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Essays About Video Games: Top 12 Examples and Prompts

Video games have revolutionized the way we have fun today. If you are writing essays about video games, check out our guide to inspire your writing.  

Few can contest the fact that video games have taken over the world. From the basic, almost “primitive” games of the 1970s like Pong to the mind-bending virtual reality games of the 2020s, they have been a source of entertainment for all. Moreover, they have proven quite profitable; countries like Japan and the United States have made tens of billions of dollars solely from the video game market.

Despite their popularity, much has been debated over the potentially harmful side effects that video games may have, particularly on children. One side argues that playing certain video games can lead to people exhibiting violence in the future, while others believe that video games teach players essential life skills. Regardless, they will continue to be a part of our lives for the foreseeable future. 

For engaging essays about video games, read the essay examples featured below for inspiration.

1. What electronic games can teach us by Kendall Powell

2. designers are imagining video games without guns by keith stuart, 3. playing video games all summer won’t make you feel worse by nicole wetsman, 4.  violent video games bad by andrea newman.

  • 5. ​​The health effects of too much gaming by Peter Grinspoon

Writing Prompts For Essays About Video Games

1. video games: good or bad, 2. the benefits of video games, 3. what is your favorite video game, 4. do video games cause people to become violent, 5. video games in your life, 6. video games vs. traditional games, 7. is the video game rating system enough.

“In other studies, researchers found that gamers who trained on Tetris were better at mentally rotating two-dimensional shapes than those who played a control game. Students who played two hours of All You Can E.T., an educational game designed to enhance the executive function of switching between tasks, improved their focus-shifting skills compared with students who played a word search game.”

Powell explains a few possibilities of applying video games to education. As it turns out, certain video games can improve players’ skills, depending on the mechanics. Researchers are inspired by this and hope to take advantage of the competitive, motivational nature of gaming to encourage children to learn. New games are designed to help kids improve their focus, coordination, and resilience, and game designers hope they will succeed. 

“Imagine a game where you’re a war reporter seeking to capture the most iconic, representative images in a battle environment: You’d still get the sense of peril that audiences expect from action adventures, but your relationship with the environment would be more profound. It would be Call of Duty from the perspective of a creative participant rather than a violent interloper.”

The graphic nature of some video games is said to make kids violent, so it is only natural that some creators try to change this. Stuart writes that it is possible to maintain the fun that shooter-type games induce without using guns. He gives examples of games where you do not kill your enemy, simply stunning or capturing them instead. He also suggests photography as an alternative to killing in a “shooting” game. Finally, he suggests basing video games around helping others, making friends, and doing more peaceful, creative tasks.

“Any role video games play in skewing well-being that did pop up in the study was too small to have a real-world impact on how people feel, the authors said. People would have to play games for 10 more hours per day than their baseline to notice changes in their well-being, the study found.”

Wetsman counters the widespread belief that video games “destroy your brain.” Research done with a sample of 39,000 players over six weeks has shown that whether one plays video games for long or short periods, their mental health is not impacted much. There are some exceptions; however, there are not enough to conclude that video games are, in fact, harmful.

“Some people believe that the connection between violent games, and real violence is also fairly intuitive. In playing the games kids are likely to become desensitized to gory images;which could make them less disturbing, and perhaps easier to deal with in real life. While video games aren’t about violence their capacity to teach can be a good thing.”

In her essay, Newman writes about the supposed promotion of violence in some video games. However, she believes this violence does not cause people to be more aggressive later. Instead, she believes these games expose children to certain atrocities so they will not be traumatized if they see them in real life. In addition, these games supposedly promote connections and friendships. Finally, Newman believes that these “harmful” can make you a better person.

5. ​​ The health effects of too much gaming by Peter Grinspoon

“Gamers need to be educated on how to protect their thumbs, wrists, and elbows, their waistlines, their emotional state, their sleep, and their eyes. Simple education around taking breaks, stretching, eating healthy snacks, and resting and icing your thumb, wrist, or elbow when it starts hurting can address injuries early, before they become significant. For the eyes, gamers can try the 20-20-20 rule: every 20 minutes, try to look at something 20 feet away for 20 seconds.”

Grinspoon discusses both the benefits and the health risks of gaming. Video games allow people to interact with each other remotely and bond over specific missions or tasks, and some research shows that they have cognitive benefits. However, some gamers may develop vision problems and hand and wrist injuries. Gaming and “staring in front of a screen the whole day” is also associated with obesity. Overall, Grinspoon believes that gaming is best done in moderation.

Looking for more? Check out these essays about hobbies .

Many parents believe that their children’s “bad behavior” is because of video games. Based on your experience and others, decide: are video games good or bad for you? Make sure to read viewpoints from both sides and write an essay based on your position. Would you encourage others to play video games? Discuss these pros and cons for an interesting argumentative essay.

Like anything else, video games have both positive and negative aspects. Explain the good that video games can do for you: the skills they can equip you with, the lessons they can teach, and anything else. Also, include whether you believe their benefits outweigh the disadvantages they may pose. 

For your essay, write about your favorite video game and why you chose it. What is its meaning to you, and how has it affected your life? Describe the gameplay mechanics, characters, storyline, and general impact on the gaming community or society. You can write about any game you want, even if you have not played it; just ensure the content is sufficient.

Many claim that playing violent video games can make you violent in the future. Research this phenomenon and conclude whether it is true or not. Is the evidence sufficient? There are many resources on this topic; support your argument by citing credible sources, such as news articles, statistics, and scientific research.

Video games have been a part of almost all our lives. Recall a treasured experience with video games and explain why it is significant. How old were you? Why do you remember it fondly? How did this experience make you feel? Answer these questions in your own words for an exciting essay.

Essays About Video Games: Video games vs. Traditional games

There are stark differences between video and traditional games, such as board games and card games. For an engaging essay, compare and contrast them and write about which is more entertaining, in your opinion. Be creative; this should be based on your own opinions and ideas.

The video game content rating system is used to classify video games based on their appropriateness for specific ages. However, parents complain that they are not strict enough and allow the display of violent content to children. Explore the criteria behind the rating system, decide whether it needs to be changed or not, and give examples to support your argument.

