1. Motion controllable: with its innovative motion control stick Wii adds new value to game playing. The stick integrates the movements of a player directly into the video game (tennis, golf, sword fights, etc) 2. Unique gameplay: the new Wii gaming console senses depth and motion from players, thus adding a whole new element to the play experience. 3.
“Why Games Are Good for You” by Steven Johnson is a persuasive article that’s purpose is to open the minds of people that doubt that playing video games reap cognitive benefits and change their point of view. Steven Johnson does a great job of forcing the reader to ask themselves, “Could I only be seeing one side of this phenomenon?”. “Video Games Help Children Learn” by Marc Prensky is an article whose purpose is to convince people that children playing video games is not completely bad and there are actually intellectual benefits that can come from them. Prensky’s main objective is to get people to understand that children can learn real life lessons from video games. The two articles both present reasons why video games might not be all bad for mankind.
In order to compete against the rivals, Nintendo introduced new strategy which did not enter the same competitive market but sought market shares from a completely different angle. Nintendo tried to create a new market not by simply improving graphics, but by making games that everyone could enjoy, regardless of age. Attracting casual gamers such as professional, party or non gamers, families and active adults is what Nintendo tries to do with the new strategy. The new handheld device DS and the video game console Wii were products of Nintendo’s strategy to expand the video game consumer market. Both products are simple and easy to use so that they appealed to Nintendo’s target
Are you the type of individual that likes to play alone, hard-core, and in-depth gamer player? Are you the type of individual that enjoys family-friendly fun filled oriented games? In 2006, Nintendo came out with the Wii system with wireless motion sensitive remote controllers and built in Wi-Fi (Nintendo Corporate, n.d.). The Playstation 3, released by the Sony Corporation in North America, on November 17, 2006, included the built in Wi-Fi and dualshock 3 controllers (Winx, n.d.). Playstation 3 and Wii system are part of the seventh generations of video game consoles (Winx,
Outline and evaluate one psychological explanation of media influences on pro-social behaviour One psychological explanation of media influences on pro-social behaviour is parental mediation. Singer suggested that parents can enhance children’s understanding by watching pro-social programmes with their children and discussing the moral content and reinforcing the pro-social message. By adults explaining the message to their children it enables them to understand much easier and they can take it on board. Morals in pro-social programmes tend to be harder to understand than anti-social behaviour. Age is an important factor for understanding pro-social behaviour.
Kathy Dawiczyk Child Development Reflection 1: Case Study “A Study In Violence” 2/21/2012 1. Don has presented a well put theory in this case study. He was able to observe the children (and their violent behavior towards on another) on numerous occasions which provides support in his theory. Yes, Don’s hypothesis is scientifically sound because his predictions are focused on reality and real-world examples. Don decides to conduct a research study based on children who watch or play violent video games at home and their behavior at school.
In the article “My boys like shootouts. What’s wrong with that?” the writer, and father, Jonathan Turley tried persuading other parents that guns have advantages that are constantly overlooked by the society as long as they are played within certain boundaries. He substantiates his claim by examining the problem of violent toys and incorporating supporting evidences from professionals. However the author has failed to provide sufficient textual evidence to support his claim and might have overlooked other possibilities. Turley argued that violent toys offer advantages because they aid children in channelling their aggression and seen as a valuable vehicle to process violence.
Afterwards arcades, video game consoles and computer games were introduced. Every video game is different as it has different objectives to complete or even different things to do. Such as building things or getting a specific item to complete a task and even shooting different things. Video games affect children, ether in bad ways in terms of behavior problems, poor grades, physiological arousal and inactivity, and also in good ways in terms of building confidence, better sight, helping in critical thinking, improving motor skills and also in teamwork. Video games are known to create behavior problems in children.
The extra stress of care and expenses can sometimes take a toll on the parents or caregiver which can lead to abuse. Also the condition of the child could prevent the ability to fight back or tell someone. People have to be extra mindful to look for signs of abuse and be extra supportive of the ones taking care of disabled children. Due to advances in technology, children are susceptible to internet predators. Children are meeting sexual predators on the internet and forming relationships with them and unknowingly allowing them into their lives.
Video Games Beneficial or Hazardous Video games have been a growing phenomenon since the mid 1980's. With the vast improvements in technology the video gaming industry had evolved from simple two dimensional games to realist, fast paced, life like experiences. Along with it's growth there has been an ongoing discussion of whether video games are beneficial or hazardous to children and adolescents. Some are of the view that video games are indeed hazardous because they are meaningless times wasters that encourage anti-social behavior, have a negative impact of the health of children, and because they are filled with violent content. However, I do not share these views.