Monday, March 11, 2019

Research: Video Games Essay

convey the following doorways and select the better(p) cardinal for this report. k at presentledge qualifiedness A creative body processThe purpose of this project is to introduce our roots two c onceptual sees. We become included the following sketches for each car 3 dimensional view, elevation, plan, search, rear and interior view. Also, we generate included a coerion of how the conceptions flirt the criteria given in the project away business line. The cars could be suitable for short trips in busy atomic number 18as. presentment B1.0 IntroductionWith the rise in orbicular warming and increasing pollution levels, it is becoming essential to find a viable alternative to the internal combustion engine petrol powered car. The aim of this project was to create two designs for a fuel cubicle powered car, the main criteria cosmos environmental friendliness in basis of both emissions and materials. This report presents the designs for two such(prenominal) cars, each of which includes the following components engine, fuel, wheels, accessories, pencil eraser features and materials. political machine A is aimed at the upper end of the market, while Car B is a mid-range vehicle suitable for family use. A description of the design and an analysis of operational efficiency for each car argon followed by a comparison of the two designs. Finally, the most cost efficient design is recommended. Select the best mental home for this report.How to Write a Research wall news news physical composition publisher Introduction mavin of the most alpha beas of e rattling project is the look for paper gate that defines the standard and the quality of the project right from the actually outset. You select to pack in stripes of important information indoors a short space which bear be difficult for students. present argon a a couple of(prenominal) guidelines to help you write a straightlaced mental hospital for the paper.Provide A Problem DefinitionY our question paper introduction will be the for the first time beat that your problem is draw and non just treated as a subject. It is very important that you atomic number 18 precise and compact in your definition. The sample introduction is non a place to write a complex thesis or go on almost every single possibility associated in the problem. On the otherwise hand, you ordure non pay off the problem to a few words. A proper investigate paper introduction should define the problem in one or two sentences through keywords that argon essential to the context of use of the project. This is extremely important for scientific papers.Research Paper Introduction dis nobble caseIf you read about how to write a query proposal than these 2 succeeding(a) items will be easier for you to on a spurn floorstand Give A unified ReviewWhen you atomic number 18 writing your research paper introduction, you should be structure it around a specific outline that provides an over all review of the paper. Your introduction would be different from an abstract in somewhat aspects yet it politic needs to highlight all the possibilities of the project. If there ar each base limitations to your die hard, you burn down to a fault mention that in brief within the introduction. sometimes the final project place turn out a silicon chip different from initial planning. It is apprised to write your research paper introduction towards the end of your work so there are no contradictions with the conclusion. take on All The Proper Sources to a Sample IntroductionSome of the best research paper introduction samples include primary resources supporting the crease or research of the problem. You should search for similar resources from your local library and on the net to put on your paper.When you are mentioning a source, cross chalk up it if is from a credible site and if the information is correct. It is better to develop a sample research paper introduction b ased on nearly known portals for sources rather than individual and independent websites. You should single mention those sources that about highlight your specific theme of research.Sample Research Paper IntroductionIntroduction for a research paperCommon Sample Introduction MistakesOne of the mevery ways students mess up their research paper introduction samples is by reservation simple and common mistakes. The first social occasion to keep in mind is the word limit, usually restricted to cubic decimetre words. If you go on talking about the project, it should count as an fracture on your p nontextual matter so you need to be concise.You should overly yard read your introduction quite a few times to reduce making any grammatical or sentence construction errors. Your research paper introduction should be optimized for keywords that are distributed in the main organic structure of the project and deal with the essential context of research.Students focus a lot on bailiwi ck and guidelines but unravel to ignore basic outlines of the introduction or abstract, flapting lesser grades. If you work upon these research paper introduction guidelines, you would surely come up with a professional quality paper as your assignment. Author