Senin, 26 Desember 2016

Dionisius Paskalino A1B213068


Isn’t Video game has a good and bad impact!!!


Video game, who doesn’t know about it? Video game is a game that played in a console such as PlayStation, Nintendo, Personal Computer, so on, not just console but also in arcade games center. Video game itself been released more than 50 years ago (1st video game Spacewar release in 1962). And since 1970 game can be play online using the system but games online itself become famous since 1995the restriction about NSFNET (National Foundation Network) erased the games online growing until like we know these day. Now a day video games so famous and not just that even in some country, games online become sport (E-sport) and games online is famous to kids, adult and also elder but so many people thinking video game give so many bad impact such as declining health, laziness, become a criminal, become aggressive, become anti-social, and more of that not productive and also there is no good impact from it. But I disagree about that statement because playing games especially online games has many positive impacts.
The first is in pain management aspect according to Kirsch (2010) notes that various media, including video games, can be used to distract and relax children during medical procedures. Likes we know playing games makes can makes we focused on the games and forgotten anything, there not always bad because according to Kirsch that also help the children that has a painful medical procedures to forget about their pain and make them that usually tense becoming relax.
The second from coordination and spatial aspect, there so many games that help coordination between so many human sense the most common and the was knowing well is Tetris games, Tetris games it self-help coordination between Eyes and Hand that very useful and essential in daily life. Indeed, video game playing has been linked with a wide array of visual and spatial skills, primarily through practice effects (see Green & Bavelier, 2006; Okagaki & Frensch, 1994; see also Bailey et al, 2010, for a review) according those statement we can know about the video games can be uses to improve someone skill that has effect to daily life. These days there so many simulation games that can be a references to improve the skill such as Train simulation, car simulation, jet plane simulation and so on. But especially for jet simulator is using by Israel Air Force to practice their performance of an untrained group and that game incorporated into the Israel Air Force training program, that fact is according to one study by Gopher, Weil, and Bareket(1994).
The third from pro social behavior, although this area of study is still in its infancy, there is mounting evidence that video games which model and involve participants in prosocial, helping behaviours can lead to increases in pro-social behaviour in the short and long term. Most notably, Gentile et al (2009) found that elementary school students exposed to pro-social video games were more helpful than those exposed to violent or non-social video games. In a second longitudinal study of Japanese children in grades 5, 8 and 11, exposure to pro-social video games at the start of the study was linked with increased pro-social behaviour some months later, even when the baseline pro-social tendencies of children were statistically removed. In a final study of Singaporean secondary school students, the amount of pro-social video game play experienced was correlated with helping behaviour, cooperation, sharing and empathy. A study by Greitemeyer and Osswald (2009) found that pro-social video game playing led to a short-term reduction in the tendency to see the world as hostile and an immediate reduction in anti-social thoughts. So according those finding from the expert we can know out there that help the one who play the games to be pro social especially online game, that common we find out in these days such as DOTA (Defend Of The Ancient), Counter Strike, Ghost Online, and so on that help the teamwork between player using the communication because from those games online needed communication, analysis, strategy and team work to manage their team to win again the enemy team. 
The fourth from self-relief aspect, self-relief can we founded after we finish a game, the self-relief that we can found such as, self-confident, becoming more creative, more patient, has a faster reaction, train the ability to focus, paying attention and concentration. Those can we founded in playing video games. All those point above is essential to our daily life that can help us to help us to improve our daily life not just for students but also a worker.
The fifth is money income, there are so many persons that become a professional game player, they joining a team, get a sponsor, do a battle against another team to get the money prize and also cup that held in some nations. Even right know there so many schools that build to make a professional gamer in the future not just at the abroad, but also there are some school in Indonesia (commonly founded in Java Island). Not just that there the prize that can get by the winner team is relative bigger that another sport for example In August of 2015, the DOTA-2 International tournament was played over 5 days, and the prize pool was $18,429,613, [which would make it the 4th highest prize pool in sports history, beating out the Super Bowl and The World Series! And in 2016 the DOTA 2 International tournament prize pool was more than $20.000.000. so according that fact playing video games can earn many if you becoming a professional player.
Playing online games can indeed have a positive impact, but if allowed to drag to lead to addiction will certainly have a negative impact for example In his moving biography, Unplugged: My Journey into the Dark World of Video Game Addiction, Ryan Van Cleave describes the way that a violent online game, World of Warcraft, dominated his life to such an extent that he was unable to function normally and was driven to the verge of suicide. Video game addiction is now taken so seriously by psychologists and psychiatrists that it was recently considered for inclusion in the fifth edition of the Diagnostic and Statistical Manual for Mental Disorders (DSM) as a diagnosable psychiatric disorder and has been lodged in its appendix to encourage further research ,  as describes above like addiction is the most the dangerous  bad impact because from an addiction the person can do anything like becoming not productive, more emotional, waste their time, suicidal tendencies  and also the most dangerous is that person do a crime.  The last two bad impacts are so bad that can be destroy the gamer future and also make their correlation with another person becoming worst.
So In the fact there are many good and bad impacts from playing video games, but more of that, which are more to the individual that can turn that into a bad or a good. But in my opinion playing video games not always bad but sometimes can make you addicted so we need to play the game at reasonable limit so doesn’t broke our  correlation with our community.
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