rank jump on (ESRB) grade (see below) of the painting games their children play.In an new(prenominal) study conducted by Gentile, Lynch, Linder & Walsh (2004, p.6) adolescent girls played television system games for an aver board of 5 hours a hebdomad whereas boys averaged 13 hours a week. The authors also stated that teens who play crazy characterisation games for extended periods of time show the following behaviors1. Tend to be more offensive2. Are more prone to confrontation with their teachers3. may engage in fights with their peers4. See a decline in direct achievements. (Gentile et al, 2004).Another prejudicious impact is that players are rewarded for their violent acts. The inter sprightly quality of video games differs from passively viewing television or movies because it allows players to commence active participants in the games script. Players benefit from engaging in acts of delirium and are and then able to move to the games next level.Gentile & Anderson (2003) state that contend video games may increase aggressive behavior because violent acts are continually repeated throughout the video game. This system of repetition has long been considered an effective teaching method in reinforcing learning normals. pic games also encourage players to identify with and part play their favorite characters. This is referred to as a first-person video game (Anderson & Dill, 2000, p. 788) because players are able to make decisions affecting the actions of the character they are imitating. aft(prenominal) a limite d amount of time playing a violent video game, a player can automatically prime aggressive thoughts (Bushman & Anderson, 2002, p. 1680). The researchers concluded that players who had prior experience playing violent video games responded with an increased level of aggressionwhen they encountered confrontation (Bushman & Anderson, 2002).In a go Statement (2000) before the Congressional Public wellness Summit, a number of American medical associations the American Medical Association, American Academy of Pediatrics, American Psychological Association, American Academy of Family Physicians and American Academy of Child & Adolescent Psychiatry caution parents about effect in the media and its cast out effect on children.Their report states that exposure to violent media can arouse aggressive feelings and thoughts, especially in children. These effects on aggressive behavior can be long-term. Although fewer studies have been conducted on interactive video games, evidence suggests that playing violent video games may have a more dramatic influence on the behavior of children and adolescents (Joint Statement, 2000). Tips on managing your childs media consumptionBecause of the usuality of video games, completely eliminating them from your childs feel baron be difficult. But there are a number of suggestions for decreasing the negative impact that they might have on your child. Here are a few tips * Know the rating of the video games your child plays (see below). * Do not install video game equipment in your childs bedroom. * Set limits on how often and how long your child is allowed to play video games. * Monitor all of your childs media consumption video games, television, movies and profit.* Supervise your childs Internet use there are now many video games available for playing online. * Take the time to discuss with your children the games they are playing or other media they are watching. demand your children how they feel about what they ob serve in these video games, television programs or movies. This is an opportunity to share your feelings and grow closer with your child. * Share with other parents information about certain games or ideas for armed serviceing each other in parenting. The Entertainment Software Rating Board (ESRB)The Entertainment Software Rating Board (ESRB) is a self-regulatory body established in 1994 by the synergetic Digital Software Association (IDSA). The major video game manufacturers created this add-in after interested groups and parents applied pressure over the content of video games. Similar to the movie industrys rating system, all major game companies now submit their new products for rating to specially develop raters at the ESRB. The ESRB rates over 1,000 games per year.The ESRB looks at a number of factors when rating games. In particular, it considers the amount of rage, sex, controversial language and substance abuse found in a game. Based on its developed guidelines, the ES RB then gives an age recommendation and content descriptor to each game submitted. The following are the rating symbols currently in use, according to the ESRB Web site.Early childishness (EC) Content should be suitable for children 3 years and older and read no objectional material.Everyone (E) Content suitable for persons ages 6 and older. The game may run off minimal delirium and some comic mischief.Teen (T) Content suitable for persons ages 13 and older. Content is more violent than (E) rating and contains mild or strong language, and/or suggestive themes.Mature (M) Content suitable for persons ages 17 and older. Content definitely has more mature sexual themes, intense violence and stronger language.Adults Only (AO) Content suitable only for adults and may contain graphic sex and/or violence. Adult Only products are not think for persons under the age of 18.Rating Pending (RP) Game has been submitted to the ESRB and is awaiting a final rating.The ESRB Web site has more det ails about this rating system, as well as the content descriptors that are used in partnership with the ratings on game packaging. The site is also useful for parents who want to search for the rating of a particular game.ReferencesBushman, B. & Anderson, C. (2002). Violent television system Games and foreign Expectations A Test of the General Aggression Model. Personality and Social psychological science Bulletin, 28, 1679-1686.Gentile, D. A. & Anderson, C. A. (2003). Violent video games The newest media violence hazard. In D. A. Gentile (Ed.), Media violence and children. Westport, CT Praeger Publishing.Gentile, D. A., Lynch, P., Linder, J. & Walsh, D. (2004). The effects of violent video game habits on adolescent hostility, aggressive