of an article.What usurpation does acting boob tube bet ons bewilder on sisterren or adolescents? The most widely used positivist impact pictorial matter seconds are verbalise to have on children is that they may modify a imposters manual dexterity and computer literacy. Ever-improving technology also provides instituteers with better graphics that give a more than than realistic practical(prenominal) acting experience.This quality makes the impression high industry a regent(postnominal) force in many adolescent lives. However, numerous studies show that impression pluckys, especially ones with dotty suffice, adversely affect a teens high-pressure sort.Part of the increase in hard-hitting behavior is link up to the amount of time children are allowed to play delineation patchs. In one study by Walsh (2000), a majority of teens admitted that their parents do not enforce a time limit on the rate of hours they are allowed to play impression spiriteds. The study also showed that most parents are unaware of the contentedness or the pleasure Software Rating advance (ESRB) place (see below) of the characterisation grainys their children play.In another study conducted by Gentile, Lynch, Linder & Walsh (2004, p.6) adolescent girls vie depiction games for an average of 5 hours a hebdomad whereas boys averaged 13 hours a week. The authors also stated that teens who play crimson idiot box games for extended periods of time show the following behaviors1. Tend to be more aggressive2. be more flat to confrontation with their teachers3. May engage in fights with their peers4. have a decline in school achievements. (Gentile et al, 2004).Another negative impact is that pla yers are rewarded for their violent acts. The interactive quality of delineation games differs from passively exhibit television or movies be dumb rig it allows players to become active participants in the games script. Players benefit from engaging in acts of violence and are then able to move to the games next level.Gentile & Anderson (2003) state that playing film games may increase aggressive behavior because violent acts are continually repeated throughout the video game. This method of repetition has unyielding been considered an performanceive teaching method in reinforcing learning patterns.Video games also encourage players to identify with and role play their favorite pillow slips. This is referred to as a first-person video game (Anderson & Dill, 2000, p. 788) because players are able to make decisions affecting the actions of the character they are imitating. After a restrict amount of time playing a violent video game, a player base mechanically prime aggressive thoughts (Bushman & Anderson, 2002, p. 1680). The researchers concluded that players who had prior experience playing violent video games responded with an increased level of aggressionwhen they encountered confrontation (Bushman & Anderson, 2002).In a pin give inment (2000) before the Congressional Public Health Summit, a number of American medical associations the American Medical Association, American Academy of paediatrics, American Psychological Association, American Academy of Family Physicians and American Academy of Child & teenager Psychiatry caution parents about violence in the media and its negative effect on children.Their report states that exposure to violent media can elevate aggressive scentings and thoughts, especially in children. These effects on aggressive behavior can be long-term. Although fewer studies have been conducted on interactive video games, evidence suggests that playing violent video games may have a more dramatic influence on the behavior of children and adolescents (Joint Statement, 2000). Tips on managing your childs media consumptionBecause of the popularity of video games, completely eliminating them from your childs life king be difficult. But there are a number of suggestions for diminish the negative impact that they qualification have on your child. Here are a few tips * Know the military rating of the video games your child plays (see below). * Do not install video game equipment in your childs bedroom. * Set limits on how often and how long your child is allowed to play video games. * Monitor all of your childs media consumption video games, television, movies and Internet.* supervise your childs Internet use there are now many video games available for playing online. * Take the time to discuss with your children the games they are playing or other media they are watching. Ask your children how they feel about what they observe in these video games, television programs or movies. This is an hazard to share your feelings and grow closer with your child. * Share with other parents information about authorized games or ideas for helping each other in parenting. The Entertainment Software Rating Board (ESRB)The Entertainment Software Rating Board (ESRB) is a self-regulatory body established in 1994 by the interactional digital Software Association (IDSA). The major video game manufacturers created this board by and by concerned groups and parents applied pressure over the content of video games. identical to the movie industrys rating system, all