If you are interested in learning more, check out our essay writing tips !

Tip: If writing an essay sounds like a lot of work, simplify it. Write a simple 5 paragraph essay instead.

a thesis statement about video games

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Effects of Video Games Essay

Introduction, school performance, effects on social relationships.

The society has been immensely influenced by the technological changes, which are reshaping some of the activities. The emerging technologies in one way or another have affected every member of society, irrespective of age.

Video Games have had the greatest influence on the lives of children. Children no longer appreciate the outdoor games as was before, as most of their time is spend indoors playing video games.

Although this trend may have a positive impact on the lives of the concerned children as far as their knowledge of computer is concerned, there are various negative impacts.

Various educationists have confirmed that outdoor plays are very important to the development and growth of children.

It helps them develop socially as they meet with their friends and learn to share discussions, get involved in physical activities and develop physically through such games. The paper talks about some of the negative effects of computer games (Finkel, 1995).

It is established through research that computer games do not help children grow academically. In fact, computer games contribute to inactivity of body cells, which might lead to oversight hence causing diseases such as hypertension and diabetes.

Moreover, indoor games contribute to poor academic performance among students because most of the time is spend on useless games that do not offer any academic lessons.

Lastly, computer games lead to the development of antisocial behavior whereby a student is not interested in interacting with his or her peers.

Available literature shows that more children are growing obese owing to the fact that they spend little time exercising and engage frequently with the computer.

Research shows that children who take part in physical exercises are more healthy, intelligent, and active in class. The study conducted by American Heart Association proved that children are contracting heart diseases mainly because of lack of physical activity.

The research indicated that the number of obese children increased by four percent in 1974. Those affected were children aged six to eleven years.

However, the percentage increase could not be compared with the study conducted in 2006 whereby the increase rate was seventeen percent. As from 1971 to 2006, the number of adolescents thought to be obese increased from 6.1 percent to 17.6 percent.

The percentage increase was shocking. Furthermore, the increase was attributed to lack of physical activity and video games (Wiegman, & van Schie, 1998).

Overweight is a costly condition that leads to a number of illnesses among school going children. According to experts at the University of Michigan, obese children have higher risks of contracting diseases such as diabetes, heart diseases, and high blood pressure.

Other illnesses associated with overweight include high cholesterol levels in the body, hyperlipidemia, sleep apnea, respiratory problems, gastrointestinal malfunctions, early adolescence, and finally mental problems.

Studies show that obese children tend to have a low sense of worth and despair.

As AHA records show, obese children are likely to be obese when they attain the adulthood age. This would even cause more problems because they would be exposed to a number of diseases.

A study conducted by Media Literacy Clearinghouse indicated that children had developed a habit towards computer games. Video games had gained relevance among children aged eight and eighteen years to an extent that the rate at which children played computer games rose from an average of 26 minutes in 1999 to 73 minutes in 2009.

Generally, the rate at which children interacted with the computer daily rose from six hours in 1999 to seven hours in 2009. A report compiled in 2004 at the University Hospital of Zurich revealed that a strong link between obesity and video games exist.

It can be concluded that video games do not help children in any way but instead it affects their health. Video games interfere with the children’s eating habits because such children would tend to consume food with high calories.

In this regard, parents need to monitor the behavior of their children as regards to physical fitness.

In the United States, a study conducted to ascertain the effects of computer games on the performance of students proved that PlayStations and other video games such as Xbox Video affects the concentration of children in class.

Furthermore, the study revealed that children who are like using playing video games could not compete favorably with those who prefer physical games. One of the researchers was quoted saying that the performance of students who engage in physical exercises will always improve with time.

Boys are affected more by the new trend since they would rarely improve in class. Their performance would always remain stagnant for a period.

Moreover, boys cannot develop skills that would help them to read and write well in case they are allowed to interact with the computer frequently (Sakurai, 1984).

It should be noted that video games might not necessarily cause poor performance among school going children but the time spent in watching the games or playing them would consume the time that a student would be expected to read, do some homework, and write a good composition.

Definitely, a student would register a poor grade in case he or she does not engage in a serious research. Video games have a tendency of instilling negative reading attitudes to students. This is because a student would find reading a storybook or solving a mathematics problem boring.

Video games are very fast and demand a higher concentration unlike other academic activities that need time for conceptualization. In a joint study conducted in Australia, researchers concluded that video games affect the performance of students in many ways.

Students who spend time playing video games would always perform dismally in class. In fact, the study revealed that computer games do not help children perform well in any of the subjects. This is because students who spend time watching and playing computer games would always score low in each subject.

This research contradicts some of the assumptions that computer games help children to perform well in some subjects. The Australian study revealed that there is no single positive correlation between academic performance and computer games.

Video games are known to influence the cognitive and educational dexterities of children. Moreover, the games can as well as define the children’s social relationships. In a traditional setting, the relationship between the child and the parent or other senior members of society is clearly defined.

The video games have changed meaning that social relations are no longer the same. Studies indicate that video games, especially those that are violent, reshape the behavior of children. Moreover, video games could contain some sort of competition and aggression, which affect the reasoning of children.

In the current society, the rate at which conflicts occur in society has increased. Youths are currently violent because of the new games. The main objective of video games, according to Nintendo and Sega Genesis Center, is violence.

Any game played by children via the computer does not have anything new other than violent content. The companies specializing in selling computer games would convince parents that the games are non-violent but in the real sense, they are not.

A study conducted in 1998 confirmed that many children, over 80%, were familiar to a violent game referred to as Duke Nukem. Unfortunately, only 5% of parents were aware of the game meaning that children are access even those games that are supposed to be accessed by only the adults.

This trend affects the social life of children. In 1999, students at Columbine High School in Littleton, Colorado engaged in a destructive demonstration mainly because of the influence of computer games.

Students shot at their fellow teens and other people because they experienced it through video games. Such kind of behavior is destructive because it could lead to social anomy (Griffith, 1999).

