Senin, 26 Desember 2016

Hendra Alamsyah A1B214257

Video Game is not Bad at All
The video games is a technology that have been played in this modern society, and over the past half century, the video games play has changed from being a somewhat fringe activity or uncommon thing to a common thing and ubiquitous part of modern culture. According to Clark (1987),” A game is an activity among two or more independent decision-makers seeking to achieve their objectives in some limiting context." Although it often to be entertaining, the contents of it has become more violent and disturbing as computing technology has become much more evolved and advanced. It has much of genre and it has been played by different age from children until adult. These days, the popularity of violent video games has increased and some children liked to play it. Parents and experts feel that some games are just too violent and they demand the government to regulate the sales of these games. Therefore, some parents believe that the video games have strong negative effect that can cause adolescents’ aggression and make them do some act of criminality. However, I totally disagree with this statement.
I strongly believe the video games do not cause an increase adolescents’ aggression and make them do some act of criminality, especially the violent games. The reason why I disagree is I am not just looking from the only one side. Some parents always think the negative effect, but video games have several positive effects too. First positive effect is Based on my experience, video games can make children's competence to develop and mastery certain ability to overcome the any obstacles they got. For example, "Counter Strike" is one of the games that require a solid teamwork. The player acts as the leader or the soldier of an elite Counter Terrorist squad or Terrorist squad that consist of 8-10 members. At the beginning of the game, players can choose which squad they want to play. The role of each squad is different and need a strategy and commando to defeat each other. These options will ignite the sense of logical thinking or critical thinking and strategy formations unconsciously in which formal education did not offer and taught in the school. According to Michael (2006),” Video games, by their very nature, involve predominately active forms of learning (i.e., making responses and receiving immediate informative feedback), which is typically more effective than passive learning.”
Second positive effect of the video game is to help gamer cognitive aspects. Green & Bavelier (2012) study on the following: The most convincing evidence comes from the numerous training studies that recruit naive gamers (those who have hardly or never played shooter video games) and randomly assign them to play either a shooter video game or another type of video game for the same period of time. Compared to control participants, those in the shooter video game condition show faster and more accurate attention allocation, higher spatial resolution in visual processing, and enhanced mental rotation abilities. (p.68). Genre of brain games is good involving problem-solving, memory, and puzzle components have been shown to have a positive benefit on older players. We all know someone who seems to have a faster CPU than the rest of us, able to retrieve information or react in a split second like a flash. For some, that ability might be strengthened and increased through play video games, because new information is constantly being displayed during play. When Players are in a happy mood and enjoy, they forced to adapt quickly through gaming. Based on the uses and gratifications theory, one of the oldest and most well-validated theories in communications research (Ruggiero, 2000), among the top reasons individuals cite for using diverse forms of media are to manage their moods and to enhance their emotional states. Gaming may be among the most efficient and effective means by which children and youth generate positive feelings.
Aside from the cognitive aspects, the next positive effects of video games also are the tool of social interactions. Friendships can be developed through playing video games and keeping them away from bad things like drug usage and over hangout. Most of the video games today have either multiplayer or online capabilities. For example, I made friends with several people in Southeast Asia, America and more from one online game called " Dota 2". The game focuses on eliminating the opponent team hence teamwork, tactics and good communication has a major role in succeeding the game. With a headset, my team members and I discuss and plan a strategy effectively and sometimes talk about our backgrounds country and cross cultural understanding. Personally, meeting lots of people online can develop and encourage my English ability and social skills to be better, because for some people, starting a conversation with a stranger can be really tough, but in online game you can easy-going to speak anything. Then, the video game is an astonishing tool to keep children entertained during leisure time.
On the other hand, some people, although they already know some of the positive effects of video games. They still believe that the negative will overcome the positive ones. According to Amanda Schaffer (2007), The connection between violent games and real violence is also fairly intuitive. In playing that thing, kids are likely to become desensitized to gory images, which could make them less disturbing and perhaps easier to deal with in real life. When video games aren't about violence, their capacity to teach can be a good thing. For patients suffering from arachnophobia, fear of flying, or post-traumatic stress disorder, therapists are beginning to use virtual realities as a desensitization tool. In this situation, Schaffer though this presents an evidence that violent games do in fact increase violent acts, this data still cannot serve as an evidence because the test is conducted in a controlled environment, without considering other aspects that might result in the change in behavior. Additionally, although violent video games might expose children to violent behavior, the amount of violence are not as great as the ones in movies and television. The news is filled with stories of war and murder, and nearly every movie contains some forms of violence. Plus, these two media are different from games in a very important way because they involve real people, not computer-generated characters.
             In conclusion, I strongly disagree that the video games cause an increase adolescents’ aggression and make them do some act of criminality, especially violent games. However, Video games, especially the violence one is only one little risk factor for aggressive behavior in the real world. There are also dozen or so known risk factors. Stop blaming the video games is a trigger for someone act a criminality.
REFERENCES :
•Seitz, R. A. , & Green, S. C.(2015). The Impacts of Video Games on Cognition(and How the Government Can Guide the Industry). Policy Insights from the Behavioral and Brain Sciences, 2(1), 101-110.
•Granic, I., Lobel, A., & Rutger, C. M. E.(2013). The Benefit of Playing Video Games. American Psychological Association, 69(1), 66-78.
•http://www.slate.com/articles/health_and_science/medical_examiner/2007/04/dont_shoot.html
•http://mentalfloss.com/article/65008/15-surprising-benefits-playing-video-games



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