major game companies now submit their new products for rating to specially trained raters at the ESRB. The ESRB rates over 1,000 games per year.The ESRB looks at a number of ingredients when rating games. In particular, it considers the amount of violence, perk up, controversial language and marrow abuse found in a game. Based on its developed guidelines, the ESRB then gives an age recommendation and content descriptor to each game submitted. The following are the rating symbols currently in use, according to the ESRB weathervane site.Early Childhood (EC) study should be suitable for children 3 geezerhood and older and contain no objectional material.Everyone (E) surfeit suitable for persons ages 6 and older. The game may contain minimal violence and some comic mischief.Teen (T) Content suitable for persons ages 13 and older. Content is more violent than (E) rating and contains mild or significant language, and/or suggestive themes.Mature (M) Content suitable for persons ages 17 and older. Content definitely has more mature sexual themes, intense violence and stronger language.Adults exactly (AO) Content suitable only for adults and may contain graphic sex and/or violence. Adult Only products are not intended for persons under the age of 18.Rating Pending (RP) Game has been submitted to the ESRB and is awaiting a final rating.The ESRB Web site has more details about this rating system, as advantageously as the content descriptors that are used in conjunction with the ratings on game packaging. The site is also useful for parents who want to search for the rating of a particular game.ReferencesBushman, B. & Anderson, C. (2002). Violent Video Games and Hostile Expectations A shew of the General Aggression Model. Personality and Social Psychology Bulletin, 28, 1679-1686.Gentile, D. A. & Anderson, C. A. (2003). Violent video games The newest media violence hazard. In D. A. Gentile (Ed.), Media violence and children. Westport, CT Praeger Publishing.Gentile, D. A., Lynch, P., Linder, J. & Walsh, D. (2004). The effects of violent video game habits on adolescent hostility, aggressive behaviors, and school performance. ledger of Adolescence, 27, 5-22.Joint Statement on the Impact of Entertainment Violence on Children Congressional Public Health Summit. (July 26, 2000.) Availablehttp//www.aap.org/advocacy/ releases/jstmtevc.htm, Accessed 9/2004Walsh, D. (2000). Interactive violence and ch ildren Testimony submitted to the Committee on Commerce, Science, and Transportation, United States Senate. (March 21, 2000.) Availablehttp//commerce.senate.gov/ hearings/0321wal1.pdf (Acrobat), Accessed 9/2004The gamer community had a near-miss this week in Ohio, when a 15-year-old boy collapsed afterwards playing Call of Duty Modern Warfare 3 for up to five days straight. The Columbus teen was rushed to the hospital with stark(a) dehydration, where he recovered, according to a report from TV station WCMH on Aug. 7. Players who delve in addition deeply into their electronic worlds can face non-homogeneous health risks, ranging from deep vein thrombosis, or fall curdles, to severe dehydration. For instance, in July, a Taiwanese teenager was found dead after seated for 40 hours in an Internet cafe playing Diablo 3. At the time, doctors speculated he died from a heart attack caused by a blood clot that formed during the long session.And last summer, a 20-year-old man from the U .K. died from a blood clot after spending 12-hour sessions on his Xbox. His father told The Sun newspaper, He lived for his Xbox. I never dreamed he was in any danger. 10 prosperous Paths to Self Destruction While these are extreme cases, they are a monitor that sitting at a computer or console for days, whether its for World of Warcraft or for work, isnt healthy for anyone.But psychologists who study video games and kids say parents neednt worry about the amount of time washed-out gambling, unless interpenetrate time starts to affect school, health or social life. (And, of course, a stint of tens of hours dramatic play is likely to negatively affect schoolwork and cash in ones chips to social woes.) That said, researchers remain concerned about the effects of violent content in video games, which have been linked by many studies to aggressive behavior. Too a lot screen time?These days, screens of one kind or another occupy youth for 50 hours a week, a 2010 watch by the Kai ser Family Foundation reports. Its a full-time job gain 10 hours of overtime, and thats the average, said Douglas Gentile, a psychologist and director of the Media Research lab at Iowa State University. Video-manoeuvre consumed nine weekly hours for teens, the Kaiser survey found, while a Harris Poll conducted for Gentile during the same period reported 13 hours a week spent gaming on computers and consoles. While some kids can shoot em up for hours, for others, too often(prenominal) time gaming leads to poor school performance. Recent studies have finally linked the cause and effect, showing that gaming displaces after-school faculty member activities such as formulation and reading.A 2010 study from researchers at Denison University in Ohio, published in the ledger Psychological Science, compared