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Essay on Gaming Experience

Students are often asked to write an essay on Gaming Experience in their schools and colleges. And if you’re also looking for the same, we have created 100-word, 250-word, and 500-word essays on the topic.

Let’s take a look…

100 Words Essay on Gaming Experience

What is gaming.

Gaming means playing electronic games. This can be done on computers, consoles like the PlayStation, or even phones. People play games to have fun, relax, or sometimes even to compete with others.

Types of Games

There are many kinds of games. Some are played alone, like many puzzle games. Others are played with friends or online with people from around the world. Games can be adventures, sports, or make-believe worlds.

Why Gaming is Fun

Games are fun because they let you do things you can’t in real life. You can score winning goals, fight dragons, or build cities. It’s like being inside a story or movie.

Gaming with Others

Playing with others can make games more exciting. You can work as a team or play against each other. It’s a way to make new friends or spend time with old ones.

Learning from Games

Games can also help you learn. They can teach problem-solving, help with learning new words, or even history and science. Some games are made just for learning.

250 Words Essay on Gaming Experience

What is gaming experience.

Gaming experience is all about how you feel when you play video games. It’s like going on an adventure without leaving your house. You can be a hero in a story, solve puzzles, or compete with friends. The fun you have and the challenges you face all make up your gaming experience.

Different Types of Games

There are many kinds of games. Some are single-player, where you play alone. Others are multiplayer, where you play with or against other people. Games can also be easy or hard. Easy games can make you feel relaxed, while hard games can be exciting and make you think hard.

Games can teach you things. You might learn how to manage resources in a strategy game or pick up new words in a puzzle game. Sometimes, you learn how to work with others in a team game. These lessons can help you in real life too.

Technology and Gaming

The devices you play games on are important. They can be computers, consoles like PlayStation, or even mobile phones. Better technology can make games look prettier and run smoother, which can make your gaming experience more enjoyable.

Friends and Community

Playing with friends can make games more fun. You can share tips, celebrate when you win, or laugh when things don’t go as planned. Some games also have big groups of players who talk and play together, which is called a community.

In conclusion, gaming experience is about the joy, learning, and friendships you find in video games. It’s different for everyone because we all like different games and play in our own unique ways.

500 Words Essay on Gaming Experience

When we talk about gaming experience, we are talking about the feelings and thoughts a person has while playing a video game. It’s like going on an adventure without leaving your room. The game can be on a computer, a console like PlayStation or Xbox, or even on a mobile phone. The experience can be full of action, like being a superhero, or calm, like building a farm.

There are many kinds of games. Some are single-player, where you play by yourself. Others are multiplayer, where you play with or against other people online. Games can be for fun, like ‘Minecraft’, or they can teach you something, like ‘Math Blaster’. There are also different styles, like sports games, where you can play soccer or basketball, and role-playing games, where you can be a knight or a wizard.

Graphics and Sound

What you see and hear in a game is very important. Good graphics can make a game look almost real, while fun sounds and music can make you feel excited or scared. Some games are simple and don’t have fancy graphics, but they can still be very fun to play.

Story and Characters

Many games have stories, just like books or movies. You might need to save a princess or solve a mystery. The people or animals you meet in the game are called characters. Some of these characters can become very famous, like Mario or Sonic. A good story and interesting characters can make a game much more fun.

Controls and Gameplay

How you play the game is also important. This is called gameplay. In some games, you might use a joystick or gamepad, and in others, you might just use your fingers on a screen. The controls should be easy to use, or it can be frustrating. If the gameplay is good, you can get lost in the game for hours.

Challenges and Rewards

Games can be easy or hard. The challenge is trying to win or beat the game. Sometimes you get rewards in the game, like coins or new levels. These rewards can make you feel happy and want to keep playing. Some games also let you play with your friends and see who can get the highest score.

Online Communities

Many people who play games like to talk to other players on the internet. They can share tips or just chat about their favorite games. This is called an online community. Being part of a community can make gaming even more fun.

Gaming experience is about having fun, learning new things, and sometimes making new friends. Whether you like fast games or slow ones, playing by yourself or with others, there’s a game out there for everyone. The most important thing is to enjoy the adventure and have a good time.

That’s it! I hope the essay helped you.

