Contextual Practice

Introduction

       A game is structured playing, usually undertaken for enjoyment and sometimes used as an educational tool. Games are distinct from work, which is usually carried out for remuneration, and from art, which is more often an expression of aesthetic or ideological elements. However, the distinction is not clear-cut, and many games are also considered to be work such as professional players of spectator sports and games or art such as jigsaw puzzles or games involving an artistic layout such as Mahjong.
Key components of games are goals, rules, challenge, and interaction. Games generally involve mental or physical stimulation, and often both. Many games help develop practical skills, serve as a form of exercise, or otherwise perform an educational, stimulation, or psychological role. A game’s tools and rules will result in its requiring skill, strategy, luck, or a combination thereof, and are classified accordingly.
Most games require multiple players. However, single-player games are unique in respect to the type of challenges a player faces. Unlike a game with multiple players competing with or against each other to reach the game's goal, a one-player game is a battle solely against an element of the environment, against one's own skills, against time, or against chance. Playing with a yo-yo or playing tennis against a wall is not generally recognized as playing a game due to the lack of any formidable opposition. It is not valid to describe a computer game as single-player where the computer provides opposition. If the computer is merely record-keeping, then the game may be validly single-player. Many games described as "single-player" may be termed actually puzzles or recreations.
Games are divided to many types. These types of games will be separated with different stage of player, rules and other factors. The simple games that we always seen it will be children games, table-top games, party games, video games, and also educational games, letter games, skill games and other.



Background of Study

“Video games or in other means any kindly of games for example computer games, android games, tablet games, PS, and many more are Good, Bad, or Other?”

        The first interactive computer game, Spacewar, was written in 1961 by an MIT student named Steve Russell on a Digital Equipment PDP-1 computer. The first consumer video game, Pong, was released a decade later in 1972. Throughout the 1970s and into the 1980s, most video games were played in arcades (in this chapter, we define video games to include arcade games, computer games, and home console games such as PlayStation). Several recurring themes began to emerge at this time: multiple companies vied for market dominance, displacing older systems with each new technological advance; the popularity and cultural impact consistently grew over time; and concerns arose regarding the effects games might have.Concerns about video game violence first became highly salient in 1976 with the game Death Race, in which the goal was to drive a car over stick figures called “gremlins.” Currently, video game images are created out
of many polygons; therefore, the number of polygons processed per second (pg/s) is a common measure of graphics quality. The Sony PlayStation, released in 1995, processed 350,000 pg/s. Sega’s Dreamcast, released in 1999, leaped ahead to more than 3 million. A year later, Sony’s PlayStation 2 jumped to 66 million pg/s. One year after that, Microsoft’s Xbox boasted 125
million pg/s. The stated goal for Sony’s PlayStation 3 is 1 billion. At the same time, this increased speed and graphic capacity allowed for games to become more realistic, including far more realistic and graphic
violence. Returning to an old theme, the top-selling video games from 2001 to 2003 were the Grand Theft
Auto series, which included running down pedestrians with cars, and killing police, prostitutes, and others
with a variety of weapons. The video game industry is now bigger than Hollywood, raking in more than $10 billion annually in the United States in 2002 and 2003. As games have taken up more of children’s time and become more realistic and engaging, researchers have begun to study children’s uses of video games and the varied effects they may have. In other hand, The volume of research into computer games has increased steadily in recent years. Within a short period of time, there have emerged at least one academic journal (www.gamestudies.org), a number of recurring conferences, a Danish and an international organization for games studies (www.spilforskning.dk and www.digra.org)
                                                           
and a range of websites dedicated to game research (such as www.ludology.org and www.game-research.com). However, what we might somewhat stylishly dub ‘mainstream game research’ deals with potential negative effects only to a very limited extent. It concentrates instead on aesthetic questions, larger cultural issues, analyses of games and studies of the special characteristics of the medium. The question of negative effects is mainly dealt with by researchers who are not actually part of the computer game research community, but who often have a background inmedicine or a North American psychological tradition


            Highest political levels and to the passing of the so-called Video Game Rating Act. In response, American computer game producers set up an industry regulator (the Entertainment Software Rating Board). In Europe, a new labeling standard called PEGI was recently introduced, administered by the European Interactive Games Industry (ISFE). Since the mid-1990s, particular attention has been paid to so-called ‘3D-shooters’ such as Quake and Counter-Strike (see Fig. 1), which have been accused of glorifying violence. Most recently, this accusation has been directed at the game Grand Theft Auto III (see Fig. 2). This has brought clear differences of opinion to light, as a more or less unanimous games industry has singled out Grand Theft Auto III as visionary and well designed (see, for example, Ó hAnluain, 2003).


