i. Research over the past decade at the University of California, Berkeley, and the Institute for the Future has shown that games consistently provide us with the four ingredients that make for a happy and meaningful life: satisfying work, real hope for success, strong social connections and the chance to become a part of something bigger than ourselves (Mcgonigal 396). ii. Mocgonigal’s research proves, video games can increase social bonds, reduce depression and relieve stress. Janes shares stories and data from players who have followed the Super Better rules to get stronger, happier, and braver in the face of depression, anxiety, illness, and injury (Mocgonigal 395) iii. Studies at the University of Pennsylvania, Harvard and U.C.Berkeley have shown, provide the foundation for optimal human experience. iv. Mocgonigals used rhetoric device logos, when referencing’s a study conducted at the University of Pennsylvania. Jane acknowledged another credible source that supports her theory that video games can be beneficial to mankind. The University’s alumni Marcus T Wright wrote in his book “Paradox of the Learning Game” Video games bring about so much imagination, creativity, and problem-solving. Wrights sates video games can be beneficial to education regarding finance and health (qdt. Using video games as tools).
v. (NOTE: the number of sub points will depend on how much you develop the argument, but at minimum 2 strong supports are needed to provide adequate support.)
2.
Have you ever wondered how so many people can play video games for hours? Or how gamers can connect to people in the “virtual world” and learn life lessons? In the book, Reality Is Broken: Why Games Make Us Better and How They Can Change the World and the article “Becoming Part of Something Bigger Than ourselves” by Jane McGonigal says “the single best way to add meaning to our lives is to connect our daily actions to something bigger than ourselves and the bigger, the better” (446). In 2009, McGonigal’s best video game, SuperBetter, went viral. The popularity from the video game increased gamers to battle health challenges like depression and anxiety. Mcgonigal's video game also increased better communication skills between friends, family,
Just like in sports, video games can help the brain and can help an individual think outside the box. In the same manner, practicing sports and playing video games can both be a fantastic way that help you relax and relief you stress in a sophisticated way. For example, you can always place your frustration after a long day on playing your favorite video game or going for a run with your friends. In contrast, playing sport has a huge factor in long term injuries. Unlike just playing video games inside your comfortable room is far more convenient and safer than playing sports and take the risk of getting injured. Therefore, it is healthier.
Using persuasive writing, Wright begins to influence his audience that game play is a beneficial source of entertainment not a wasteful one. Playing video games increases creatively, self esteem and improve problem solving skills of the players. Video games are becoming test runs that appear or feel close to the real thing. Where you can control everything with added effects like magic or future technology. Games have the potential to exceed almost all other forms of entertainment media. They tell stories, play music, challenge us, allow us to instantly communicate and interact with others. Encourage us to create things, connect us to new communities, and let us play with people across the world. Unlike most other forms of media, games are inherently tangible. According to Wright young children spend their days in imaginary worlds, substituting toys and make believe into the real world that they are just beginning to explore and understand. Wright states that games are the result of imagination and that they consist of rules and goals. Generation of teenagers has grown up with different set of games. Teenagers use the scientific method rather than reading the manual first. Games today maybe a person’s only place to express a high-level of creativity and growth. Older generations have a lot of criticisms for games, the games can help a person learn to think on his or her own.
Some of the first video games ever made like Pac Man, Mario Bros.,Sonic the Hedgehog and Street Fighter never helped someone learn their ABC’s and 123’s which caused video games to develop a bad name like it’s “rotting kids’ brains” or distract them from more important studies but over time things change and become better and based off this website it says that “A number of recent studies have indicated that video games, even violent ones, can help kids develop essential emotional and intellectual skills that support academic achievement. These findings led many innovative teachers around the globe to recognize the benefits of gaming and include game-based learning in their curricula. However, it’s not just in-school gaming that reaps benefits. New research shows that all gaming can be positive.”
Everyone enjoys the sweet taste of victory and the feeling of accomplishing a goal, especially in a video game. However, video games are not just about winning. Video games are a good method to enhance our educational experience and create a career pathway for us to take. By creating a video game course within schools around the world, we are able to create a whole new generation and future that incorporates the advanced technology that is constantly improving.
In “Why Games Are Good For You,” an excerpt from the book Everything Bad is Good for You: How Today's Popular Culture Is Actually Making Us Smarter, the author Steven Johnson defends gaming as a valid form of entertainment against its conventional opponents and delves deep into its benefits. Firstly, Johnson presents the old conventional argument of beneficial reading as opposed to the colossal time-wasting
Wright is not so much attempting to convince his audience by weighing the positive aspects of video games on society against the detriments, as he is presenting them a vision of the possibilities of video games. Wright presents an intriguing claim and an effective argument through his own credibility, friendly tone, choice of words, and use of analogies and emotionally potent imagery, causing readers to ponder the positive impact of video games on society. Summary
One of the oldest and most validated theories suggests that gaming may be one of the most efficient and effective method that allows children and teens to improve their mood and increase their positive emotions (Granic et al).
“c(or getting better at) and enjoy. In other words, gameplay is the direct emotional opposite of depression.” Says Jane Mcgonigal, an American game designer and Author. Kids and Adults of all ages enjoy and play video games because they can be helpful in many different ways. For example, they can teach life lessons, motivate children to read, and help train the brain so it can think fast and strong.
In life, you learn that certain things just don’t mix: Diet Coke and Mentos, cereal and water, drugs and good grades, and picnic tables and dancing, just to name a few. That last example might seem a little bizarre to you, but to me it hits very close to home. Throughout my childhood, we had this picnic table that sat on our back patio. We would have tea parties on it or use it as a place to color or do homework. Sounds pretty fun, right? Sure, as long as you were using it the way it was intended to be used. Throw in my sister and her aspiring dreams to be a dancer, and suddenly our story gets a little messy. So grab a snack, sit back, and listen to the story of how my sister drove me to start taking drugs.
The author says that, nowadays, a lot of people label video games as “violent, addictive, childish, and worthless.” On the one hand, these people are somewhat right that video games have a bad influence on the younger generation, but they miss “the big picture” in another way. As Wright says, “…watching someone play a game is a different experience than actually holding the controller and playing it yourself.”
Attention-getter: Whenever I look out from my window at home, nothing but memories come back to me. The house three doors down was the unsuspecting target of the foul balls we would hit when we use to play home run derby. Or my basketball hoop which held many world championships between me being the bulls and my friends being that year’s runner up. In the park across the street, I ended up blackmailing my neighbor, who was a few years older than me, into letting me play football with him and his friends. That’s how much I loved to be outside and play with my friends. As I become aware that my street has become barren from children playing
Many young children and teenagers have heard their mother’s incessant plead to get away from the screen and to go outside or pick up a book for once instead. The urge to play “just one more level” before starting that homework or doing those chores can be quite distracting. But are video games really as awful as Mom exclaims or as brutal as those TV ads depict? It turns out that video games can have a strong impact on participants’ lives in both positive as well as negative ways.
“I like video games, but they’re really violent. I’d like to play a videogame where you help the people who were shot in all other games. It’d be called Really Busy Hospital.”-Demitri Martin. Role playing games have been a source of fun and entertainment for children and adults. There are more safe and calm games such as Just Dance, and there are more Perilous games such as Call of Duty. Role playing games such as killer are perilous for school age children putting them in danger, teaching violence, and teaching reckless behavior.
Video Games Were Made for Fun and Entertainment. Video games were created for the fun and entertainment of everyone because it’s interesting. González says studies show that videogames are for amusement and entertainment as a way to get away from all the stress and hard work and to have some fun and relax (72). Video games can be amazing for students in the education system because it provides a better learning experience and will make