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Introduction
Video games have been used in the modern word, especially in the development of technologies. The game involves human-machine interaction. Video gaming powerhouses have grown over the years , hence forming an industry associated with art. Various companies develop video games. With the increase in demand for video games, various firms have entered the industry to share the huge profits. This has created a lot of competition in the industry (Wolf 4).
Video games are associated with a number of advantages and drawbacks. As an example of advantages, there is a fact that video games help children with injuries. They help distract the mind of the sick from pain and discomfort. Playing video games also helps children with attention deficiency disorder.
This tenet is supported by various research findings that conclude that video games enhance the social skills of children suffering from attention deficiency disorder (Hendrick and Susan 57). In the modern world, medical departments have adopted the use of psychotherapy to help recovering patients improve motor and coordination skills (Mia 24). Video games are also considered to boost the self-confidence of the players as well as enhance their level of creativity. Video games are developed in a progressive design.
This implies that the second stage is harder than the first. This assists the players to acquire problem solving techniques as well as other cognitive and perpetual skills. Video games offer an avenue for physical fitness. Not all gaming consoles have motion controlling option such as the Wii fit device which, for example, enhances physical fitness (Consalvo, 171).
The video games, if not well checked, can result in the following shortcomings; the simple rule that should first be considered is the fact that too much playing is detrimental. In essence, playing video games for too long can cause harm in a number of ways. Many video games very clear portray the use of weaponry and the objective of killing or injuring others.
Video games make children isolated from the society and peers around them. The focus changes from social life to completing in the new level or starting a new game. This also causes students to disregard their grades and the real world as a result (Anderson, Buckley and Gentile 3)
The gaming consoles are extremely addictive, and as such, guardians should keep an eye on their children to avoid the same. With the coming of the internet to households, games are now available all the time. The addiction that comes from playing video games cannot be compared to alcoholism or violance.
Nonetheless, its has its own detriments. For instance, it causes the player to miss school lessons or meals, thus affecting his/her study progress and health issues. It is essential for the game players to follow the strict guidelines in order to avoid the development of the unwanted tendencies (Gunter 115).
Personally, I would like to examine Nintendo, the market leader in the gaming sector, in this study. Since the 1980s, Nintendo has been a gaming powerhouse in the gaming industry. However, with the emergence of the Xbox and the PlayStation, Nintendo’s revenue declined because of the stiff competition. The company had to quit the race for technological supremacy in the console and focus on a niche that the market players had ignored.
However, Nintendo’s strategy was to use the revolutionary motion sensing technique. The controllers of the Wii were similar to the television remote controllers. This was a strategic move by the designers because they knew that the remote gaming controllers would attract a large market. The simple technology and the strategy of using characters resembling players in the game have greatly facilitated in achieving success by the Wii (Dahlén, Lange, and Terry 151).
Initially, Nintendo had its focus on non-traditional gamers by insisting on the use of product differentiation other than enhancing technology. This has changed since their introduction to the Sony games. This has facilitated Nintendo to capture the hardcore and the non-traditional gamers in a single console. Comparing the Wii to its competitors, the Wii is fairly priced, and this enhances affordability (Anderson, Buckley, and Gentile, 16).
Conclusion
The industry of video games has developed in the recent past, and this has created a lot of competition. Video games were initially considered to target children. However with the milestones achieved towards modernization, the gaming consoles have evolved to accommodate even grown-ups.
This is facilitated by the use of the three dimensional images which even have physical fitness. The video have plenty of benefits games in the modern world. However, in instances of misuse, video games are harmful. This is because of the addiction tendencies and negative thoughts they may promote in young minds, hence causing harm. Parents and guardians should minitor their children’s activities to avoid such instances.
Works Cited
Anderson, Craig A, Katherine E. Buckley, and Douglas A. Gentile.Violent Video Game Effects on Children and Adolescents: Theory, Research, and Public Policy. Oxford: Oxford University Press, 2007. Print
Consalvo, Mia. Cheating: Gaining Advantage in Videogames. Cambridge, Mass: MIT Press, 2007. Print.
Dahlén, Micael, Fredrik Lange, and Terry Smith.Marketing Communications: A Brand Narrative Approach. Chichester, U.K: Wiley, 2010. Print.
Gunter, Barrie. The Effects of Video Games on Children: The Myth Unmasked. Sheffield, England: Sheffield Academic Press, 1998. Print.
Hendrick, Clyde, and Susan S. Hendrick.Close Relationships: A Sourcebook. Thousand Oaks [u.a.: Sage Publ, 2000. Print.
Wolf, Mark J. P. The Video Game Explosion: A History from Pong to Playstation and Beyond. Westport, Conn: Greenwood Press, 2007. Print.
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