Fig 1.   Counter Strike  (3D shooters 1990s)


 Fig .1  Quake  (3D shooters 1990s)


Fig .2- Grand Theft Auto III (Rockstar Games, 2001)
              A number of people involved in the debate base their arguments on articles in popular science publications, or publications that are part of public debate (rather than scientific). This is not always apparent from the way theories are presented by the news media, however. For example, in the spring of 2003, the Danish daily newspaper Berlingske Tidende referred to a marketing-oriented study of the importance of brand names to 8- to 13-year-olds: “Contrary to what has previously been believed, children’s imaginations are destroyed by popular video games. However, international research shows that they adopt a far more strategic way of thinking.” (Carstensen & Vestergård, 2003; our translation) This is an example of those parts of the public debate about the subject that are based on assertions and studies that it would take a large amount of goodwill to describe as ‘scientific’. Some psychologically inspired studies have identified grounds for concern in specific contexts, but even using the same methods, other researchers have not always been able to replicate their results.

At the same time, researchers of a more cultural bent, not least in Scandinavia and Great Britain, have questioned specific psychological experiments or completely rejected the idea that experimental methods can provide useful results. For outsiders, the picture may appear somewhat diffuse because, as mentioned above, the research traditions involved differ considerably and pay little heed to each other’s results.


          In 2000, the Danish Media Council for Children and Young People summarized the research, as part of an evaluation of the importance of interactivity to the appeal and potential adverse effects of computer games (Sørensen & Jessen, 2000a). In brief, the study indicated that the interactive element did not contribute significantly to any potential negative effects. According to the study, contemporary computer games were in fact likely to be less damaging than violent films and TV programmes. Negative effects of computer games have become the centre of renewed attention,
however, primarily because of tragic incidences of violence, especially the tragedies in Littleton, Colorado (1999) and Erfurt, Germany (2002), in which school pupils shot and killed a large number of their fellow pupils. Violent computer games of the time were explicitly accused, both in the media coverage and in subsequent legal proceedings. During the Littleton case, the perpetrators’ fascination with the 3D shooting game Doom (see Fig. 3) was regularly referred to as a contributory factor.

Fig .3 Doom (id Software, 1993) 
              
             A number of subsequent studies have cited the episode as motivation for studying the potential negative effects of computer games (e.g., C. A. Anderson & Bushman, 2001). In one Danish TV news broadcast (Søndagsmagasinet, DR, 5/5-2002), the Erfurt case was linked to the perpetrator’s fascination with the game Counter-Strike and a theory was advanced about the possible psychosis-inducing effect of computer games. Since this case, computer games have been the subject of a certain amount of media debate in Denmark (Borg & Krogh Jørgensen, 2002; Carstensen & Vestergård, 2003; Kentorp). Swedish media recently picked up the discussion in the wake of the television documentary Dödligt Spel (‘Lethal Play’) (aired on TV4 on March 3 2004). In addition to this, a series of meta-studies (studies that draw conclusions on the basis of previous studies) has attracted the attention of news media and policy makers.



VIDEO GAME EFFECTS
          
              Video games are natural teachers. Children find them highly motivating; by virtue of their interactive nature, children are actively engaged with them; they provide repeated practice; and they include rewards for skillful play. These facts make it likely that video games could have large effects, some of which are intended by game designers, and some of which may not be intended. We review several of these intended and unintended effects below, grouped into what could be considered “positive” and “negative” effects.
            Positive Effects
J  Correlation  studies have found positive associations between gaming experience
            and performance in numerous visual tasks, such as target localization
            and faster visual reaction times
J  Experimental studies have demonstrated that even as little as 10 hours of video
game play can improve spatial attention and mental rotation
J  Schools: Video games have been successfully used to teach children and
            adolescents a variety of topics, such as reading skills, mathematics, and
biology
J  Business: Video games are often used to teach job skills to employees. For
            example, Canon USA uses a video game to train copier technicians, Volvo
            uses an online game to teach car sales employees, and the US military uses
video games to train combat skills and increase recruitment
J  Health-related outcomes: Games have been developed to teach youth about
            smoking, diabetes, and cancer. These games have been shown to be highly
            effective. For example, asthmatic children who played the game Bronkie the
            Bronchiasaurus showed significant improvements in their knowledge about
asthma and self-care behaviors
J  Active games, such as Dance Dance Revolution and Wii Fit can increase energy
           expenditure, prolong time spent in physical activity, and increase preference for
           physical activity among players
J  Exergames have been shown to increase engagement and enjoyment. For
           example, a 6-week-long training study demonstrated that interactive videobikes
           increase adherence to a training program and attitudes toward exercise
           compared with traditional bikes.


