You might think your kid deserves the best but really the more you buy them the more they want from you. Most kids spend most of their time sitting inside playing video and computer games instead of being outside or reading interesting books. This mostly causes obesity, sickness and laziness but sometimes you don’t even realise. You might like giving your child the best but there are a lot of out comes out of things like these. Encouraging your child to buy a board game, scooter, bike, rip stick is better than a PlayStation, x-box and a Nintendo DS games that could really actually use most of your money.
Nintendo positioned themselves as a game changer and first mover advantage with opened untapped markets. Nintendo practice this strategy in developing the game console and targeting the market that had not yet been tapped by competing companies. Generally video games are targeted to the younger market. Video game players came from demographic with an abundance of their leisure time such as students and children and predominantly male. The overall target market of gamers is less than 35 years old.
Steven Johnson is the author of several books on the intersection of science, technology and personal experience. Johnson knows about the cognitive benefits of video games because he was an avid video game player and has seen firsthand not only the fun in it but its beneficial factors as well. He recalls “I’d wager that I spent somewhere shockingly close to a thousand dollars buying assorted cheat sheets, maps, help books, and phone support to assist my usually futile attempt to complete a video game.”(488) Johnson’s background, and avid video game playing days gives him the credibility he needs to go on to make an
Annotated Bibliography Stephanie Lewis Brandman University Author Note This research is being submitted on May 18, 2011 for How Video Games can be Educational. Squirt, Kurt (2003) Video Games in Education International Journal of Intelligent Simulations and Gaming This journal article argues that video games are a very popular and influential medium for a many reasons. However, video games can elicit powerful emotional feelings such as fear, power, aggression, wonder, or joy. It describes how video game designers create these emotions by balancing many components, such as character traits, game rewards, obstacles, game narrative, competition with other humans, and opportunities for collaboration with other game players, Understanding the dynamics behind these design considerations might be useful for instructional technologists who design interactive digital learning environments. Further, video game playing occurs in rich socio-cultural contexts, bringing friends and family together, serving as an outlet for adolescents, and providing the “raw material” for youth culture.
Consumers have chosen to buy a game system that is opposite of the sedentary lifestyle that they were currently accustomed to in the past. The Xbox 360 Kinect keeps the player very active, because you have to use body movements to play the game. Parents love this idea, because it keeps their kids very active. The Xbox 360 brings a whole new dimension to the world of game players. Gamers love the fact that you can play without using a controller.
The eight-core CPU of the PS3 allows for more stunning and realistic graphics and also for faster processing speed, compared to the Xbox 360’s three-core CPU. In contrast, the PS3 has nearly three times the amount of graphic processing power than the Xbox 360. Another important aspect that one should look at while making their decision is the type of media that each console uses. The PS3 uses a fairly new technology called Bluray-ROM and the Xbox 360 uses the very familiar DVD-ROM that is widely used everywhere. The Bluray-ROM has 50GB of storage space on one disc, where as the DVD-ROM, on the other hand, only has a total of 15GB of storage space per disc.
The guidance counsellor attempts to open his mind to change by focusing on positive experiences in school. He begins by asking Billy what he enjoys and what his friends see as his strength. Billy is receptive to this strategy and expresses that his friends acknowledge how helpful he is when they are in need and how disciplined he is when preparing for a basketball match. The counsellor goes on to praise him for his sporting achievements and gets him to talk about his discipline and focus. The counsellor then discusses how Billy can work at applying the same focus and discipline he would on a basketball match to studying for his Junior Certificate exam.
Times when children would spend their entire free time playing with peers in the streets have mostly gone. Modern children and teenagers prefer calmer forms of entertainment, such as watching television, or in a large degree, playing video games. Although video games can contribute to a child’s development, many of them, unfortunately, are extremely violent. , There are a lot of games propagating murder and violence, such as Gears of War, Halo, Grand Theft Auto, and so on. They are popular and are being advertised everywhere, making teenagers willing to play them; the fact that are they marked by the ESRB (Entertainment Software Rating Board) does not help much.
Fostering Creativity in children is important for today’s kids. Because of growing numbers of kids playing video games, watching television and going to structured play activities such as camps, there is very little free time for children to just play. Research is showing that play is beneficial for kids. The availability to unstructured play can lead to boredom. Many parents have asked if allowing their kids space to be bored is OK.
In the east wing, the most popular games were jenga, bingo, and imaginary play. In the east wing however, card games were much more popular, we played many games of speed, b.s., and kings corner. Outside of playing games I was also able to have a variety of different conversations with patients from both side, it was fun to laugh and joke, but to also hear their stories. It was always an enjoyable experience and I was glad that my time there was helpful to the staff and gave the kids a new ear to listen, a new voice to hear, and a new person to interact with for a while. During my time at Prairie St. John’s I learned a lot about myself, my misconceptions, and about a few of the patients through hearing their stories.