Studies across the world indicate that violent video games increase an individual’s hostility and aggression. Aggressive games would lead to a habit whereby students prefer to play the games rather than engage in physical exercises.

This is even related to overweight. Children who are used to video games tend to be indifferent and unresponsive to the sufferings of other children. They would easily bully their fellow students without mercy.

Finkel, S. (1995). Causal analysis with panel data. Thousand Oaks, CA: Sage

Griffith, M. (1999). Violent video games and aggression: A review of the literature. Aggression and Violent Behavior , 4(2), 203-212.

Sakurai, S. (1984). Construction of the Social Desirability Scale for Children. Japanese Journal of Educational Psychology , 32(2), 310-314.

Wiegman, O., & van Schie, E. (1998). Video game playing and its relations with aggressive and pro-social behavior. British Journal of Social Psychology , 37(2), 367- 378.

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Formulate Questions

Once you have selected an initial topic, the next step is to develop research questions.  You'll do this by using probing questions, such as what, why, when, how, would/could, should.

Phrasing your topic in the form of questions helps direct the research process.

a thesis statement about video games

WHY questions ask for an explanation of something--why something happened, why it did not happen, or why one thing is better than another. For instance, why are video games so popular among young teenage boys?

WHEN questions focus on timing or history.  When did video games start to become popular?  When were video games invented?

WHERE questions focus the topic on a location, either geographical or other.  Where, or in which countries, are video games most popular?

HOW questions focus aspects of the topic, on a process, or on the origin.  How do video games affect users?

a thesis statement about video games

WOULD / COULD questions focus on possibilities.   Would video games be more popular with teenage girls if marketing targeted girls?

SHOULD questions focus on the appropriateness of a particular action, policy, procedure, or decision.  Should the government regulate violent video games?

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A good research question will lead to your thesis statement.

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a thesis statement about video games

...might lead to the following thesis:

"Exposure to violent video games negatively affects teenagers in a variety of ways:  It increases aggressive behavior, physiological arousal, aggressive-related thoughts and feelings, and also decreases prosocial behavior."

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a thesis statement about video games

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Why video games are good for the brain. essay sample, example.

Noah Harris

Video games

Video games have been a topic of debate for a long time. Many people argue that video games are bad for the brain, as they can lead to addiction, aggression and poor social skills. However, recent studies have shown that video games can actually be good for the brain, as they can improve cognitive skills, memory, attention and decision-making abilities. In this essay, we will explore the ways in which video games are good for the brain.

One of the main benefits of video games is that they can improve cognitive skills. Many video games require players to use their problem-solving skills, strategic thinking and critical analysis. For example, games like Minecraft require players to use spatial reasoning and planning skills to build structures and survive in the game world. Similarly, puzzle games like Tetris require players to think quickly and make fast decisions based on the visual cues presented to them. These types of games can help improve cognitive skills in areas such as attention, memory and spatial reasoning.

Another benefit of video games is that they can improve memory. Many video games require players to remember complex instructions or sequences of actions. For example, in role-playing games like Skyrim, players must remember how to navigate through complex environments, remember the strengths and weaknesses of different enemies and remember how to use different weapons and spells. These types of games can help improve memory skills, as players must remember a large amount of information in order to be successful in the game.

Video games can also improve attention and decision-making abilities. Many video games require players to make quick decisions based on the information presented to them. For example, in first-person shooter games like Call of Duty, players must make quick decisions about where to go, who to shoot and when to reload their weapon. These types of games can help improve attention and decision-making skills, as players must be able to quickly process information and make decisions based on that information.

Finally, video games can improve social skills. Many video games are multiplayer games, which require players to communicate and work together in order to achieve a common goal. For example, in online role-playing games like World of Warcraft, players must work together to complete quests and defeat enemies. These types of games can help improve social skills, as players must learn how to communicate effectively, work together as a team and develop a sense of trust and cooperation.

In conclusion, video games can be good for the brain. They can improve cognitive skills, memory, attention and decision-making abilities. They can also improve social skills, as players must learn how to communicate effectively, work together as a team and develop a sense of trust and cooperation. While it is important to be mindful of the potential negative effects of video games, it is clear that they can have many positive benefits as well.

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What are some benefits of playing video games?

Video games have been shown to improve cognitive function, including problem-solving skills, spatial awareness, and decision-making abilities. They can also improve hand-eye coordination and reaction time.

Are there any negative effects of playing video games?

While there is some concern about excessive gaming leading to addiction and social isolation, studies have not shown any definitive negative effects of playing video games in moderation.

Can video games help with stress and anxiety?

A: Yes, video games can be a form of stress relief and can help reduce feelings of anxiety. Games that involve mindfulness, such as puzzle games or virtual reality experiences, can be particularly effective in reducing stress.

Are video games only beneficial for children?

No, video games can be beneficial for people of all ages. In fact, studies have shown that older adults who play video games can improve their cognitive function and reduce their risk of developing dementia.

Do all types of video games have the same benefits?

No, different types of video games can have different benefits. Games that involve strategy and problem-solving, such as puzzle games and strategy games, are particularly beneficial for cognitive function. However, games that involve physical activity, such as dance or sports games, can also have physical health benefits.

How much time should someone spend playing video games?

It is recommended that individuals limit their screen time, including time spent playing video games, to no more than two hours per day. However, this will vary depending on the individual’s age, lifestyle, and other factors. It is important to find a balance between gaming and other activities, such as exercise and social interaction.

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A History of Video Games

This research begins with the premise that while video-games have become a pervasive cultural force over the last four decades, there is still a dearth of educational and historical material regarding the emergence of video game home consoles and their content. Games have an extensive history, dating back to early radar displays and oscilloscopes of the 1960s (Tennis for Two, 1958) and early home video game consoles of the 1970s (Magnavox Odyssey, 1972). From the JAMMA (Japanese Amusement Machine and Marketing Association) arcade standard of the 80s to the high powered processors of Sonys PS4, video games have come a long way and left a wealth of audio-visual material in their wake. Much of this material, however, is archived and engaged within a traditional manner: through text books or museum exhibitions (Games Master, ACMI 2015). Through interactive design however, this data can be made easily comprehensible and accessible as interactive data-visualisation content. This design research project explores processes of data visualization, interactive design and video game production to open up video game history and communicate its developmental stages in a universally accessible manner. Though there has been research conducted utilising game engines for visualizations in other fields (from landscape architecture to bio-medical science) it has rarely been used to visualize the history of gaming itself. This visualization (utilising the Unreal Engine and incorporating historical video content) creates an accessible preservation and catalogue of video game history, and an interactive graphical interface that allows users to easily learn and understand the history of console development and the processes that lead video games to their current state.

