INTRODUCTION
The project entitles “BrainARC” is a Game Application that can be played by any person. This Game Application will be catchy for all the age groups above seven years. Objective of this application is to automate the unadventurous gaming process. It helps in finding solutions to the manual unadventurous gaming process. The application analyses the problem of dealing with the great deal of manual work. It will be handling the situations related to human brain and to ease up the user’s mental and physical stress.
The main aim of the project is to increasing the efficiency of the management process of the brain and to better maintain various skills of the player and to articulate. It involves transforming the already existed manually operated conventional gaming to the electronic application, so that it can be accessed easily. Manual and conventional gaming devices must be preserved and conserved for longer use and then must be cultivate properly to have the visibility as that of the new one, as after a prolong period its gets diminished, and may not provide same thrill though maintained for future requirement. But whenever it comes to the electronic giddy, it provides us with an enhanced quality of graphics and controls that ecstasies the participant every time it gets into it.
This Game Application will assist the concerned participants in maintaining their records and searching proper matching of their difficulty levels only at mouse click. Manually find out
Video games are a enormous part in the world today. “More than 150 million people in the United States play video games regularly or for at least three hours per week. The number of sales has increased and in 2016, 24.5 billion games were sold, up from 23.2 billion in 2015.” “This Type of Video Game May Actually Harm Your Brain.” written by Mahita Gajanan is my positive article and “How Video Games Affect the Brain.” written by Hannah Nichols is my negative article. In this essay I am going to talk about video games and their impact on the brain (Nichols).
Video games are a big part of life in modernized countries. It is one of the biggest entertainment money makers and of the things people enjoy doing. They are now mostly played inside the comfort of your home, with a console or computer. But things weren 't always like this. About 40 years ago you would most likely go to the arcade to play. The consoles they had out were either expensive or not good enough to compete with the arcade ones. Classic video games were made with 4-bit pixels and in very low resolution than modern day games. Over the decades, game machines continuously evolved and become more and more powerful, capable of stunning visuals and graphics. In the 21st century, social media, smart phone and tablet technology entered the gaming scene. Casual games become the norm attracting previously non-gamers into the market. However, if those low-quality games were never made, the games would not have evolved into the games they are today. In this article, I will cover main game a platform from the 1970’s to present day explaining what they are, their key development dates, features and limitations.
This paper examined the age groups for learning and playing the board games as about 13 or more. This was an important finding as the age group in which children are keen to learn and can adapt to the teachings needs to match with the age of playing these board games. This comes out to 13 and above. Cranium has been identified for adults by the Hasbro website how Boardgaming.com recognizes it for kids 13 and above. Now, substance abuse as well all know affects the brain and the need to experiment with drugs is ordered by the brain. Therefore to combat the problem, we need to focus on games which involve a lot of brain activity. Cranium seems to fit the example perfectly.
Video games have become a very popular hobby that anyone can obtain the skill at any point of people’s lives. Video games are a game played by electronically influencing images produced by a computer program on a television screen. In October 1958, William Higinbotham has created the very first videogame. Studies have shown that video games are actually healthy, and these studies can prove wrong what the older generations assume about video games. Although, older people that grew up with a different hobby that was not video games, there many things that videogames can help improve certain skills a human can strengthen.
In the past 30 years, video games have had a major impact on how people spend their leisure time. The first generation of video games were nothing more than simple geometric shapes, one or more of which could be controlled by the game player. Each generation of games always uses the newest technologies available, leading to more impressive graphics and realism. Along with these modern technologies come more realistic violent acts and situations. Also with each new generation of video games, people are spending more time and money on them. The term video games will be used to define any interactive multimedia in which the human player has control over the main "character" in a simulated game world. This can include all types of video games such as those played on arcade machines, home consoles, hand-held consoles, and personal computers.
This paper will explore the psychological benefits that video games have on individuals based on research conducted online (Internet) and offline (non-Internet) . The research will focus mainly on cognitive , motivational , emotional and social benefits that individuals gain by playing video games. Furthermore it will compare gamers with those that don 't play video games or normal teaching methods and what helps better retain the skills gained. The research conducted is based on console gaming (xbox, playstation, wii) and pc. The research will focus on first person shooters, role playing, racing games.
Regardless of the positive or negative effects on the brain, People from all walks of life have benefited from the use of video game simulation. Video games have been very instrumental in providing both Physicians, Airplane Pilots, and Air Controllers simulated training scenarios in their perspective fields.
