"Impact of Video Games on Society." UKEssays.com. 11 2013. All Answers Ltd. 10 2018 <https://www.ukessays.com/essays/media/video-gaming-and-its-impact-on-society-media-essay.php?vref=1>.
This text goes into detail about the effect’s videogames have on the adolescents worldwide. It first goes into detail talking about how big the gaming industry is and how this impacts the reader. Then it begins to get into the more serious topic of how videogames lead to aggressive behavior, violence, and anti-social behavior. One of its main points is that people who play video games tend to act like the characters they play and since a lot of videogames are violent, the kids adopt that violence.
This article was written by an unknown author, but it was posted on UKESSAYS which has a 4.4/5-star review on reviews.co.uk. The intended audience for this article is obviously people who are researching this topic or a concerned parent wondering what video games might do to their child. This work illuminates my bibliography topic be including an aspect that overlooked often between people in the gaming community. (UKEssays.com, 2013)
Molina, Brett. “Why Watch Other People Play Video Games? What You Need to Know about Esports.” USA Today, Gannett Satellite Information Network, 12 Jan. 2018, www.usatoday.com/story/tech/news/2018/01/12/more-people-watch-esports-than-x-dont-get-here-basics/1017054001/.
Esports are a growing at an exponential rate and just like any sport have a major fan backing. Like traditional sports money and fame are the incentives to be the best, but since it is a new thing it is having trouble gaining respect from the main stream media. The players can more easily connect with their fans and that might be a reason they aren’t held to the same standard as a professional football player. I say this because they seem human and that takes them down from their pedestal that makes people believe they are better than you or me.
On the authors bio it talks about how he is a producer for the USA TODAY’s Technology section and has been writing about video games since 2005. The intended audience for this article is people researching the topic or people highly critical of the new rising trend called Esports. This work illuminates my bibliography topic because it shows how the player base interacts with each other and adds an element of competition like other sports. (Molina, 2018)
“Guide: What Are ESports? - CBBC Newsround.” BBC News, BBC, www.bbc.co.uk/newsround/37773832.
This article explains to the reader what esports are and how they are played, where it came from, and why it is such a big deal in todays generation. It then goes on to talk about the challenges it shows and what the future is looking like for the esports scene.
The specific author of this article is unknown, but we know that it was written by a publisher for the BBC. The intended audience for this article is looking to do research on this topic or a person who just wants to understand what it is. This article illustrates my community because it introduces the reader to this huge growing trend that is Esports and playing videogames professionally.
Sacirbey, Susan. “VIDEO GAMES and THEIR EFFECT on MODERN DAY SOCIETY.” The Huffington Post, TheHuffingtonPost.com, 7 Dec. 2017, www.huffingtonpost.com/montclair-diplomats/video-games-and-their-eff_b_9873646.html.
This article does into detail about the effects that video games have on our society in the present time and talks about the timeline of the videogame, from the first one to the present year. Pokémon is a good example of this, Huge game with no age limit and a card game to introduce itself to people uninterested in videogames. It also mentions that video games are key in education with their clear, meaningful goals, multiple goal structures, scoring system, adjustable difficulty levels, random element of surprise, and an appealing fantasy metaphor.
The specific author of this article is Susan Sacirbey, and she is a contributor for the Huffington Post. The intended audience for this article is looking to do research on this topic or a person who just wants to understand what it is. This article illustrates my community because it details the growth of videogames from their infancy to where it is today, and it also talks about the educational impact of videogames.
Dwan, Hannah. “What Are Esports? | A Beginners Guide.” The Telegraph, Telegraph Media Group, 17 Oct. 2017, www.telegraph.co.uk/gaming/guides/esports-beginners-guide/.
This article explains to the reader what esports are and how they are played, where it came from, and why it is such a big deal in today’s generation. It goes into detail about the numbers and the how that corresponds to other sports in the world.
The specific author of this article is Hannah Dwan, and she is a contributor for The Telegraph. The intended audience for this article is looking to do research on this topic or a person who just wants to understand what it is. This article illustrates my community because it introduces the reader to this huge growing trend that is Esports and playing videogames professionally.
Finke, Erinn H., et al. “‘To Be Quite Honest, If It Wasn’t for Videogames, I Wouldn’t Have a Social Life at All’: Motivations of Young Adults With Autism Spectrum Disorder for Playing Videogames as Leisure.” American Journal of Speech-Language Pathology, vol. 27, no. 2, May 2018, pp. 672–689. EBSCOhost, doi:10.1044/2017pass:[_]AJSLP-17-0073.