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How Video Games Are Created

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An esports-themed hotel in Japan. The study found no evidence that harm from playing violent games accumulates over time.

Playing video games doesn't lead to violent behaviour, study shows

Analysis of 28 global studies dating back to 2008 found a minuscule positive correlation

Video games do not lead to violence or aggression, according to a reanalysis of data gathered from more than 21,000 young people around the world.

The researchers, led by Aaron Drummond from New Zealand’s Massey University, re-examined 28 studies from previous years that looked at the link between aggressive behaviour and video gaming, a method known as a meta-analysis.

The new report, published in the journal Royal Society Open Science on Wednesday, found that, when bundled together, the studies showed a statistically significant but minuscule positive correlation between gaming and aggression, below the threshold required to count as even a “small effect”.

“Thus, current research is unable to support the hypothesis that violent video games have a meaningful long-term predictive impact on youth aggression,” the report said.

Between them, the various studies included in the research dated back to 2008, and had reported a range of effects, including a small positive correlation between violence and video-game use in around a quarter of them and no overall conclusion in most of the rest, with one 2011 study finding a negative correlation.

One common argument for a negative effect of gaming is that small harms can accumulate over time: if a player ends every game slightly more aggressive then, over the long term, that might add up to a meaningful change in temperament. But the study finds no evidence for such an accumulation, and in fact finds evidence pointing in the opposite direction.

Studies consistently find that the “long-term impacts of violent games on youth aggression are near zero”, they write.

“We call on both individual scholars as well as professional guilds such as the American Psychological Association to be more forthcoming about the extremely small observed relationship in longitudinal studies between violent games and youth aggression,” the authors conclude.

While that link may be slim, other studies have shown interesting effects on wider emotional behaviour. Research from the University of New South Wales in 2018 , for instance, found that people who frequently played violent video games were less distracted by violent images in other contexts, a phenomenon the study author called “emotion-induced blindness”.

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Thesis Statement Throwdown!

Every English teacher has experienced the frustration of introducing a writing skill, like how to write a thesis statement, over and over again without it “sticking.”

Three years ago, I began “flipping” my writing instruction, so students watch videos on my YouTube channel , take Cornell notes, then come prepared to class to do the actual writing. I love this approach to teaching writing! Students can watch my explanations as many times as they need to over the course of the year. Plus, I get to support them as they write in class. (See my post on synchronous editing ).

Alas, there are always students who need more practice. That said, I can only read so many essays in a year. Instead of feeling frustrated, I decided to design a fun activity to practice writing thesis statements. This is how thesis statement throwdown was born!

Thesis throwdown is a quirky combination of group collaboration, writing practice, funky music, and competition. Here’s how it works:

Step 1: Write an essay prompt on the board. I vary my questions between informative and argumentative topics. KQED’s Do Now series is an excellent place to grab writing prompts!

Step 2: Put students into small groups and give them 5 minutes to construct a solid thesis statement in response to the essay question. The conversations that take place are incredible!

Step 3: Randomly select two groups to compete. I don’t tell them ahead of time who will compete in the actual throwdown because I want everyone to give it 100%.

Step 4: As each group writes their thesis statements on separate whiteboard, I play a fun but slightly random song. Our thesis throwdown music list has ranged from “Everybody Dance Now” to “Eye of the Tiger.” My philosophy is that the music keeps everyone interested and entertained while the two groups write their thesis statements on the board.

Step 5: Once both thesis statements are written on the board, I turn off the music and set to work! I edit each thesis statement and “think out loud” as I work, so students can hear what I am responding to in a positive way–strong vocabulary, parallel language, and clearly stated assertion–and what needs to be added, removed or edited. The more I let them into my process as an editor, the more likely they are to successfully edit their own work.

Finally, a winner is declared!

The entire activity takes 10 minutes from beginning to end. It’s hard to believe a writing activity can be so much fun, but this is really entertaining if you add the music and just have fun with it.

In the two weeks, we’ve done thesis statement throwdown, I am shocked by the improvement in the quality of the thesis statements. It’s worth a try if you are feeling like your students just aren’t delivering quality thesis statements. After all, the thesis is the most important sentence of an essay. We want students to leave our classes confident crafting a strong thesis statement!

48 Responses

Love it. I’ve actually been struggling with helping my GRE prep students with the essays. Can’t wait to try this out. I don’t use any music in my classes, so I’m sure turning it on will create a memorable moment they’ll associate with the theses for a long time:)

Jeremy http://stuartmillenglish.com

I hope they enjoy it, Jeremy! I’m sure the addition of music will make it interesting 😉

I read your page as a student at Heaton Middle School it helps understand your point of view.

[…] Thesis Statement Throwdown! Every English teacher has experienced the frustration of introducing a writing skill, like how to write a thesis statement, over and over again without it “sticking.” […]

[…] http://cluttered-record.flywheelsites.com/2015/02/thesis-statement-throwdown/ […]

Love it! What fabulousness do you do to help them write hooks that go beyond the BrainyQuote or “Do you have a hero? I have a hero. Let me tell you about my hero” hooks.

Pretend there’s a question mark on the end there… 🙂

No, I’ve only done this with thesis statements at this point. That said, I can imagine it would be fun for almost any type of writing review.

I teach seventh grade and I can’t wait to try this with my students.

