Criteria D:
This portfolio is going to analyze with a feasible solution to solve the addiction towards video games. The solution consists of many complex components that reflect many points of view. Each component builds upon the previous component.
The first component of this solution is to form a commission made up of representatives from the different groups of people involved in gaming. The commission is going to have game users, game developers and physiatrists. This will represent many points of view to make the job easier to solve.
The second component of this solution is to make all game players, sellers and makers aware of the standards of the games being sold. The commission would enforce a set of rules to rate the games. For example violent games are only to be sold for adults and they must pay an amount of money ranging from 200-300% more money than what they would pay for a regular game depending on how violent the game is. The reason is because most people are addicted to violent games rather than normal sports game, raising the price and age ratings would make buyers of violent games less.
The last component would be a set of penalties for those people who don’t obey the rules set by the commission. The penalty would be created by the commission but it would be to go after the violator’s money.
This would be a good solution because it could be enforced and the commission is easy to for because there are many people willing to stop people’s addiction towards video games.
Jassim A.J. Al-Thani
Thursday, November 8, 2007
Thursday, November 1, 2007
Criteria C: Jassim A.J. Al-Thani
Criteria C:
A positive impact on society regarding video games is that it helps to keep obese or regular kids healthy. DDR (Dance Dance Revolution) game by Konami, a game that includes a pad with round lights which requires the player to jump on whichever light goes on (Streisand, 2006). This would keep obese kids healthy because they need to move around at a fact pace in order to win the game which turns around to be an aerobic exercise since they’re dancing. Kids will enjoy this because it’s a videogame that they have fun with but they get exercise at the same time instead of just walking or jogging, something they might not enjoy doing.
A negative effect on society concerning video games is the sheer violence found in some of them. Studies have shown that playing violent games increases aggressive and violent behavior within the individual. This might be a concerning issue because this will make the individual commit aggressive behavior in times where that individual could have held himself (Barlow, 2007).
The main impact of video games that concern many organizations is the addiction to video games. Players spend most time playing video games than going outdoors. Apart from the inactivity associated with playing video games, “psychiatrists are concerned about the well-being of children who spend so much time with video games that they fail to develop friendships, get appropriate outdoor exercise or suffer in their schoolwork," according to the APA. Video games now threatens education and results in lower marks in school. Schools are the future of every child and if children are concerned about video games more than studying, that could result in them being undeveloped and having no career to live for.
Jassim A.J. Al-Thani
A positive impact on society regarding video games is that it helps to keep obese or regular kids healthy. DDR (Dance Dance Revolution) game by Konami, a game that includes a pad with round lights which requires the player to jump on whichever light goes on (Streisand, 2006). This would keep obese kids healthy because they need to move around at a fact pace in order to win the game which turns around to be an aerobic exercise since they’re dancing. Kids will enjoy this because it’s a videogame that they have fun with but they get exercise at the same time instead of just walking or jogging, something they might not enjoy doing.
A negative effect on society concerning video games is the sheer violence found in some of them. Studies have shown that playing violent games increases aggressive and violent behavior within the individual. This might be a concerning issue because this will make the individual commit aggressive behavior in times where that individual could have held himself (Barlow, 2007).
The main impact of video games that concern many organizations is the addiction to video games. Players spend most time playing video games than going outdoors. Apart from the inactivity associated with playing video games, “psychiatrists are concerned about the well-being of children who spend so much time with video games that they fail to develop friendships, get appropriate outdoor exercise or suffer in their schoolwork," according to the APA. Video games now threatens education and results in lower marks in school. Schools are the future of every child and if children are concerned about video games more than studying, that could result in them being undeveloped and having no career to live for.
Jassim A.J. Al-Thani
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