behaviors, and check performance. Journal of Adolescence, 27, 5-22.Joint Statement on the Impact of Entertainment Violence on Children Congressional Public Health Summit. (July 26, 2000.) Availablehttp//www.aap.org/advocacy/ releases/js tmtevc.htm, Accessed 9/2004Walsh, D. (2000). Interactive violence and children Testimony submitted to the deputation on Commerce, Science, and Transportation, United States Senate. (March 21, 2000.) Availablehttp//commerce.senate.gov/ hearings/0321wal1.pdf (Acrobat), Accessed 9/2004The gamer community had a near-miss this week in Ohio, when a 15-year-old boy collapsed after playing Call of handicraft Modern Warfare 3 for up to five days straight. The capital of Ohio teen was rushed to the hospital with severe dehydration, where he recovered, according to a report from TV station WCMH on Aug. 7. Players who delve too deeply into their electronic worlds can face various wellness risks, ranging from deep venous blood vessel thrombosis, or blood clots, to severe dehydration. For instance, in July, a Taiwanese stripling was found dead after sitting for 40 hours in an Internet cafe playing Diablo 3. At the time, doctors speculated he died from a heart fervor caused by a blood clot th at formed during the long session.And last summer, a 20-year-old man from the U.K. died from a blood clot after consumption 12-hour sessions on his Xbox. His father told The Sun newspaper, He lived for his Xbox. I neer woolgather he was in any danger. 10 Easy Paths to Self Destruction While these are extreme cases, they are a re witer that sitting at a information processing system or console for days, whether its for World of Warcraft or for work, isnt healthy for anyone.But psychologists who study video games and kids speculate parents neednt solicitude about the amount of time dog-tired playing period, unless prove time starts to affect school, health or social life. (And, of course, a stint of tens of hours gaming is possible to negatively affect schoolwork and lead to social woes.) That utter, researchers remain concerned about the effects of violent content in video games, which have been linked by many studies to aggressive behavior. Too much screen time?These days , screens of one kind or another occupy young person for 50 hours a week, a 2010 survey by the Kaiser Family Foundation reports. Its a full-time job plus 10 hours of overtime, and thats the average, give tongue to Douglas Gentile, a psychologist and director of the Media Research Lab at Iowa State University. Video-gaming consumed nine weekly hours for teens, the Kaiser survey found, while a Harris Poll conducted for Gentile during the very(prenominal) period reported 13 hours a week spent gaming on computers and consoles. While some kids can shoot em up for hours, for others, too much time gaming leads to poor school performance. new-fashioned studies have finally linked the cause and effect, showing that gaming displaces outside academic activities such as homework and reading.A 2010 study from researchers at Denison University in Ohio, published in the ledger Psychological Science, compared two groups of boys that had never featureed gaming systems. They gave one group a s ystem right away, but withheld games from the other group for four months. Boys who received the video-game system first had more teacher-reported learning problems and significantly lower reading and writing wads than the other boys. Problems in school are relatively easy for parents to throttle Limit screen time of course, if you can get the authorisationler out of his or her hands. The American Academy of Pediatrics recommends no more than one to two hours per day in front of any electronics.Violent games and aggressionWhats harder to control is violent content in video games. The church bench Research Center reported in 2008 that more than 90 pct of games rated as appropriate for children 10 years or older contained violence, including games rated E for everyone. (Most researchers define violence as the ability of a player to by choice harm others in a game.) Now most researchers will curb that video games can help as well as harm. For example, educational games boost lear ning, and action games can improve vision and spatial skills. Video games have also been used successfully to teach children self-care skills for asthma and diabetes. And then theres the primary reason mint play video games Theyre relaxing. Gentile thinks the flickering screen and varying sound levels initiation a primitive virtuoso response.One of the reasons I think we find television and video games so relaxing is they provide the attention for you. It forces you to tailor-make to the media. You dont have to work to pay attention care you do in a classroom lecture, said Gentile. But a preponderance of evidence links violent video games to an increase in aggressive behavior in teens. The behavior wasnt violent crime, like school shootings, but small yet hurtful offenses like teasing, name-calling, rumor-spreading and fist fights. In a review of 130 studies of kids and teens, Iowa State University researchers found that violent video games increased the likelihood of aggressi on and decreased empathy. The meta-analysis appeared in 2010 in the journal Psychological Bulletin. 5 Ways to Foster Self-Compassion in Your Teen Which teens are vulnerable?Of course, repeated exposure to violence in any environment has a ruinous effect, Gentile noted. Seeing violence anywhere increases the risks that a child might become involved in aggression, whether as a perpetrator or a victim, he said. But video games are phenomenal teachers. Players get immediate feedback and rewards for punishing competitors. And not only do games reward hostility, they domesticate your brain to respond to real-life problems with aggression, research indicates. In fact, games can prime teens to pit to slights with name-calling or pushing, instead of choosing to avoid confrontation. So when I get bumped in the hallway, I dont assume its an accident anymore, explained Gentile. What comes to mind first is to retaliate in some way. Those arent the only options you have, but we never think of them because what we see over and over in the media is You killed