Why are video games fun to play?
Imagine a Saturday afternoon, you just finished your homework and want to take a break; you start your gaming device and choice a video game you want to play, then your mom or dad comes in and starts to tell you, "Why are you on a game again? You should do more work instead of playing some nonsense games." People usually think video games always have a negative influence on students. Then there comes the question, are there any positive influences on video games? Of course, yes. (Hypophora)
Using video games to teach was one of the situations to use video games as a positive influence. Will Madeline agree with this idea. He believes using video games to study math makes the process easier, cleaver, and enjoyable. (Parallelism) In his research, students did better on Math after they played math video games "I've seen enthusiasm in some of the children who normally didn't do as well, paper-to-pencil, but when they're doing it because of the game, they're doing better at it" (Will). On the other hand, video games increase students' interest in Math-as long as they are meaningful and motivating. (Afterthought) Vidoe games also served as an excellent way to teach social skills because video games provide ample opportunities-both outside reinforcement and repetition drive learning. (Afterthought)
It is hard to believe video games can help people with disabilities. As Miller Hawken shows us, video games help people with disabilities because when they were inside a game, they don't need to care about the part that they are different from other people; they can make friends that they might shy to introduce themselves in real life. Still, in a video game, it is all possible. The world in the video game was interesting, fantastic, and dreamlike. (parallelism) Just as Miller says, " Gaming allows many of them to do things in a virtual space they could only dream of in reality. It also helps them connect and overcome social anxiety and feelings of depression" (Miller)..
At last, video games helps people with charity. But how can video games connect with charity? They try to connect with real life. (Hypanalepsis) If players did charity in real life, they would get items inside the game to prove and shows to other players they did something good for security. Nevertheless, game players are usually capable of putting much effort into the game they love, so by connecting video games with charity, players can spend time on charity to get items they want and help places that need help. As what Beato Greg provide, "...but $18 million is still around $18 million more than anyone ever suspected gamers might give to charity in the course of their play." (Beato) So game players donate a lot of money during their game experience.
A video game has a positive nor negative influence, was determined by the way people use it. Use video games as a way to teach, a source of charity, and a place to help people with disabilities (Parallelism), will make video games a positive influence on everyone; however, when people lost their control and get addicted to video games, will turn it to a negative impact. With Self-discipline, it will be positive; with deprivation, it will be negative. (Antithesis) You play the game, don't let the game play you. (Chiasmus)
Bibliography
Beato, Greg. "Gaming for Good: are Slacker Gamers the New Super-philanthropists?"
Reason, vol. 46, no. 2, June 2014, p. 62+. Gale In Context: Opposing Viewpoints. Accessed 10 Sept. 2020.
Miller, Hawken. 'It's My Escape.' How Video Games Help People Cope With
Disabilities." Washingtonpost.com, 14 Oct. 2019. Gale In Context: Opposing Viewpoints. Accessed 10 Sept. 2020.
Svoboda, Elizabeth. "The Rise of the 'Gaming for Good' Movement; New Games are
Designed to Improve Children's Sociability, Schoolwork and Overall Behavior." Newsweek, vol. 164, no. 24, 19 June 2015. Gale In Context: Opposing Viewpoints. Accessed 10 Sept. 2020.
Will, Madeline. "Do Digital Games Improve Children's Math Skills?" Education Week,
vol. 36, no. 31, 17 May 2017, p. 10. Gale In Context: Opposing Viewpoints. Accessed 10 Sept. 2020.
Imagine a Saturday afternoon, you just finished your homework and want to take a break; you start your gaming device and choice a video game you want to play, then your mom or dad comes in and starts to tell you, "Why are you on a game again? You should do more work instead of playing some nonsense games." People usually think video games always have a negative influence on students. Then there comes the question, are there any positive influences on video games? Of course, yes. (Hypophora)
Using video games to teach was one of the situations to use video games as a positive influence. Will Madeline agree with this idea. He believes using video games to study math makes the process easier, cleaver, and enjoyable. (Parallelism) In his research, students did better on Math after they played math video games "I've seen enthusiasm in some of the children who normally didn't do as well, paper-to-pencil, but when they're doing it because of the game, they're doing better at it" (Will). On the other hand, video games increase students' interest in Math-as long as they are meaningful and motivating. (Afterthought) Vidoe games also served as an excellent way to teach social skills because video games provide ample opportunities-both outside reinforcement and repetition drive learning. (Afterthought)
It is hard to believe video games can help people with disabilities. As Miller Hawken shows us, video games help people with disabilities because when they were inside a game, they don't need to care about the part that they are different from other people; they can make friends that they might shy to introduce themselves in real life. Still, in a video game, it is all possible. The world in the video game was interesting, fantastic, and dreamlike. (parallelism) Just as Miller says, " Gaming allows many of them to do things in a virtual space they could only dream of in reality. It also helps them connect and overcome social anxiety and feelings of depression" (Miller)..
At last, video games helps people with charity. But how can video games connect with charity? They try to connect with real life. (Hypanalepsis) If players did charity in real life, they would get items inside the game to prove and shows to other players they did something good for security. Nevertheless, game players are usually capable of putting much effort into the game they love, so by connecting video games with charity, players can spend time on charity to get items they want and help places that need help. As what Beato Greg provide, "...but $18 million is still around $18 million more than anyone ever suspected gamers might give to charity in the course of their play." (Beato) So game players donate a lot of money during their game experience.
A video game has a positive nor negative influence, was determined by the way people use it. Use video games as a way to teach, a source of charity, and a place to help people with disabilities (Parallelism), will make video games a positive influence on everyone; however, when people lost their control and get addicted to video games, will turn it to a negative impact. With Self-discipline, it will be positive; with deprivation, it will be negative. (Antithesis) You play the game, don't let the game play you. (Chiasmus)
Bibliography
Beato, Greg. "Gaming for Good: are Slacker Gamers the New Super-philanthropists?"
Reason, vol. 46, no. 2, June 2014, p. 62+. Gale In Context: Opposing Viewpoints. Accessed 10 Sept. 2020.
Miller, Hawken. 'It's My Escape.' How Video Games Help People Cope With
Disabilities." Washingtonpost.com, 14 Oct. 2019. Gale In Context: Opposing Viewpoints. Accessed 10 Sept. 2020.
Svoboda, Elizabeth. "The Rise of the 'Gaming for Good' Movement; New Games are
Designed to Improve Children's Sociability, Schoolwork and Overall Behavior." Newsweek, vol. 164, no. 24, 19 June 2015. Gale In Context: Opposing Viewpoints. Accessed 10 Sept. 2020.
Will, Madeline. "Do Digital Games Improve Children's Math Skills?" Education Week,
vol. 36, no. 31, 17 May 2017, p. 10. Gale In Context: Opposing Viewpoints. Accessed 10 Sept. 2020.