Friday, September 30, 2011

How Computer Games Change the World (1)

Introduction
A computer game, or a video game, refers to an electronic game, which involves interaction with a user interface to generate visual feedback on a video device. (Baer, 1969) A video device can be a television, a computer, or portable gaming device, etc. The oldest computer game in the world is the cathode ray tube amusement device, a missile-firing game invented by Thomas T. Goldsmith Jr. and Estle Ray Mann in 1947 (WINTER, 1999). At that time, the device could only show very simple dot and line graphics on the cathode ray tube instead of a monitor or television set and only scientists who pursue their studies in physics know how to “enjoy” the game.

Nowadays, however, various computer games have become a major mean of entertainment for most people in the world. These computer games are loaded with fascinating graphics and ever-evolving complexity of the game systems. In the United States, sixty-seven percent of the American households play computer games (Entertainment Software Association, 2010). Economically, the U.S. computer game software sales generated 10.5 billion USD in 2009 (WINTER, 1999). These data imply how popular and powerful computer games have become that not only can it cause an influence to an individual’s life, but also a change to the world.

Similar to other important forms of media, such as movies and televisions, computer games have always been the central of arguments in different aspects, particularly the adverse impacts of violent or pornographic games. It is very controversial to judge if computer games bring a positive or negative impact to the world in general. In fact, the change computer games brought to the world can be described in 3 dimensions, including personal influence, financial & business changes and societal impacts. This essay explores how computer games change the world, both positively and negatively, by having a detailed investigation on each of these four impacts. As the impacts of video games in the four aspects are written by four different HKU students, some of the ideas may be contrasting or even contradicting. We believe that this is a mean to demonstrate diversity of thoughts, and the exchange and interactions of different viewpoints will have dynamic effects on each other, which I believe, is the core value of the whole common core education (general education).

Personal Influence
As the computer games become popular, we should think about the personal impact on the game player. Generally speaking, computer games have both positive and negative effects on the player. To judge computer games are good or not, that’s all depends on the player’s self-control and time management.

First, different skills can be learnt from different types of entertainment computer games. The action games require the player to have high concentration and fast reaction; also because of the high levels of action, it can improve the eyesight and hand-eye coordination of the player. Strategy games can train the player’s logic reasoning ability and problem solving. Sport games
can develop the player’s sport sense while the player no needs to be on the field. It can avoid overtraining so it is very useful to use sport game as a tool to train athletes before match. In nowadays computer games, smoother graphic reality and better sound quality provide a higher level of entertainment to the player so that they will enjoy the games more and maintain concentration for a long time. It is a good idea to use computer games as a teaching tool. Schools are encouraging students to play education games in different subjects. That education video game is improving student’s academic performance by increase the concentration on learning. Playing computer games can release stresses as the player can do anything they what inside the game and get rid of the real world. “Video game training” also use by different professionals. For example, flight simulators are used by cadet pilot for training in order to reduce the risk and also save air fuel. By the same token, military are using RPG game to simulate the combat zone situation. As the Nintendo Wii released on 2006, computer games are not limited by just using hands and eyes. Players are able to use full use of their body to play computer games and doing fitness.

As for the negative side, addiction to the computer games has already been a big issue. Just like our parents always tell us, spending too much time on computer games could lead to bad academic result. Also it might cause potential health disease like Myopia and heart attack .The extreme case is death, a South Korean player died due to nonstop playing 50 hours of online game. The affection on mental health is even worse, as anti-social behaviour is build up on the frequent computer games user, as they are lack of social skill and not good at public speaking. All this is because of they spend the time in computer games instead of joining social events. Playing violent video games can cause aggressive behaviour. This is extremely danger for countries that allow people to have guns like the US. Once the player can’t control his emotion, the society will pay a heavy price whilst gun violence occurs. To put it simple, the positive effect of the computer game mainly maintain in personal aspect while the negative effect could affect the whole society.

Reference
  1. http://en.wikipedia.org/wiki/Video_game_behavioral_effects
  2. http://news.bbc.co.uk/2/hi/technology/4137782.stm

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