Question:
Are computer games good or bad on earth?
Nowadays, with the development of the society, computers and computer games are more and more popular among children, teenagers, and even adults. Someone said that some computer games involve violent will have been shown to fuel aggression in some people (Organise Internet 11 March 2008). But computer games now can be used to treat the psychological block in the medical field. Mainly, it use the virtual reality to treat this disease such as fear of high, fear of flying, fear of cars, speech disorders, mental illness and so on. Computer games bring new opportunities to the treatment of the disease without doubt.
With the more and more controversies appear, are computer games good or bad on earth?
According to some surveys, Exciting games make your body produce adrenalin which in turn makes the heart beat faster and sends more blood to your muscles. Computer games are not good for your body to be in this state for long time. And it can be very addictive to some people. Playing games for long periods means less exercise and often results in obesity. However, it can help children with attention deficit disorders gain social skills, help improve concentration skills, make you think about what you are going to do next and can help your problem-solving skills, and it help with spatial awareness(Organise Internet 11 March 2008).
The first example is EA. In the article “King of the nerds”(1990), it said that EA(Electronic Arts) as one of the world’s leading computer-games companies, EA accounts for around a quarter of the $300 million-worth of computer games sold each year in America. EA founded in 1982, The company treats every new game as a mogul might handle a film, assigning a producer to each program. Many of EA’s original games were commissioned from outside computer “nerds” (or software artists). Now over half its proceeds are dreamt up in-house. Many games usually involving famous names — for example General Chuck Yeager’s “Advanced Flight Trainer”. The average age of buyers is 27 .
December 2002, EA released a game which is named The Sim Online. After one month, there were already tens of thousands of people are hanging out in a simulated world that allows them to chat, eat and fall in love with other “Sims.” It was a massive hit: 17 million people bought it, making it the most popular computer game ever. When you play this game, you’re more on interacting with characters created and directed by real people. In this game, you can train yourself to make a fortune by learning skills and starting a business. Or you can treat it as a socializing tool for the stay-at-home crowd. Calling itself the “first on-line getaway that gives you the freedom to play and talk naturally while having fun and making friends,” it gets rid of all the extraneous money-making, goal-oriented stuff that laces The Sims Online in favour of a sporty, outdoor virtual setting perfect for meeting the avatar of your dreams(Wagstaff J, 2003, pg.34). You can experience the virtual life by palying games without going outside what you maybe you too early to experience.
Infogrames which is the second example, in the article “Brave and Adventurous Mouse Despereaux Embarks on Videogame Quest”(2008) said the company is a global producer, publisher, and distributor of interactive entertainment software for every market segment and all interactive game platforms including the consoles from Microsoft, Nintendo and Sony Computer Entertainment, advanced smart-phones, Personal Computers, web, and online.
Infogrames release a game which is named The Tale of Despereaux. The Game lets children of all ages play as most courageous mouse in the world as he sets out on his heroic exploration to save Princess Pea and the kingdom of Dor. The game allows kids to interact with a cast of familiar characters on their ways to a magical world which is filled with exciting combats, fun-filled adventures, and unique puzzles. The console game has fifteen unique levels, upgradeable skills and tools, and also has multiple difficulty settings, so every child and abilities can have a rewarding experience. The game is good at action-packed grappling, swinging, and scurrying, and clever puzzles(2008). It can inspire children’s spirit of adventure and heroism. At the same time, children play game use their brain.
The third example, Eidos, as the top echelon of computer game firms at a critical time for the gaming industry, its Tomb Raider series of computer games is very popular among people in the world, so that this games accounts for more than half of this company’s profit. This computer game has taken the world by storm. In this game, the heroine Lara Croft is a hero, and this game involves some puzzles, its fast-paced action and puzzles appealed to fans who are fed up with the mindless violence of some other computer game(Gwin P, 2000, pg.14). It also can inspire people’s risk-taking and heroism, and make people make use of their thoughts to get over the difficulties.
Overall, play computer games appropriately, try to avoid the violent, bloody games, make good use of the games, enjoy the relaxation and fun of the computer games but do not make the computer games control you and be addictive to you.
Reference
“Are computer games good or bad for you?”, 2008, Organise Internet, 11/03/2008, accessed Sep 12, Google.
“Brave and Adventurous Mouse Despereaux Embarks on Videogame Quest”, 2008, PR Newswire, Dec 11, 2008, accessed Sep 12, ProQuest database.
Gwin P, 2000, “The world’s first e-darling”, Europe, Iss. 397, pg. 14, accessed Sep 12, ProQuest database.
“King of the nerds”, 1990, Economist, Vol. 316, Issue 7665, pg. 58, accessed Sep 12, Business Source Premier database.
http://ey9ff7jb6l.search.serialssolutions.com.ezproxy.uow.edu.au/?SS_Source=3&genre=article&sid=ProQ:&atitle=Entertainment%20Software%3A%20%20King%20of%20the%20Nerds&title=The%20Economist&issn=00130613&date=07%2F28%2F1990&volume=316&issue=7665&spage=58&SS_docid=000000000356302&author=
Wagstaff J, 2003, “Get a life, virtually”, Far Eastern Economic Review, Vol. 166, Iss. 4; pg. 34, 2 pgs, accessed Sep 12, ProQuest database.