my monster, now you must die.But psychologist Patrick Markeys research suggests just some teens are susceptible to these effects. Markey found lot withcertain personality traits those who are highly neurotic, less agreeable and less conscientious are those more possible to become hostile from gaming. The 2010 study appeared in the journal Review of General Psychology.The righteousness of the matter is that most sight can handle this media, but for some people with a select predisposition, these people might be a little more aggressive, more prone to an argument here and there, said Markey, a professor at Villanova University in Pennsylvania. The most interesting part is there is really no research that suggests video games have a different effect than TV or movies. It has empirically never been shown, said Markey. Any media is supposed to engage us emotionally, and video games are a form of media, a form of art flat. Recreational caperIf all this hoopla surrounding a seemingly innocent pastime has you baffled, count me in. For people who view it as a source of entertainment, or even as a recreational body process, gaming spells out pure pleasure. Some may even wish to classify it as a brain workout. Human callowness is what leads us into making these hasty categories, for all that is pleasurable, is backlash to suck our sanity in a whirlpool of habituations. When we speak of any recreational activity, we unremarkably think of sharing, and online gaming is not too different. Gaming communities, at times, happen to be very closely bonded, with some interactions jumper cable to lifelong relationships. Now, there certainly wouldnt be this kind of enchant over youngsters bonding over sessions of football, isnt it? Critics of gaming blame the overdose of violence that forms an integral part of certain games to the unruly behavior in players. But barring a few games, which indeed have a m ature rating, the others do qualify as safe indulgences. Online gaming normally involves multiplayer games, and cooperation with partner players becomes an integral part of it. There is a distinct possibility of people bonding across countries and cultures, united by a common passion for gaming. One aspect which simply cannot be ignored is the supreme effects of gaming on the players self-esteem. As the level of the games escalates, it calls for enhanced levels of skills, and surmounting these disputes gives the player a sense of achievement, and leads to confidence building. There are games which are meant to be enjoyed by the family, and when played together, they make for a few hours well-spent, and bring the members of the family closer, just as any other family activity would do. Games are looked at by some to be an outlet for their negative emotions. fold frustration and anger makes way for a calmer mind when people play these games as a form of recreation, which otherwise would have had a negative effect on their relationships.Addictive GamingSo, where does it go scathe for online gaming, and why are they blamed for causing harm to young and old minds homogeneous? The answer lies in the fine line which separates indulgence and overindulgence. It happens to people who discombobulate the demarcation between games and life. When we think of gamers, the first image that comes to our mind is that of a nerd, holed up in a room, hunched up in front of a computer screen with fingers furiously tapping on a keyboard/joystick. These people have no clue whatsoever about what goes on around them they lose all track of time, forget their hunger and personal hygiene, all for the sake of a mere game. The aftereffects of being undue are for everyone to see. Since such people are usually isolated for extended periods, their confidence usually deserts them once they are not in the company of a computer. Frequent mood swings and temper issues are not unknown. Family members of such addicts are often heard lamenting about the amount of time these people give to their obsession, which strangely enough, makes them more rebellious. Lack of social interaction also leads to extreme awkwardness when they find themselves in the company of actual people. To say that they cope with from social phobias would not be an overstatement. Getting involved with the wrong kind of people online can inculcate wrong values in a person. They may refuse to respect people or use profanity, which leads them to be ostracized from society. At the very least, it does have some negative impact on their communication skills. As with any dependency, this one too will push players to cross any limit to protect their obsession. Parental term of enlistment in preventing this addiction is usually unwelcome, and we have had some disastrous examples of violence as a result of this. Certain games with their prejudiced notions on genders and races very influence an addicted game rs mind. They tend to carry these prejudices into their real life, adversely affecting their existing relationships. Read more at Buzzle http//www.buzzle.com/articles/how-does-online-gaming-affect-social-interactions.html Question headway 1. Do playing online games affect the academic performances of your students? 2. What do you observe to the students who are very active in playing online games? What their behavior? 3. How will you work as a counselor to stop them in playing online games, or just to lessen it? 4. How do you handle students who are not incite to study instead they choose to devote their attention in playing online games? 5. What do you think are the reasons why they get hook in playing online games? 6. As an educator, what are the dictatorial and negative effects of online games to your students? 