As a wrter, editor, photojournalist & author for more than 67 years, I applaud this approach to an often-difficult task for novice writers. Way to go, Catlin. Wish I’d had teachers like you back in the 1940s when I was in hight school. – DigitalKen

[…] ideas either and sometimes it is a fine line with engagement as well. So, I modified this idea from Catlin Tucker who is just simply AMAZING and if you haven’t visited her site, you are REALLY missing […]

I think this is a winning idea for several reasons! First of all, I’m really intrigued by the idea of flipping the writing instruction so that students are doing more of their writing practice in the classroom where the support is available. I would imagine that this would lead to less student frustration and that students are finding themselves better equipped to tackle the roadblocks that occur during writing. I like the fact that this activity asks students to work collaboratively to create thesis statements and build off of each other’s ideas. Also, I really like the fact that the teacher models editing and thinking out loud. This is a great way to show students what you mean, rather than just telling them. Finally, making this activity fun with music and good-natured competition will most likely make for more engaged students. Love the fact that this idea can be adaptable to other mini writing lessons. Thanks for the great idea!

Thank you, Sara! Not only do the kids enjoy this activity, but their thesis statements have improved so much in such a short window of time. I also plan to use the same strategy for other mini writing lessons.

Take care. Catlin

Thank you, Catlin! This is a great way to practice thesis statements. I will try it this fall.

I love this idea. Getting students to write thesis statements and then support those statements with well-crafted topic sentences are the keys to building an argument. It’s a skill the students struggle with but is such a key skill to success in all subjects. A variation to this could be to get another group to edit the students’ thesis statements.

My students absolutely love this activity. It got amazing reviews at the end of the year. I’m trying to figure out how to use a similar strategy to analyze textual evidence.

I hope your kids enjoy it!

[…] #1 Thesis Statement Throwdown […]

Is there a place where writing prompts are put together without the instructor having to create them? If so, this would be a great help. My urban seventh graders need many, many practice prompts to become adept at creating introductory sentences and thesis statements.

I design many of my own writing prompts. I also grab topics from KQED Do Now ( http://ww2.kqed.org/education/category/do-now ) and the released SAT essay prompts ( https://professionals.collegeboard.com/testing/sat-reasoning/prep/essay-prompts ). The KQED Do Now topics will be a better fit for your 7th-grade students than the SAT release questions. Many of the KQED Do Now questions lend themselves to argumentative writing.

Thank you, Catlin! I am a lazy curriculum author looking for an easy way to gather prompts. After thinking about my request, prompts without the context of the article would be kind of useless. I’m in Florida where we had argument tested last year. I have been concentrating on informative this year but have the kids ready for argument just in case. Since text-based writing is new to students, I developed a template for them to follow at the beginning of the year and find them now differentiating their writing from the template.

[…] learned about this activity from Catlin Tucker’s blog. I adapted it a bit, but the idea is the same. My students are in Lit Circles and competing to earn […]

[…] for each prompt. See my post about this step here. The idea was inspired by Catlin Tucker’s blog post. Check it […]

I did this lesson in my 9th grade classes today, and it went really well. One student requested I play Michael Jackson, and I discovered every single kid likes him, so I went with that. Thanks for the great idea!

I’m so glad it went well, Mindi! I will occasionally take requests too 😉

Sorry, but the nature of a good thesis depends to a great extent on the nature of the assignment–the kind of essay you’re being asked to write.

If the assignment is to write an argumentative or persuasive essay, the thesis should be a sentence that clearly states your position on the issue you’re writing about.

If you’re writing an extended definition, a one-sentence formal definition would be a good thesis: “A ____ is a ____ with _____.” (I. e. it should put the thing being defined in its class or category and distinguish it from other members of that class.)

If you’re writing a process analysis, the thesis should describe the process in one sentence–say whether it’s a simple process or a complex one, or mention the number of steps, or simply say in that one sentence what it does.

[…] Tucker’s “Thesis Statement Throwdown”, you can see the original lesson plan here. My mini-lesson is totally different from Tucker’s, but if you look hard into hers, you can […]

I might give this a try with my ESL students in China. Getting them to write thesis statements hasn’t been easy, even for the smartest ones. Solid idea. Thanks.

Since their first language is not English, I think I’ll probably give them more than 5 minutes to come up with their thesis statements though.

Love this and planning on trying it in class tomorrow! Should you see this before then – how do you go about choosing a winner? Do you “judge” the edited or unedited versions of the thesis statements?

Hi Shannon,

I judge the original versions since I make the edits.

Catlin –

Love the Thesis Statement Throwdown and would like to share it with our teachers as way to provide feedback. Would it be okay to link to your site in a document that we are sharing with our teachers? It will be in our curriculum repository that is only accessible to teachers in Fairfax County Public Schools. Thank you for your consideration.

Yes, you are more than welcome to link to my site! I hope it’s a useful resource for your teachers.

Thank you for sharing! I teach AP US History and the students struggle with developing thesis statements. I look forward in using this strategy with my AP kids.

[…] KQED’s Do Now series is an excellent place to grab writing prompts! […]

I did this with my juniors today and it was great. I chose really thought provoking prompts from the website you recommended. I did it three times and saw the thesis statements improve with each round. This was really engaging and the first time I’ve taught thesis statements in a fun way. Thank you for sharing.

I’m currently in my education clinicals (student teaching with one class), and I’ll be using this activity tomorrow with high school seniors. They struggled with thesis statements, so I’m hoping this will be a fun way to practice!

I love this idea, but after students show some improvement (or even at the beginning of the process), how can students be more in charge of their learning? In other words, I’d love for students to be the ones acting as the Editor and doing the judging. Maybe using a few strong writers of the group be a guest judge and let them lead by example? I don’t want to be gatekeeper forever, and I believe students will and can step up when given the chance. Love the idea. Going to try soon!

Absolutely, Jane! Once kids can hear you talk through correcting a few and have a better handle on what a strong thesis statement looks like, they should absolutely be able to give each other feedback!

Can any one give me a feedback about my thesis statement, thank you in advance

“Although most students have an awareness about basic academic integrity in their previous education; it is significant to students taking a class about academic integrity before they apply college or university because of the increasing number of cheating, plagiarism and academic dishonesty in the higher education”.