two groups of boys that had never owned gaming systems. They gave one group a system right away, but withheld games from the other group for tetrad months. Boys who received the v ideo-game system first had more teacher-reported learning problems and significantly lower reading and writing scores than the other boys. Problems in school are relatively easy for parents to fix Limit screen time of course, if you can get the controller out of his or her hands. The American Academy of Pediatrics recommends no more than one to two hours per day in front of any electronics.Violent games and aggressionWhats harder to control is violent content in video games. The Pew Research Center reported in 2008 that more than 90 percent of games rated as appropriate for children 10 years or older contained violence, including games rated E for everyone. (Most researchers define violence as the dexterity of a player to intentionally legal injury others in a game.) straightway most researchers will agree that video games can help as well as harm. For example, educational games boost learning, and action games can improve vision and spatial skills. Video games have also been us ed successfully to teach children self-care skills for asthma and diabetes. And then theres the primary causation sight play video games Theyre restful. Gentile thinks the flickering screen and varying sound levels trigger a primitive brain response.One of the reasons I think we find television and video games so relaxing is they provide the attention for you. It forces you to orient to the media. You dont have to work to pay attention like you do in a classroom lecture, said Gentile. But a preponderance of evidence links violent video games to an increase in aggressive behavior in teens. The behavior wasnt violent crime, like school shootings, but small yet injurious offenses like teasing, name-calling, rumor-spreading and fist fights. In a review of 130 studies of kids and teens, Iowa State University researchers found that violent video games increased the likelihood of aggression and diminish empathy. The meta-analysis poped in 2010 in the journal Psychological Bulletin. 5 Ways to Foster Self-Compassion in Your Teen Which teens are vulnerable?Of course, repeated exposure to violence in any environment has a deleterious effect, Gentile noted. Seeing violence anyplace increases the risks that a child might become elusive in aggression, whether as a perpetrator or a victim, he said. But video games are phenomenal teachers. Players get immediate feedback and rewards for punishing competitors. And not only do games reward hostility, they train your brain to respond to real-life problems with aggression, research indicates. In fact, games can prime teens to react to slights with name-calling or pushing, instead of choosing to avoid confrontation. So when I get bumped in the hallway, I dont tolerate its an accident anymore, explained Gentile. What comes to mind first is to retaliate in some way. Those arent the only options you have, but we never think of them because what we see over and over in the media is You killed my monster, now you must die.But psy chologist Patrick Markeys research suggests just some teens are susceptible to these effects. Markey found people withcertain record traits those who are highly neurotic, less agreeable and less conscientious are those more likely to become hostile from gaming. The 2010 study appeared in the journal Review of General Psychology.The truth of the matter is that most people can wish this media, but for some people with a select predisposition, these people might be a little more aggressive, more prone to an argument here and there, said Markey, a professor at Villanova University in Pennsylvania. The most interesting part is there is really no research that suggests video games have a different effect than TV or movies. It has empirically never been shown, said Markey. Any media is supposed to engage us emotionally, and video games are a form of media, a form of art even. Recreational rompIf all this hoopla surrounding a plain innocent pastime has you baffled, count me in. For peo ple who view it as a source of entertainment, or even as a recreational activity, gaming spells out pure pleasure. Some may even wish to several(prenominal)ise it as a brain workout. Human callowness is what leads us into making these hasty categories, for all that is pleasurable, is bound to suck our sanity in a whirlpool of dependences. When we speak of any recreational activity, we usually think of sharing, and online gaming is not too different. Gaming communities, at times, happen to be very closely bonded, with some interactions leading to lifelong relationships. Now, there certainly wouldnt be this kind of outrage over youngsters bonding over sessions of football, isnt it? Critics of gaming blame the overdose of violence that forms an integral part of certain games to the unruly behavior in players. But barring a few games, which indeed have a mature rating, the others do qualify as safe indulgences. Online gaming usually involves multiplayer games, and cooperation with part ner players becomes an integral part of it. in that watch is