7. What will be the effect to them if they continue to play those games?ANSWER Hi Harold, some of the video games out these days are very well done. That includes online games. They can be very alluring and once you get involved they can be very absorptive.Many of them are fun and very realistic.They should be treated like any activity and done in moderation.They can be huge time wasters so anyone playing them should be aware of that.As a counselor I wouldnt discourage playing games. I would ask the person how involved they are how they interact with them. If they cast off too much time, I would advise they look at that behavior.If I had a student who what adicted to playing games, I would treat it like all adictions.People can get hooked into these games because they provide a challenge they are very realistic and they are an opportunity to pour yourself into something.The positives are that they are an excellent change of behavior if you need that. The negative are that someone can let them get out of control and control their life. They can spend too much time playing. They can bountiful sleep. They can get addicted.I do not believe there is a ny long-term affects to playing the game itself. They are very real but they are not reality.If someone confuses them with reality, they have a worse problem then playing the game and that should be addressed.The long-term affects might be the residual behavior arising out of abusing them such as addiction, sleeplessness, other social problems related to too much activity.If you need further info or clarification, please write again.Graig >)- FOLLOW-UP -QUESTION 1. In your own words, how do you define online games or video games? 2. what can you say to those people or students who are playing online games?observation about thier manners and behavior? Case ForSeveral research studies have been conducted that indicate video game addiction is real in around 10% of gamers who meet criteria for video game addiction. Grsser et al (2007) found that pathological gamers differed from regular gamers in terms of daily time spent playing, and had higher expected relief of sezession symptoms when gaming, and higher craving due to the expectation of a positive matter of gaming. These are all characteristics which mirror those of of substance dependence. Skoric et al (2009) showed that video game addiction is independent of simply how much time is spent playing, and how diligent children are with the game. In their study, addiction tendencies were negatively related to pedant performance, while no such relationship was found for either time spent playing games or for video game engagement.A similar pattern of video game addiction being negatively related to scholastic performance was previously found in a separate study by Chiu et al (2004). Charltons (2002) factor analysis provided support for computer addiction as a unique concept. This research demonstrated the vastness of recognizing the specific characteristics of computer addiction, rather than simply adapting measures of pathological gambling, which are likely to overestimate the occurrence of computer addicti on. Recognition of video game addiction would allow support services to be integrated into community addiction settings, and specific training to be provided to staff. This is oddly important given the high incidence of concurrent disorders among those with video game addiction.Case AgainstVideo game playing may have several advantages. Proficiency in video games can develop the self esteem of the player. It can develop eye-hand coordination, and can have other educational features. More sophisticated games can help players to develop other skills, and recent developments have built in aspects of visible exercise although this may have limited appeal to gamers. The reality of popular culture is that we are more and more dependent on technology. A generation ago, computers were complicated and difficult to use, but modern computers are more user-friendly, and are relatively easy and enjoyable for the majority of people to use. Video games allow people to have positive experiences of using computers, that can provide transferable skills for using computers for a variety of purposes.Bearing in mind the potential positive effects of video game playing, to label the activity an addiction without sufficient evidence and interpretive guidelines about what constitutes addiction (as unlike to benign or positive game playing) could deter many children and their parents who could mayhap benefit from video games. This would be a mistake. There is wide variant in video games, and although some appear to have harmful effects, particularly through the promotion of violence and other anti-social behaviors, this is a function of the content of specific games, rather than a characteristic of video games per se.Video games as a medium have equal potential to develop positive social skills, or to provide benign forms of entertainment although these may not be as easily marketable to kids. As with other addictions, there is a risk that a label like video game addiction could be used too liberally, without paying attention to other concurrent or underlying conditions, such as attentional problems, autism spectrum disorders, slack and anxiety disorders. These conditions have different treatments which might more effectively help the excessive game player. And video game addiction is vulnerable to the uniform criticism that all behavioral addictions are that addictions are a chemical substance problem resulting from the intake of addictive substances, not a pattern of behavior.Where It StandsThe APA is not saying that video game addiction does not exist, nor that it is not addiction, but simply that they are looking at the issue and wont make a decision until the next edition of the DSM comes out in 2013. In the same release in which they withdrew their recommendation that video game addiction be recognized, the APA expressed serious concern about the consequences of excessive video game playing in children, stating Psychiatrists are concerned about th e wellbeing of children who spend so much time with video games that they demote to develop friendships, get appropriate outdoor exercise or suffer in their schoolwork.Certainly a child who spends an excessive amount of time playing video games may be exposed to violence and may be at higher risks for behavioral and other health problems. Therefore, whether or not video game addiction is acknowledged as a real addiction, or even as a mental health problem in and of itself, the APA is clear that excessive video game playing in children can be unhealthy, and can lead to other problems.

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