If you’re looking for more, here are essays on other interesting topics:

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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.

gaming experience essay

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  • Apr 7, 2021

Interesting College Essay Topics: Video Games & Esports Part 2

Updated: Jul 12, 2023

gaming experience essay

Welcome to part 2 of our blog series about video games and esports in the college application process. If you've already read part 1 , feel free to skip to the new material focusing on competitive multiplayer games . If you haven't read part 1 , I highly recommend reading that post first, as I tackle some foundational ideas about how a single piece of culture can affect a person's values .

I'm a nerd, let's get that out of the way. I grew up immersed sci-fi, fantasy, movies, television shows, anime, video games, board games, tabletop games, and even read certain textbooks for fun (still do, looking at you A Modern History of Japan: From Tokugawa Times to The Present ). My childhood pre-dated critically and commercially acclaimed comic book movies, the ability to make a living by streaming video games online, and the widespread adoption of video games for everyday audiences (think mobile phone games, or the Nintendo Wii in the mid-2000s). To put it simply, it's a lot easier to openly embrace nerdy culture now than it was during my childhood.

The social stigma and ostracization of being a "nerd" led me to hide many of my hobbies and interests from friends and family for most of my life. Sadly, I still hear echoes of these feelings in students I work with today. It's not uncommon to hear a student say, "It's easier to just say nothing than try to explain my interests, hobbies, or passions." This breaks my heart, and for this reason I've become more open about my nerdy side and encourage students to do the same.

So what does all this have to do with the college search and application process? As an admission officer and a college counselor, I've read too many essays and applications focusing on students telling me what they think I want to hear. What they don't realize is that the thing I want to read about is an authentic, introspective, and self-aware portrait of who they are as a person. Families tend to reinforce this censorship of a students personality, often both knowingly and unknowingly. We all see the stories of the 4.0 GPA, 1550 SAT, honor society student and that's what has become the standard of success. What most families don't see, but I have, is the student with an average GPA and test score that can successfully articulate why they actually participate in extracurriculars; explain their values; describe what problems they want to solve in the world; and write a unique essay that reflects who they are as a person, not just what they've accomplished. I've read thousands of essays by this point in my relatively young career, and the handful that have stuck with me had nothing to do with the students' grades, test scores, or accomplishments.

So, over the next few blog posts, I want to write about a topic that seems to grow more common each year I work with students and families: video games. It's a tale as old as the ~1980s: a parent is concerned because their student is spending too much time playing video games and not engaging with the world. I'll be the first to concede that not all students who play video games should be writing a college essay about them, and sometimes video games are just a temporary escape from the stress of life (same as movies, television, books, and any number of other hobbies). However, I'm going to posit the idea that there are a lot of students out there who have a true passion for video games and, with a little introspection, can turn that passion into a powerful asset for their college application.

During this multi-part college essay blog series, I'm going to review a few different ways to tackle the topics of video games:

The Personal Impact of Video Games

Artistic, Emotional, or Developmental Impact of a Single Player Game

Impact of a Competitive Multiplayer Game ( You Are Here )

Impact of a Social or Cooperative Multiplayer Game

The Impact of Video Games on a Student's Professional or Academic Path

Video Games as a Catalyst for Pursuing a STEM Education

Video Games as an Interdisciplinary Collaborative

As a reader, I want you to keep in mind two more universally understood concepts into which we can distill these essays:

An introspective look into how a form of culture has shaped a student's ideas, beliefs, values, and personality.

An introspective look into how a student began a journey to help shape others through the act of creation or innovation.

Impact of a Competitive Multiplayer Game

It's a Saturday, no homework or tests, all of the chores are done, and a student is looking to have some fun with a pickup game. None of the student's friends are available, so they head to a community gathering spot and join some strangers to play on a team. It's a five-on-five match and all of these people are strangers to one another. They all know the rules of the game, but they don't know each other's strengths, weaknesses, or general temperaments. Together they need to adapt, communicate, and leverage each other's talents. The players are stressed and the air is tense, any number of mistakes could lead to arguments amongst these strangers. The competition is fierce and no individual person has enough talent to win alone, so this group of strangers has to become a unified team to claim victory.

gaming experience essay

I'm not describing a pickup game of basketball, soccer, or rugby at a local community park. I'm describing League of Legends, an incredibly popular competitive team-based strategy game that pits two teams of five strangers against each other in matches that, on average, last from 30-45 minutes. For those not familiar with League of Legends, imagine a game of chess with over 60 unique pieces from which to choose. Each player on your team can only choose and control one piece. Ultimately these two teams of five make moves at the exact same time (instead of taking turns) advancing through "lanes" and destroying the opposing team's "nexus" (base). The game is a mix of strategy based on immense game knowledge, real-time reaction speed against living opponents, and delicate social management to keep five strangers from losing their tempers or the will to win.