J  Particularly positive attitudes toward exergaming are found among sedentary
                   individuals, indicating that this may be an effective way of increasing physical
                   activity in this group.

           These beneficial effects may have a range of practical applications. For example, an
early experimental study showed that Israeli Air Force cadets trained using the game Space Fortress 2 had better subsequent flight performance.58 As a result, the game became a part of the training program of the Israeli Air Force. The largest enhancements to visuospatial processing have been shown for fast-paced action games, which also often contain violence.8 This fact illustrates the point that the effects of video games are not simple, and a game can simultaneously have positive effects (increased visuospatial skills) and negative effects (increased aggressive emotions, thoughts, and behaviors).
          
            It is a worrying fact that American children tend to spend more than 6 hours per day  watching television and playing video games, yet almost half of preschool children do not meet recommended levels of physical activity of at least 1 hour per day prescribed  by the American Academy of Pediatrics.3,69 Given the tremendous popularity of video games among youth, combining gaming and physical activity may be a good strategy to increase physical activity among children and adolescents.


         
         Negative Effects
L  Several studies have found correlations between attention problems in childhood
            and video game play. High excitement and rapid changes of focus that
           occur in many video games may weaken children’s abilities to maintain focus
            on less exciting tasks (eg, schoolwork) and shorten their attention spans.
L  In a longitudinal study on video game use and attention problems, video game
            play predicted children’s attention problems 13 months later, even while controlling
            for other relevant variables (earlier attention problems, television viewing,
           and gender). A 3-year longitudinal study of more than 3000 children found
           evidence of a bidirectional relation between attention problems and video
           game playing, and found a stronger relation between the amount of gaming
           and later attention problems than for the content of gaming.
L  Several studies have also shown negative relations between video game play
            and cognitive control. It seems that video games have specific effects on
            different types of cognitive processing: they can increase visuospatial processing
            skills and can also harm proactive cognitive control

             By far the largest and best understood research domain concerns the effects of violent
video games on aggression. Findings of experimental, correlational, and longitudinal studies confirm that video game violence can significantly increase aggressive thoughts, emotions, and behavior over both the short term and the long term. Although there are differing opinions about the strength of the data, a recent comprehensive meta-analytical review examined effects of violent video games on 6 relevant outcomes (aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, empathy, and prosocial behavior). The meta-analysis
included 136 research articles with 381 effect-size estimates involving more than 130,000 participants. This large sample included both published and unpublished studies from Eastern and Western cultures. The main findings of the meta-analysis are shown in Fig. 4. Video game play had significant effects on all 6 outcomes. Exposure to violent video games can be seen as a causal risk factor for increased aggressive behavior, cognition, and affect, with reduced empathy and prosocial behavior


Fig.4

Fig .4   Effects of violent video games on aggression and related variables (results from the
“Best raw” sample). K, number of effects; N, total sample size. Vertical capped bars are the
upper and lower 95% confidence intervals. (From Anderson CA, Shibuya A, Ihori N, et al.
Violent video game effects on aggression, empathy, and prosocial behavior in Eastern
and Western countries. Psychol Bull 2010;136:162–6; with permission.)



Evidence influenced by games
         

GTA-Inspired Cop Killing
          
         There is little doubt that Devin Moore’s cop-killing spree and subsequent theft of a police cruiser were inspired by the ultraviolent video game series Grand Theft Auto.  Moore took one gun from an officer, shot three others with it, and fled the station in a police cruiser.  Moore was a obsessed with the GTA series of video games, and, once captured, he told police "Life's like a video game. You've got to die sometime


