WH Annotated Bibliography Final.pdf - Henderson1 William Henderson Ms Stewart RHET 105 11 November 2019 Proposal The New Gaming Age Rises Video games

WH Annotated Bibliography Final.pdf - Henderson1 William...

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Henderson1 William Henderson Ms. Stewart RHET 105 11 November 2019 Proposal: The New Gaming Age Rises Video games are becoming more and more prominent in our daily lives which can be viewed as good by some terrible by others. Today have a mobile games, consoles, and the vase game library on pc. This growth of video games has led them into being used in school to teach, in mental hospitals to help patients, and in some cases used video games as a conference room for a company. Video games were originally conceived as entertainment that you would purchase to access such as an arcade or game lounge. Today we have evolved that concept greatly by bringing the just an entertainment tool but DVD player, Television, and community to the home for everyday use. They also have not stopped evolving yet with the developing technology of bringing your physical being into the video games which is called virtual reality. The video games industry has also opened many jobs for people with programming and designing backgrounds. The growth of video games is what opened the job opportunities which is excellent. These are just some of the few things that video games impact in a positive manner. Although I have provided you with examples of positive impact video games have many people still stigmatize them because of stereotypes that surround them. In my final research paper, I will explore the positive impacts that each kind of video game can provide to most age groups explaining why the benefits of video games have not only brought people happiness through entertainment but social skills, revenue, and community. Supporting me will be the many sources I cited within this essay. My first three sources will be academic articles that discuss the benefits
Henderson2 that video games bring. The benefits that will be referenced majorly are those of improve skills such as reaction time, critical assessment in stressful situations, and multitasking. The benefit of promoting positive emotion, community, and comradery among new people. My first source “Playing a Video Game Is More Than Mere Procrastination” explores the benefits such as warding off anxie ty, creating a community that is “everything but a homogenous group” (Nordby), and the enhancement of skills outside of a video game-based context. My second source “Therapeutic Role of Player Self - Efficacy in Online Gaming.” explores how video games can provide relaxation and prevent emotions such as loneliness and depression. My third source “Real - Time Strategy Game Training: Emergence of a Cognitive Flexibility Trait.” exploring how video games provide cognitive abilities that can be very useful outside of video games. The last three sources are not directly related to emotional health benefits but have some ties. The last three sources speak on how video games can build better social skills title “Video Game Play May Provide Learning, Health, Social Bene fits, Review Finds”, the ability to create a community with strong communication title “

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