An essay focusing on experiences with competitive video games tends to be less reliant on the art, characters, or story and more on development of skills that can be applicable to the world outside of video games. These are essays that also tend to highlight a student's interest in esports (professional/collegiate level teams for competitive video games). Let's look at a quick example using League of Legends:

A student begins to play an online competitive game. They aren't the best at first, but with time and practice they begin to climb the official ranking system for the game. They hone their situational awareness, problem solving and critical thinking skills, and ability to adapt their plans and strategies to everchanging circumstances. Eventually, their practice has yielded significant increases in personal skill, but this isn't a game where one player can win the entire game for their team. So now the student has to develop a completely separate set of skills independent of their own performance. During the next 30-45 minutes the student will have to maintain a balancing act of demonstrating leadership, supporting their teammates, and playing peacekeeper if tensions run high amongst teammates. But here's the catch: the student needs to do all of this using only text. Ultimately, a student should be able to highlight personal growth, development of leadership and mediation skills, and explain how this growth and development has affected their life outside of video games.

gaming experience essay

The above example is very common, but students often lack the vocabulary or introspection to translate their experiences into lessons or skills that the general public would understand. One exercise to help a student feel more comfortable discussing their growth through competitive video games is to have them look at the experiences through a lens of competitive sports. High schools and colleges have no problem recognizing the benefits gained through competitive sports and terminology to highlight this kind of growth already exists and is readily available. Students can start by thinking about the common narratives surrounding benefits from sports, and then modify them to fit their personal experiences based on competitive video games. Here are some common questions or thoughts that might help a student get started on an essay focusing on competitive multiplayer gaming:

How and why did you get involved in competitive gaming? Are you a naturally competitive person who was drawn to that kind of game? Were you coerced into playing a competitive game because of a friend? Is playing an online game how you hang out with your friends? Think of the origin story for your passion about competitive video games.

How have you changed since you started playing competitive video games? Are you more confident? Have you strengthened your leadership or communication skills? Have you developed some resilience or grit through dealing with unruly teammates or losing a hard-fought match? I cannot emphasize enough the importance of describing your journey and transformation. After all, you are the star of this essay.

Are you interested in playing competitively at the collegiate level? Esports is the fastest growing college and high school sport in the world and a college that is putting esports as a strategic priority will be looking for talented and competitive students to help bolster their program. Demonstrating interest in a college's specific program might give you a slight edge in the admissions process.

What are some examples of lessons you learned through competitive gaming and how have you put them into practice outside of the game? If you have identified skills or lessons learned through these competitive video games and believe you have grown from these experiences then the next step is to show the reader how these changes have manifested in your everyday life.

Have you or your team actually competed in a local, state, regional, or national video game competition? If so, make sure to speak about this experience, what it entailed, and how you grew from it. Don't fall into the trap of spending your precious word count to tell a recount every detail about the event. Spend majority of your essay (60-80%) focusing on what you did during the event, how you utilized your newfound skills, why the event was meaningful, and where did you take your passion after the event (did you continue to participate in competitions)?

gaming experience essay

When talking with students and parents about how to utilize competitive video games in college applications, I usually ask about the student's interest in esports. It's important to realize not every student who plays a competitive video game is looking to play competitively in college (or after). The esports world is particularly competitive, and a student needs to be an exceptional player to continue competitively after the collegiate level. There will be a blog post later in the series focusing on the world of collegiate esports, but I did want to clarify for both students and parents that playing competitive video games can be an asset without a student needing to be involved in a collegiate esports program.

