Introduction
A video game is an electronic game played using devices such as computers and television sets. Video games are very common, especially among children and youth in modern society. Video games have become a popular pass time activity. However, over the years, a lot of mediocrity has been raised on video games hence leading to a negative attitude for the games, especially by older people in society. Some of the negative impacts echoed include increased violence and aggressiveness for those engaging in violent games, addiction to the games, and exposure to immoral sexual adverts aired in the games. People need to be enlightened about video games to curb the pessimistic attitude against them. This essay discusses the evaluation criteria used to distinguish the excellence of video games from mediocrity. Also, the essay will include research on how to evaluate country music bands.
Accomplishments and Benefits
First and foremost, video games can be evaluated using their accomplishments and benefits. Video games have been proven to increase a variety of skills such as improving problem-solving skills, enhancing concentration and attention, increasing brain speed, escalating social skills, enhancing coordination, and multitasking (Granic et al, 2014). All these skills are acquired and enhanced by a person who engages in video games. This proves that as much as video games are associated with negative impacts, they still have a big significance ratio. What is required to curb the negative impacts is the control and moderation of the video games. Parents and guardians should establish a platform where they comprehend the games and use them to reap the benefits for their children.
Another criterion for evaluating video games is its conformance to contemporary society. The games are rapidly becoming part of the cultural lives as they impact everyday life. In a world where technology has taken over, video games continue to be embraced by a bigger population. Access to the internet and the availability of electronic devices enable any person to play. This means that modern society has already created a foundation for the growth of video games. Consequently, an increase in the number of gamers results in many people venturing into game design for a living. Therefore, despite individual benefits that a gamer reaps, a game designer benefits financially through creating the games.
Suitability and Performance
The suitability and performance of video games is also another way in which its excellence can be evaluated. Video games are now used in learning activities, especially for children (Granic et al, 2014). Studies show that the use of educative video games captures learner's interest and increases performance in studies. Also, video games are currently being employed in hospitals as effective distractors to reduce stress and anxiety in children (Granic et al, 2014). Conclusively, it is evident that video games have significantly led to the positive growth of gamers and society. The above supporting evidence clearly conquers the mediocrity about video games since its reward ratio is high.
On the other hand, a country music band is an unfamiliar topic. In order to familiarize myself to the topic, research has to be done to evaluate its impacts. Country music band are known to perform openly for people. The first research would be based on the number of fans supporting the country band. Using this data, one would identify how popular country music is in society. Secondly, research on airplay for country music would help evaluate the topic. The more the airplay shows how prevalent the band is. Lastly, standardized questionnaires can be used as a research method to know about country music bands. The above research methods are effective in evaluating country music bands.
Conclusion
To sum it up, evaluating an item, individual or product requires basic information based on facts. Every product has its pros and cons, and without evaluation, poor judgment would be very high. It is therefore very significant that proper research and evaluation of an item is carried out to minimize fallacies and pessimism in the society.
Reference
Granic, I., Lobel, A., & Engels, R. C. (2014). The benefits of playing video games. American Psychologist, 69(1), 66. Accessed
https://psycnet.apa.org/doiLanding?doi=10.1037/a0034857.
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Video Games: An Unfortunate Misunderstanding - Essay Sample. (2023, Nov 06). Retrieved from https://proessays.net/essays/video-games-an-unfortunate-misunderstanding-essay-sample
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