[…] a sample letter. Letter for Change Standard Met: CCSS.ELA-Literacy.W.6.1. Se connecter à Facebook. Thesis Statement Throwdown! Every English teacher has experienced the frustration of introducing a writing skill, like how to […]

This is amazing. Thank you! I’ve been looking for a fun activity to bring the point home with my students. This will definitely help!

Wonderful! I hope they enjoy it!

Catlin! I did this today with my Grade 10’s and was it ever valuable! I did the edits and each one was a learning opportunity for students. We had a quick discussion about each edit and moved on. The lesson flowed beautifully, and the music was a fun touch. I will definitely get students to do the editing after the first few Thursdays (our bellringer for the day) and have them talk through their edits as well. Great lesson! Thanks for sharing.

Yay! I’m so happy to hear that you used this strategy and you all enjoyed it, Wendy!

Just a heads up…your kids will get good at thesis statements FAST, so be prepared for your throwdown to evolve. We started doing analytical throwdowns with quotes after thesis statements and the “throwdown” format worked well for any type of writing practice. I also started taking song requests from the winning teams which they LOVED 😉

[…] Catlin Tucker: Thesis statement throwdown […]

[…] librarian does – I started researching. I came across the idea of the Thesis Throw Down from Catlin Tucker but decided to alter it a bit to put my own spin on it. I tried the lesson a couple of times last […]

I love how you explain it.

I like that you used this strategy.

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a thesis statement about video games

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Could a video game developer win the Nobel Prize for Literature?

a thesis statement about video games

Profesor de Humanidades, IE University

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Andrés Porras Chaves does not work for, consult, own shares in or receive funding from any company or organisation that would benefit from this article, and has disclosed no relevant affiliations beyond their academic appointment.

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In October 2016, the Swedish Academy announced that it was awarding the Nobel prize for Literature to the singer-songwriter Bob Dylan for “having created new poetic expressions within the great American song tradition”. The decision sent out shockwaves: for the first time, a musician had received the most prestigious literary award on the planet. It sparked debate , with many questioning the decision and even sarcastic suggestions that novelists could aspire to winning a Grammy.

The controversy fed into much needed debates on the boundary between poetry and song, but the question of what constitutes literature is much broader. Does it mean the same as it did in 1901, when the first Nobel prize for literature was awarded?

High and low culture

These questions date back far beyond 2016. In the late 1950s, a group of professors from the University of Birmingham founded a new interdisciplinary area of study, called cultural studies , in order to ask new questions: What was the role of TV and other mass media in cultural development? Is there a justification for distinguishing high and low culture? What is the relationship between culture and power?

These questions are all still relevant to current debates around literature. Often, the word “literary” is a status symbol, a seal of approval to distinguish “high” culture from more vulgar or less valuable “low” forms of culture. Comics, for example, were not invited to join the club until recently, thanks in part to a rebranding under the more respectable guise of “graphic novels”.

According to the Merriam-Webster dictionary, literature displays “excellence of form or expression and expressing ideas of permanent or universal interest”. It seems that an artist like Bob Dylan can take home the Nobel prize thanks to literature’s defining feature of “excellence of form or expression”, which is not strictly limited to the written word.

But how do we account for other language-based forms of expression? If performed works such as theatre or songwriting can be considered literature, where is the limit?

Word play: text-based video games

According to data from video game data consultancy Newzoo , more than 3 billion people play video games worldwide – almost half of the world’s population. In Spain alone, 77% of young people play videogames , making them a massively relevant form of culture. But what does this have to do with “excellence of form or expression”? To answer this question we have to look back several decades.

When the first video games were developed in the 1950s, two distinct genres emerged: one was action oriented (such as the pioneering 1958 game Tennis for Two ), and the other more text based. The original written games, known as “ interactive fiction ”, were made up exclusively of text, and the player’s job was to read and make decisions that would determine the game’s outcome using a keyboard.

Screenshot of the game _Mystery House_ on Apple II. The colour white was created by combining green and purple, producing white in the centre, but into the other two colours at the edges.

The inclusion of images in adventure games would not arrive until 1980, when Mystery House became the first “graphic adventure” game. These would reach their heyday in the 1990s: famous examples include the first two Monkey Island games (1990, 1991), Day of the Tentacle (1993), Full Throttle (1995), and Grim Fandango (1998), though there were many others. Despite technological advances, these games inherited several features from interactive fiction, including the predominant role of text.

The experience of playing one of these titles is not so different from that of a book: reading, pauses, the possibility of backtracking, and so on. The player spends most of their time in dialogue with various characters in search of information, stories, or even banter and jokes that are irrelevant to the game’s progress, much like footnotes or subplots.

Several classic adventure games even have direct links to literature: The Abbey of Crime (1987) is a Spanish adaptation of Umberto Eco’s The Name of the Rose , while the legendary insult sword fighting of The Secret of Monkey Island was written by science fiction author Orson Scott Card . In Myst (1993), the gameplay itself revolves around two books.

Literature on the screen: “story-rich” games

In more recent years, a new sub-genre of adventure games – known as “story-rich” games – has become popular thanks to independent creators and producers. In Papers, Please (2013), a border policeman in a fictional dictatorial regime deals with terrible moral dilemmas on a daily basis. In Firewatch (2016), players take the role of a forest ranger who investigates a conspiracy by walkie-talkie. In Return of the Obra Dinn (2018), the player must reconstruct a tragedy on the high seas with the help of an incomplete book and a peculiar compass. In all these cases, gameplay and visuals take a back seat to strong narratives.

Screenshot from the video game _Papers, Please_.

A quintessential example is The Stanley Parable (2011), where the player takes the role of a worker in a strangely deserted office. They have to explore several corridors while trying unsuccessfully to interact with their surroundings, accompanied by the voice of an enigmatic narrator. Upon reaching a room with two open doors, the voiceover states that Stanley “entered the door on his left”.

The player can choose to follow the instructions or disobey, provoking the wrath of the narrator much like in the denouement of Miguel de Unamuno’s 1914 novel Fog , where the main character speaks directly to the author.