a distinct possibility of people bonding across countries and cultures, join by a common passion for gaming. One aspect which entirely cannot be ignored is the demonstrable effects of gaming on the players self- abide by. As the level of the games escalates, it calls for enhanced levels of skills, and surmounting these challenges gives the player a gumption of achievement, and leads to confidence building. There are games which are meant to be enjoyed by the family, and when played together, they make for a few hours well-spent, and bring the members of the family closer, just as any other family activity would do. Games are looked at by some to be an outlet for their negative emotions. Pent-up frustration and anger makes way for a calmer mind when people play these games as a form of recreation, which differently would have had a negative effect on their relationships.Addictive GamingSo, where does it go wrong for o nline gaming, and why are they blamed for causing harm to young and old minds alike? The answer lies in the fine line which separates indulgence and overindulgence. It happens to people who blur the demarcation between games and life. When we think of gamers, the first image that comes to our mind is that of a nerd, holed up in a room, hunch up in front of a computer screen with fingers furiously tapping on a keyboard/joystick. These people have no clue whatever about what goes on around them they lose all track of time, kibosh their hunger and personal hygiene, all for the sake of a mere game. The aftereffects of beingness spendthrift are for everyone to see. Since such people are usually set-apart for extended periods, their confidence usually deserts them once they are not in the company of a computer. Frequent mood swings and temper issues are not unknown. Family members of such addicts are often heard lamenting about the amount of time these people give to their obsession , which strangely enough, makes them more rebellious. insufficiency of social interaction also leads to extreme awkwardness when they find themselves in the company of actual people. To say that they suffer from social phobias would not be an overstatement. Getting involved with the wrong kind of people online can give instruction wrong values in a person. They may refuse to respect people or use profanity, which leads them to be ostracized from society. At the very least, it does have some negative impact on their communication skills. As with any dependance, this one too will push players to cross any limit to protect their obsession. Parental interference in preventing this addiction is usually unwelcome, and we have had some disastrous examples of violence as a result of this. veritable games with their prejudiced notions on genders and races actually influence an addicted gamers mind. They tend to carry these prejudices into their real life, adversely affecting their existi ng relationships. Read more at Buzzle http//www.buzzle.com/articles/how-does-online-gaming-affect-social-interactions.html QuestionQUESTION 1. Do playing online games affect the academic performances of your students? 2. What do you observe to the students who are very active in playing online games? What their behavior? 3. How will you work as a counselor to sack them in playing online games, or just to lessen it? 4. How do you handle students who are not motivated to study instead they choose to entrust their attention in playing online games? 5. What do you think are the reasons why they get hook in playing online games? 6. As an educator, what are the positive and negative effects of online games to your students? 7. What will be the effect to them if they continue to play those games?ANSWER Hi Harold,Many of the video games out these days are very well done. That includes online games. They can be very alluring and once you get involved they can be very absorptive.Many of the m are fun and very realistic.They should be treated like any activity and done in moderation.They can be huge time wasters so anyone playing them should be aware of that.As a counselor I wouldnt discourage playing games. I would ask the person how involved they are how they interact with them. If they spend too oftentimes time, I would advise they look at that behavior.If I had a student who what adicted to playing games, I would treat it like all adictions.People can get aquiline into these games because they provide a challenge they are very realistic and they are an opportunity to pour yourself into something.The positives are that they are an excellent change of behavior if you need that. The negative are that person can let them get out of control and control their life. They can spend too much time playing. They can loose sleep. They can get addicted.I do not believe there is any long-term affects to playing the game itself. They are very real but they are not reality.If so meone confuses them with reality, they have a worse problem then playing the game and that should be addressed.The long-term affects might be the residual behavior arising out of abusing them such as addiction, sleeplessness, other social problems related to too much activity.If you need further info or clarification, please write again.Graig )- consume -QUESTION 1. In your own words, how do you define online games or video games? 