The article "Brains on video games" is an outline of cognitive behaviors that gamers possess. In some cases, it enhances abilities from attention to detail to perceptual skills. In other cases, it can involve a lowered social behavior up to and including a number of disorders (depression, ADHA, anxiety.) Another aspect is the fusion of gaming techniques into education.
Brain training has become the latest craze on the internet and in the world of gaming. The usual method is by playing specially devised games or by doing puzzles. There is a lot of scientific research underpinning the idea and scientists are often involved in designing the games.
Since the dawn of civilization playing different games has played a crucial role in each and every human being's life. No one can ignore the importance of childhood in the development of brain for adulthood. I personally agree with the fact that children spend too much time using technology, such as computers, smart phones, video games for fun and entertainment and the would better spend time playing with simpler toys or playing outside with friends. In what follows I will explicate three of the most outstanding reasons to shed light on my standing point.
As we all know that "Video Game" or "Virtual Sport" is one kind of art. Earlier this form of art was used to only entertain people and it was a tool of entertainment and also for passing the leisure time. However, now-a-days, many video games are not just a tool of entertainment, but also a tool to reform a society. The mentioned games earlier in this paper are some of them. The video game developers of these games didn't make these games for money alone, but also with a view to change the whole society and create a better place to live all the individuals equally. These games convey a very important message to the students, parents and teachers. It focuses on the very important issues of our society. In some of the high schools, colleges of Netherlands and Switzerland, The course instructors of History courses instructs their students to play Assassin's Creed games rather than only focuses on class notes to understand and visualize the historical events very deeply. Same theory goes to the Psychology Department of educational institutes as well. They suggested to play the games like The Walking Dead, Life Is Strange to improve the style of thinking and positive decision making.
The results of the gathered data showed a strong correlation with active video games and cognitive increase, with a significance level of over 99% confidence rate, or little chance that the significant results were because of chance; the results also found that the optimal length of intervention for video games was about twelve weeks or longer (“The effect of active video games”). The research resulted in significant results, since it was one of the first studies to combine past research to a comprehensive text, and the results of exergames on Alzheimer’s treatment were greatly significant to the aim of the paper. There is also evidence that non-active video games can help with Alzheimer’s treatment. In the article “Brain training with non-action video games enhances aspects of cognition in older adults: a randomized controlled trial,” Ballesteros
There are many apps, games, and websites which help students with their learning by providing the great resources. Nowadays, there are many games which help the students with their studies such as dictionaries, math solving, spelling, and puzzles solving apps. Back then, people rely more on books to improve their intelligence and cognitive abilities, but technology offers more than books. In the book Everything Bad Is Good For You, Johnson states, “By almost all the standards we use to measure reading’s cognitive benefits- attention, memory, following threads, and so on - the nonliterary popular culture has been steadily growing more challenging over the past thirty years” (23). Johnson made the point that as the popular culture is growing, it offers challenging, and it allows people to use problem-solving skills. Moreover, the new technology offers great apps and games which are improving the hand-eye-coordination, and it allows the user great learning experience. Johnson writes, “I have no doubt that playing today’s games does in fact improve your visual intelligence and your manual dexterity, but the virtues of gaming run far deeper than hand-eye coordination” (24). The video games allow the user to deep focus on the problems which improves the eye-hand coordination and improves the intelligence. Furthermore, Johnson writes, “The
Video games and applications are becoming a big thing in the world now. There are many games that can help a person enhance their minds exercise their brain in a way that cannot be taught. There are many PC and mobile application that can support a person in their needs. An example is an application that could help a person is The Microsoft Office program. This program has many functions that are divided into different application like Microsoft Word that can help you create a text document the would be readable for those who have sloppy hand writings. Another is Microsoft Excel, this application can create a table document for
Without even realizing it, you use your logic and reasoning skills on a daily basis to make decisions, build up hypotheses and consider the possible consequences of your actions. Activities in which you must define a strategy to reach a desired outcome and calculate the right moves to reach the solution in the shortest possible time are actually fun activities you do daily -- like social interaction and, yes, video games. Engaging in a brief visit with a friend boosts your intellectual performance by requiring you to consider possible responses and desired outcomes. Video games require strategy and problem-solving to reach a desired outcome -- like making it to the final level. “It’s not just Halo, honey; I’m exercising my executive brain functions!”