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VIDEO GAMES. Agression & Materialism by: Brandon Basuil & Edward Lopez Prof. Tanvi Patel Writing 10-01. HISTORY AND FACTS. The First Home-Console was the “Odyssey” created by Ralph Bear. According to ESRB (Entertainment Software Rating Board), in 2010:
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VIDEO GAMES • Agression & Materialism • by: Brandon Basuil & Edward Lopez • Prof. Tanvi Patel • Writing 10-01
HISTORY AND FACTS • The First Home-Console was the “Odyssey” created by Ralph Bear • According to ESRB (Entertainment Software Rating Board), in 2010: • 67 % of US Households play video games. • Average gamer spends 8 hours a week playing video games.
THINGS TO CONSIDER What are the issues? • Who does it affect? As an individual? As a family? As a community? What are some solutions? What are some solutions not brought up?
WHAT ARE THE ISSUES? • Aggression Obesity Loss of Human Interactions Time Management Reality vs. Virtual Reality
Solutions not created or enforced Solutions • Create time limits on the video games. • Present “On-the-spot” demos to the parents to show the contents of the video game. • For easily raged gamers, exert the rage into curricular activities, such sports. • Censorship • Go to therapy classes • Parenting skills, more strict on video games http://www.youtube.com/watch?v=AHnslBhmR7Q&list=TL3XlrIGYWnFd686aCgYVVSNjrgP5Txadp Start at 5:15
By Edward Lopez Video games materialize gamers
Why do gamers become materialistic? • The feeling of Success. • -motivation to play • Fantasy World Identification. • Get emotionally attached
The problem with materialistic gamers. • Exterior Focus • Time management • More desire for material goods.
Work Cited Dike Van De Mheen, et al. "Video Game Addiction And Social Responsibility.” AddictionResearch & Theory 18.5 (2010): 489-493. Academic Search Complete. Web. 15 Oct. 2013 Essig, Todd. "The Addiction Concept And Technology: Diagnosis, Metaphor, Or Something Else? A Psychodynamic Point Of View." Journal Of Clinical Psychology 68.11 (2012): 1175-1184. Academic Search Complete. Web. 22 Oct. 2013. Fish, Stanley. "How to Recognize a Poem When You See One." Acts of Inquiry. Ed. Allison Gross, Annie Dwyer, David Holmberg, and Anis Bawarshi. Boston: Bedford/St. Martin, 2010. 407-18. Print. Harding, Anne. "Violent Video Games Linked to Child Aggression." CNN. Cable News Network, 2008. Web. 25 Sept. 2013. <http: edition.cnn.com/2008/HEALTH/family/11/03/healthmag.violent.video.kids/>. Kearney, Paul, and Maja Pivec. "Sex, Lies And Video Games." British Journal Of Educational Technology 38.3 (2007): 489-501. Academic Search Complete. Web. 22 Oct. 2013. Keim, Brandon. "What Science Knows About Video Games and Violence." PBS. PBS, 28 Feb. 2013. Web. 25 Sept. 2013. <http://www.pbs.org/wgbh/nova/next/body/what-science-knows-about-video-games-and-violence/>. Norcia, Andrea. "Parents & Teachers: The Impact of Video Games." Parents & Teachers: The Impact of Video Games. Adolescent Interest Group, Aug. 2013. Web. 25 Sept. 2013. <http://www.pamf.org/parenting-teens/general/media-web/videogames.html>.
Work Cited Reisinger, Don. "91 Percent of Kids Are Gamers, Research Says." CNET News. CBS Interactive, 11 Oct. 2011. Web. 23 Sept. 2013. <http://news.cnet.com/8301-13506_3-20118481-17/91-percent-of-kids-are-gamers-research-says/>. Young, Kimberly. "Understanding Online Gaming Addiction And Treatment Issues For Adolescents." American Journal Of Family Therapy 37.5 (2009): 355-372. AcademicSearch Complete. Web. 1 5 Oct. 2013.