Each decision then opens up new paths leading to dozens of possible endings, similar to a “choose your own adventure” book. Its fragmentary and disordered story – as well as its playful spirit – is reminiscent of Julio Cortázar’s 1963 novel Hopscotch . The experience of playing the game is marked by postmodern literary features – as described by critics like Mikhail Bakhtin or Linda Hutcheon – including metafiction, intertextuality and parody.

One of its creators – Davey Wreden, a critical studies graduate – also created The Beginner’s Guide (2015), a game in which the player moves through levels of failed video games to learn more about their mysterious creator. In one, the player’s task consists solely of wandering through a virtual cave reading the countless comments left there by other frustrated players.

Screenshot from the videogame _The Beginner's Guide_.

In recent years, the genre of digital or electronic literature has emerged, including books with QR codes, works that can only be read with virtual reality headsets, poetry collections published as apps, and so on. These works are fundamentally based on language, begging the question of why video games cannot also fit into this category.

This debate takes on added relevance today, as digital formats are having an undeniable impact on our reading habits. Just as today we accept oral cultures or popular music as literature, perhaps one day we will do the same with interactive stories like The Stanley Parable . Writing has always tried to break away from established ideas, and we know that literature is not limited to words on paper. Sometimes it pays to disobey the voice in our heads and walk through the door on the right, the one that leads to new, unexplored possibilities.

This article was originally published in Spanish

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Video Of Russell Wilson And Jaylen Brown Went Viral After Cavs-Celtics Game

Ben stinar | 1 hour ago.

Dec 24, 2023; Denver, Colorado, USA; Denver Broncos quarterback Russell Wilson (3) before the game

On Wednesday evening, the Boston Celtics beat the Cleveland Cavaliers by a score of 113-98 in Game 5 of their second-round playoff series.

The Celtics are now headed to the Eastern Conference Finals for the third straight year (and sixth time in the previous eight seasons).

All-Star forward Jaylen Brown finished the game with 11 points, four rebounds, seven assists, one steal and one block while shooting 4/9 from the field and 1/3 from the three-point range in 41 minutes of playing time.

After the game, the NBA posted a video of Brown with NFL star Russell Wilson (who was in attendance in Boston).

The clip got a lot of views on social media.

Via The NBA: "Jaylen Brown 🤝 Russell Wilson"

Jaylen Brown 🤝 Russell Wilson pic.twitter.com/mBivAKEfqM — NBA (@NBA) May 16, 2024

Brown finished the regular season with averages of 23.0 points, 5.5 rebounds, 3.6 assists and 1.2 steals per contest while shooting 49.9% from the field and 35.4% from the three-point range in 70 games.

The Celtics are the first seed in the Eastern Conference with a 64-18 record (the best in the NBA).

Before defeating the Cavs, they beat the Miami Heat in the first round (in five games).

They will now face off against either the New York Knicks or the Indiana Pacers in the Conference Finals (the Knicks lead 3-2).

May 9, 2024; Boston, Massachusetts, USA; Boston Celtics guard Jaylen Brown (7) warms up before

As for Wilson, he has played 12 seasons in the NFL for the Seattle Seahawks and Denver Broncos.

Over the offseason, he signed a deal with the Pittsburgh Steelers.

In 2013, Wilson won the Super Bowl with the Seahawks.

Ben Stinar

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COMMENTS

  1. Video Games Thesis Statement: [Essay Example], 658 words

    A review published in the American Psychologist highlighted the potential of video games to provide cognitive and emotional benefits, particularly in the realm of mental health. This suggests that video games can have a constructive impact on individuals' well-being, challenging the prevailing narrative of their negative influence.

  2. Effects of Video Games: 15 Articles for a Compelling Essay

    Create a strong thesis statement that clearly indicates your stance on the effects of video games - typically positive or negative. Find popular or scholarly sources that are credible and provide solid ethos , logos , and pathos (note that some sources may lean more towards logos or pathos, and that's fine, so long as you find a balance in ...

  3. Thesis Statement On Video Games

    Thesis Statement On Video Games. Decent Essays. 2202 Words. 9 Pages. Open Document. (1) Thesis: If a common-sense philosophy is employed, video games can be beneficial to a child's development. (2) Basic Research Questions: 1. What are video games and why is this an issue.

  4. Video Games and Their Impact: [Essay Example], 433 words

    In conclusion, video games can be a valuable tool for the cognitive and intellectual development of individuals. They require players to exercise various skills such as attentiveness, fast reaction times, logical thinking, and problem-solving. Additionally, video games can also benefit adults by improving communication, resourcefulness, and ...

  5. Essays About Video Games: Top 12 Examples And Prompts

    5. . The health effects of too much gaming by Peter Grinspoon. "Gamers need to be educated on how to protect their thumbs, wrists, and elbows, their waistlines, their emotional state, their sleep, and their eyes.

  6. PDF Thesis a Cross-generational Study of Video Gaming

    Video game players are oftentimes stigmatized as being lazy, unhealthy, immature, addicts, and other negative stereotypes. In this thesis, I question how conflicting cultural understandings might influence such stigmatization, thereby impacting the subjective well-being of video game players from different generational/age groups.

  7. Should Video Games Be Considered a Sport?

    Video games should not be considered a sport because they do not involve physical activity (Brookey & Oates, 2015). Online multiplayer games require significant amount of training, skill, and strategy. However, mental exertion cannot be compared to physical exertion. Video games require mental exertion only while conventional sports require ...

  8. Video Games and Its Positive Effects

    Introduction. "Video games foster the mindset that allows creativity to grow", said Nolan Bushnell. Video games, a highly debated subject for many parents, have been the subject of social stigmas for a long time. Many believe that video games do more harms than goods, and waste precious time for kids and adults alike, time that could be ...

  9. Video Games: Their Effect on Society and How We Must Modernize Our

    This thesis aims to explore how video games have become an extremely beneficial tool in regards to education, art, medicine, psychology, economics, and beyond. Chapter 1 focuses on how ubiquitous video games have become in America, and what makes video games such a uniquely enjoyable experience to warrant such popularity.