2. what can you say to those people or students who are playing online games? ceremony about thier manners and behavior? Case ForSeveral research studies have been conducted that indicate video game addiction is real in around 10% of gamers who meet criteria for video game addiction. Grsser et al (2007) found that diseased gamers differed from regular gamers in terms of daily time spent playing, and had high expected relief of withdrawal symptoms when gaming, and higher craving due to the prevision of a positive outcome of gaming. These are all marks w hich mirror those of of substance dependence. Skoric et al (2009) showed that video game addiction is independent of but how much time is spent playing, and how engaged children are with the game. In their study, addiction tendencies were negatively related to scholastic performance, while no such relationship was found for either time spent playing games or for video game engagement.A similar pattern of video game addiction being negatively related to scholastic performance was previously found in a separate study by Chiu et al (2004). Charltons (2002) factor analysis provided support for computer addiction as a anomalous concept. This research demonstrated the importance of recognizing the specific characteristics of computer addiction, rather than simply adapting measures of pathological gambling, which are likely to overestimate the occurrence of computer addiction. light of video game addiction would allow support services to be integrated into community addiction settings, and specific training to be provided to staff. This is peculiarly important given the high incidence of concurrent disorders among those with video game addiction.Case AgainstVideo game playing may have several advantages. Proficiency in video games can develop the self esteem of the player. It can develop eye-hand coordination, and can have other educational features. to a greater extent sophisticated games can help players to develop other skills, and recent developments have built in aspects of physical exercise although this may have limited appeal to gamers. The reality of popular culture is that we are more and more dependent on technology. A generation ago, computers were complicated and difficult to use, but modern computers are more user-friendly, and are relatively easy and sweet for the majority of people to use. Video games allow people to have positive experiences of using computers, that can provide transferable skills for using computers for a phase of purposes.Be aring in mind the potential positive effects of video game playing, to give chase the activity an addiction without sufficient evidence and informative guidelines about what constitutes addiction (as opposed to auspicious or positive game playing) could deter many children and their parents who could possibly benefit from video games. This would be a mistake. There is wide variation in video games, and although some appear to have harmful effects, particularly through the promotion of violence and other anti-social behaviors, this is a function of the content of specific games, rather than a characteristic of video games per se.Video games as a medium have embody potential to develop positive social skills, or to provide benign forms of entertainment although these may not be as easily vendable to kids. As with other addictions, there is a risk that a label like video game addiction could be used too liberally, without paying attention to other concurrent or underlying conditio ns, such as attentional problems, autism spectrum disorders, depression and anxiety disorders. These conditions have different treatments which might more effectively help the excessive game player. And video game addiction is vulnerable to the same criticism that all behavioural addictions are that addictions are a chemical problem resulting from the intake of addictive substances, not a pattern of behavior.Where It StandsThe APA is not saying that video game addiction does not exist, nor that it is not addiction, but simply that they are looking at the issue and wont make a decision until the next edition of the DSM comes out in 2013. In the same release in which they withdrew their recommendation that video game addiction be recognized, the APA expressed serious concern about the consequences of excessive video game playing in children, stating Psychiatrists are concerned about the wellbeing of children who spend so much time with video games that they fail to develop friendshi ps, get appropriate out-of-door exercise or suffer in their schoolwork.Certainly a child who spends an excessive amount of time playing video games may be exposed to violence and may be at higher risks for behavioral and other health problems. Therefore, whether or not video game addiction is acknowledged as a real addiction, or even as a mental health problem in and of itself, the APA is clear that excessive video game playing in children can be unhealthy, and can lead to other problems.

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