Graph shows that death cause by gaming



Most of the bad effects of video games are blamed on the violence they contain.  Children who play more violent video games are more likely to have increased aggressive thoughts, feelings, and behaviors, and decreased prosocial helping, according to a scientific study (Anderson & Bushman, 2001).  The effect of video game violence in kids is worsened by the games’ interactive nature. 
                Firstly, in many games kids are rewarded for being more violent. The act of violence is done repeatedly.  The child is in control of the violence and experiences the violence in his own eyes (killings, kicking, stabbing and shooting).  This active participation, repetition and reward are effective tools for learning behavior.  Indeed, many studies seem to indicate that violent video games may be related to aggressive behavior (such as Anderson & Dill, 2000; Gentile, Lynch & Walsh, 2004). 
             However, the evidence is not consistent and this issue is far from settled.   Many experts including Henry Jenkins of Massachusetts Institute of Technology have noted that there is a decreased rate of juvenile crime whch coincides with the popularity of games such as Death Race, Mortal Kombat, Doom and Grand Theft auto. He concludes that teenage players are able to leave the emotional effects of the game behind when the game is over.   Indeed there are cases of teenagers who commit violent crimes who also spend great amount of time playing video games such as those involved in the Columbine and Newport cases. It appears that there will always be violent people, and it just so happen that many of them also enjoy playing violent video games.


Significant of study
          
          Honestly I’m one of the hardcore gamer. I really wanted to learnt more about games for example who is the excogitate of games? And also wanted to do some research about games is more benefit to goodness or badness. Firstly  Video games are an extremely popular pastime among children and a juvenile between the onset of puberty and maturity. Today, 90% of American children and teens play video games.1,2 On a typical day, youth play video games for an average of 2 hours.3 Time spent playing is even higher among some segments of the population, with 25% of young males reporting playing video games for 4 hours a day or more.4 The rising popularity of video games has instigated a debate among parents, researchers, video game producers, and policymakers concerning potential harmful and helpful effects of video games on children. Views expressed in this debate have often been extreme, either idealizing or vilifying video games.5–7 The critics and the proponents tend to ignore research evidence supporting the views of the opposing camps and label video games as clearly “good” or “bad.” Are video games good or bad? Several relevant findings on the effects of video games. The explosion in research on video games in the past 10 years has helped increase our understanding of how video games affect players. It is clear that video games are powerful teachers that have significant effects.


Statement of problem

ü They didn’t realize playing can increase faster learning IQ.
ü By playing games we can  make believe with the intent keep away from bad things such as smoking, taking drugs, illegal racing, and vandalism.
ü They didn’t realize by playing games can incur rage to successes.
ü By playing games we can learnt other languages .
ü The problem is playing games makes teenager wasting time.
ü Community always sees playing game is a bad habit.
ü People doesn’t realize that playing game can make people rich.
ü They didn’t realize by get influence by games can improve to our real life events for example the US military uses
video games to train combat skills and increase recruitment.
ü Sometime playing games can increase people sociality and human knowledge.
ü Playing game can increase leadership skill ,confidently and make people word harder to achieve the goal and their aim.


Aim of the objective

*    To define goodness of games
*    To reduce violent of the games
*    To reduce influence by games
*    To reduce children for playing violent or related to sex games
*    To make games faster learning IQ
*    To not permitted games that related to sex
*    To incur rage for playing games to success
*    To increase games related to IQ
*    To reduce crime gaming for example ‘hacking’
*    To reduce death cause of games

Poster Making And Literature Review
Poster 1






Completed Poster 1



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Poster 2




                                    
                                                    Completed Poster 2


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 Poster 3


                                               
                                                Completed Poster 3      
                                 


                                         Reference to make Poster 3




Poster 4




                                                    

                                                    Completed Poster 4


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 Poster 5




                                             
                                                Completed Poster 5

                                             Reference to make poster 5



 Final Poster








Completed Final Poster

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Conclusion­

             What is games mean for the world? In my opinion its true that sometimes games are good for IQ such as faster learning IQ. In other hand  its really bad for our memory get influenced by the games violent and many more. And also, there is some people who might wanted to get this games be permitted cause of death  or sexual mostly by gaming but seriously they forgotten something we also need to consider there is not all of the games are cause of bad influence some of them are might getting help us in problem situation because I’ve been through the time when my big brother badly sick and my home phone are broken can’t be use and that time I were still young didn’t have any devices such as hand phone so does as my big brother. I don’t have any  choice else then asking someone in game to call my parent please going back to home big brother badly sick, after my big brother safely arrive to hospital I realize something  that there is goodness about playing games and also it can be incur rage people to success. Finally we’re human  can’t run from mistake and we as human begin know  which is good for us or bad and for the parent love  to playing  games that have a children please aware them  always to not let playing violent or under 18 games.  


“games are my life and games are my best friends but please be remember let failed at games but please don’t failed on real life, games can be restart+countinue but life hardly or never”



Reference

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