  10. Effects of Video Games

    Studies indicate that video games, especially those that are violent, reshape the behavior of children. Moreover, video games could contain some sort of competition and aggression, which affect the reasoning of children. In the current society, the rate at which conflicts occur in society has increased.

  11. PDF In Defense of Video Games: a Review of Psychological Literature a

    correlation between the amount of time playing violent video games and SRMS scores (r = -.32, p<.05). The author concluded that violent video game play might cause low sociomoral maturity, stating, "Based on the results in the present study, it can be speculated that it was the prolonged amount of playing violent video games that might

  12. Formulate Questions/Thesis

    A good research question will lead to your thesis statement. ... might lead to the following thesis: "Exposure to violent video games negatively affects teenagers in a variety of ways: It increases aggressive behavior, physiological arousal, aggressive-related thoughts and feelings, and also decreases prosocial behavior."

  13. How to Write a Thesis Statement

    Step 2: Write your initial answer. After some initial research, you can formulate a tentative answer to this question. At this stage it can be simple, and it should guide the research process and writing process. The internet has had more of a positive than a negative effect on education.

  14. Writing Strategies and Grammar

    Example: Video games have been proven to enhance cognitive, social, and academic skills, and if society accepts this, video games can be further explored for uses beyond entertainment. Body Paragraphs. Drafting an essay is just a game of organizing information. Each paragraph should discuss a single topic that supports your thesis statement.

  15. Video Games Thesis Statement

    A video game is an electronic game that needs the players to generate visual feedback on a video device such as a TV screen or a computer device. There are two concepts that people have about addiction to video gaming: some people believe video games benefit children mind, but most people consider video games have negative side effects for all ...

  16. Why Video Games are Good for the Brain. Essay Sample, Example

    In conclusion, video games can be good for the brain. They can improve cognitive skills, memory, attention and decision-making abilities. They can also improve social skills, as players must learn how to communicate effectively, work together as a team and develop a sense of trust and cooperation. While it is important to be mindful of the ...

  17. A History of Video Games

    This research begins with the premise that while video-games have become a pervasive cultural force over the last four decades, there is still a dearth of educational and historical material regarding the emergence of video game home consoles and their content. Games have an extensive history, dating back to early radar displays and oscilloscopes of the 1960s (Tennis for Two, 1958) and early ...

  18. PDF Violent Video Games and Aggressive Behavior: What, If Any, Is the

    The thesis concludes by highlighting the reasons why social scientists examine this particular social issue, and why we should not become too anxious about ... video games keeps them in the online gamers' communities, which distracts their attention from the existing real social context. Therefore, they put less focus on their family and ...

  19. Video Games Argumentative Essays Samples For Students

    B. Thesis Statement: Children can learn and hone their skills while playing video games and at the same time, learn skills that would be crucial for their development. ... Thus, the central focus of my thesis and argument is that video games like the Assassin's Creed have the right to offer different interpretations of history, however absurd ...

  20. Video Games Thesis Statement

    I. As technology expands the different platforms that video games can be played on will increase and more children will be able to play them II. After conducting a study it was found that the majorty of twelves to fourteen year old frequently played violent video games. III Thesis statement. Children will continue to be exposed to violent video ...

  21. Violent video games and aggressive behavior: mortality salience and the

    the participant in the game-playing environment (American Psychological Association [APA], 2013). Video games and popular forms of media are often exceedingly violent. A recent content analysis showed that as many as 85% of video games contain some form of violent content, with nearly half of all video games including serious violent actions

  22. How Video Games Are Created: [Essay Example], 1266 words

    Video games have been adequately introduced which provides context to the thesis statement. However, the thesis statement is not correct since the writer mainly discusses the aspects involved in video game development. So the thesis statement should be changed and explain how the development of video games is extensive and the aspects involved.

  23. (PDF) The Effect of Online Game Addiction on Children ...

    Thesis statement: addiction to online games can tell negatively upon the academic . ... video game addiction, who identified that about 20%-25% of gamers in Asia and the US were .

  24. Video Games Thesis Examples That Really Inspire

    In this open-access directory of Video Games Thesis examples, you are given a thrilling opportunity to discover meaningful topics, content structuring techniques, text flow, formatting styles, and other academically acclaimed writing practices. Using them while crafting your own Video Games Thesis will surely allow you to finish the piece ...

  25. PDF Theoretical Video Game Analysis: The Creation of Experience

    7 of the definition of open-world game and its many iteration will be guided by an early example through Shenmue (Sega Games, 1999).Shenmue was indisputably not the first video game that utilised the open-world environment format, as games such as Ultima I: The First Age of Darkness (1981), developed by Richard Garriot, and Elite (1984), pioneered the characteristics

  26. Playing video games doesn't lead to violent behaviour, study shows

    Last modified on Wed 22 Jul 2020 17.23 EDT. Video games do not lead to violence or aggression, according to a reanalysis of data gathered from more than 21,000 young people around the world. The ...

  27. Thesis Statement Throwdown!

    Here's how it works: Step 1: Write an essay prompt on the board. I vary my questions between informative and argumentative topics. KQED's Do Now series is an excellent place to grab writing prompts! Step 2: Put students into small groups and give them 5 minutes to construct a solid thesis statement in response to the essay question.

  28. Could a video game developer win the Nobel Prize for Literature?

    Screenshot from the video game Papers, Please. Papers, Please A quintessential example is The Stanley Parable (2011), where the player takes the role of a worker in a strangely deserted office.

  29. Video Of Russell Wilson And Jaylen Brown Went Viral After Cavs-Celtics Game

    All-Star forward Jaylen Brown finished the game with 11 points, four rebounds, seven assists, one steal and one block while shooting 4/9 from the field and 1/3 from the three-point range in 41 ...

  30. Regis University ePublications at Regis University

    PlayStation 4 version. Johnathan Blow. January 26, 2016. Video Game. Mathematics Education for a New Era: Video Games as a Medium for learning . This book will become the guide that I base most of my thesis on. It looks at current games out there for mathematics and what they look like in order to see where