The article ““To Be Quite Honest, If It Wasn’t for Videogames, I Wouldn’t Have a Social Life at All”: Motivations of Young Adults with Autism Spectrum Disorder for Playing Videogames as Leisure” starts out talking about the forms of communication by humans since the very beginning of our existence. It hits on what leisure is and how videogames are a leisure activity. It then goes on to inform the reader about Autism and how videogames play a crucial role in social interaction with children and adults with autism. The article talks about how it concluded these things with information on its experimental process and many factors such as participants, materials, data analysis, and reliability. The article continues to further emphasize the impact videogames can have in our daily communication with people who have autism. In conclusion “Videogaming is a popular leisure pursuit for adolescents and young adults with and without ASD. Speech-language pathologists should consider how videogame play may be a useful context for teaching new communication, social, and language.”
The authors of this article are Erinn H. Finke,a Benjamin D. Hickerson,b and Jennifer M. D. Kremkowcand. The intended audience for this article is the academic or professionals what are looking to better understand the impact video games on adolescents with and without ASD and how they can be used to teach communication, social, and language skills. This article illustrates my community because it details the advantages that videogames can have on education and other important issues that people with ASD suffer from.
Sevick, Marisa, et al. “Using Free Internet Videogames in Upper Extremity Motor Training for Children with Cerebral Palsy.” Behavioral Sciences (2076-328X), vol. 6, no. 2, June 2016, p. bs6020010. EBSCOhost, doi:10.3390/bs6020010.
“Using Free Internet Videogames in Upper Extremity Motor Training for Children with Cerebral Palsy” is an article that details the disease known as Cerebral Palsy and its effects on the children who have it. It goes into detail about the study done with the applicants and how videogames help the children with their motor skills. This is break through study because it shows that playing a videogame that required precise aim and movements weren’t out of the children’s reaches.
The authors of this article are Marisa Sevick , Elizabeth Eklund , Allison Mensch , Matthew Foreman , John Standeven and Jack Engsberg. The intended audience for this article is the academic or professionals what are looking to better understand the impact video games on adolescents with Cerebral Palsy and how they can be used to teach motor skills and help hone tier movements. This article illustrates my community because it shows that videogames can have a very important impact in helping children with Cerebral Palsy better their motor skills.
Yu-Ju Lan, et al. “Guest Editorial: Technology Enhanced Contextual Game-Based Language Learning.” Journal of Educational Technology & Society, vol. 21, no. 3, July 2018, pp. 86–89. EBSCOhost, libproxy.howardcc.edu/login?url=https://search-ebscohost-com.libproxy.howardcc.edu/login.aspx?direct=true&db=a9h&AN=130867676&site=ehost-live.
“Guest Editorial: Technology Enhanced Contextual Game-Based Language Learning” talks about how the language development of human beings are closely tied with games. Studies showed that videogames aided children in gaining knowledge of another language. The article goes on to list papers done by professionals in the field and giving brief summaries about how the various types of videogames all helped children and adults learn a different language.
The authors of this article are Yu-Ju Lan, Adele Botha, Junjie Shang and Morris Siu-Yung Jong. The intended audience for this article is the academic or professionals what are looking to better understand how videogames could help people of all ages learn a new language or/and increase their understanding. This article illustrates my community because it shows that videogames can have a very important impact on the teaching of new languages to people of all ages and backgrounds.
Student Loan Resources: Financial Aid & Loan Debt Management.” Debt.org, www.debt.org/students/.
Student debt is a serious issue and it is leaving many people searching for a higher form of education owing thousands of dollars after their first semester. Debt.org states that "Student loan debt is accelerating so fast that it has become a burden on the U.S. economy. The Federal Reserve Bank of New York said in February of 2017 that student loan debt rose for the 18th consecutive year and that borrowing for higher education has doubled in just eight years." The amount of money to get into a higher university is limiting the potential of people who come from a less fortunate background with its high-interest rates. Many people going to college will be paying off their student loans for generations to come.
The author of this article is Bill Fay. journalism veteran with a nearly four-decade career in reporting and writing for daily newspapers, magazines and public officials. His focus at Debt.org is on frugal living, veterans' finances, retirement and tax advice. The intended audience for this article is the academic or professionals that are doing research on the topic that is student debt. This article is my academic/professional source about an education issue.
Muros, B., et al. “Youth’s Usage of Leisure Time with Video Games and Social Networks.” Comunicar, vol. 20, no. 40, Mar. 2013, pp. 31–39. EBSCOhost, doi:10.3916/C40-2013-02-03.
“The aim of this article is to understand the behavior of Secondary Education students during their leisure time when using some different virtual spaces”(Muros 2013) This article does just that, it goes into detail about the use of technology by adolescents and how it affects their academic studies. Studies done showed that “video games can foster development of organizational capacities, contribute to the development of content, and enhance skills and abilities”(Muros 2013).
The authors of this article are B. Muros, Y. Aragón and A. Bustos Madrid / Granada. The intended audience for this article is the academic or professionals what wonder what social and behavioral affects videogames have on today’s generation adolescents. This article is important for my community because it shows that videogames aren’t just a way to waste time, they can be used academically.