I hope that after reading this students feel a little more empowered to be vocal about their passions, and families feel a little more comfortable with the prospect of their student writing about the impact a competitive video game might have had on them. In part 3, we'll take a look at how a student can take their experience from social or cooperative multiplayer games and turn it into an interesting essay topic.

Subscribe to our newsletter to stay up to date on this blog post series and receive free monthly newsletters about higher education and college admissions news and advice. As always, if you have questions or a topic you'd like to hear more about, please don't hesitate to reach out to us directly.

gaming experience essay

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Home — Essay Samples — Entertainment — Video Games — Video Games and Their Impact

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Video Games and Their Impact

  • Categories: Cognitive Development Video Games

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Words: 433 |

Published: Feb 12, 2024

Words: 433 | Page: 1 | 3 min read

References:

  • Barr, Matthew. “Video Games Can Turn University Graduates into Better Employees.” The Guardian, Guardian News and Media, 2019.
  • Etchells, Pete. “Five Damaging Myths about Video Games – Let’s Shoot ‘Em Up.” The Guardian, 2019.

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Chapter 6: 21st-century media and issues

6.5.1 Literacy in video games (argument from experience)

Anonymous English 102 Writer

February 2021

Most hobbies that people enjoy for day to day entertainment are at least in some way related to literacy or at least communication. Most hobbies that are meant for someone to enjoy on their own typically are oriented more towards reading. On the other hand, hobbies that are more oriented to be enjoyed with other people are obviously more focused towards communicating with others. Communication exists in a lot more hobbies than most people would expect. It almost always exists in any hobby, at least to some extent. In my experience, a hobby of mine that usually involves a lot of communication is playing video games with friends. In order to effectively play, each teammate will have to communicate with each other to win. I also from time to time play games that are single player that require more of a reading aspect to be enjoyed more. Put together all genres of games include all the aspects of literacy in some way.

The first type of video game I mentioned is the multiplayer games that involve a lot of communication. Not every multiplayer game needs the teammates to communicate with each other but as the risks and stakes of the game get higher and higher communication becomes more and more of a necessity to win. Games with higher stakes that I play such as Call of Duty Warzone can get pretty intense near the end of the game and communicating with teammates can often make the difference between winning and losing. When someone plays a game similar to warzone and cannot communicate with teammates, they often will not have any help from their teammates because they cannot ask for it. Players like this will only be able to use the extremely simple in game form of communication called pinging. Pinging is a very simple way to communicate with teammates but with it being so simple it lacks a way to tell teammates anything other than the location of either enemies or the location the team should move to. Pinging is a button one can press the puts a marker on the map that can either indicate a move or where enemies have been or still are so teammates that cannot speak are still able to have a small amount of communication. On the other hand, microphones allow players to communicate with each other much more effectively. With microphones players can give callouts to their teammates whenever they want without disrupting their gameplay or movement at all. Verbal communication is vastly superior to pinging in multiple ways. When verbally communicating a player can call out enemies constantly instead of having to repeatedly press the ping button as the enemies move to a different location. It is also much easier to callout different variables such as the gas circles moving in so teammates know they need to move away from it. When the game gets closer and closer to the end, giving verbal callouts to teammates becomes more and more vital. At the end of the game the circle in which all the remaining players are playing in is extremely small and quick communication is extremely important, in this phase of the game pinging things most likely will not suffice. In the end, if each teammate gives good, effective communication, the team might be able to pull off a victory. One specific example of this occurring was in a game of warzone I played with two friends of mine recently. After jumping from the plane at the start of the game we landed at a location many other players had also landed at. We would not have survived that initial landing if we had not communicated and told each other where we had seen enemies and where useful weapons were, as we searched the building separately. For the majority of that game, we stayed on the roof of the building we landed at in the beginning because the gas zone did not require us to leave yet. Since we stayed still, we sniped other people from the roof all while each of us called out the people we saw through our scopes to each other. Since our views were so zoomed in on distant locations it became even more important to do this because it would be much easier for one of us to be unable to see an enemy that was, for example, off to the side and out of our view. As the gas zone got smaller, we were forced to jump off of the rooftop and down to the street below. As this happened, however, we found out that another team had been hiding on the base floor of the building we were in the entire team and they started to shoot at us as we parachuted down to the street. Both of my teammates died from this, but we also managed to kill two of them before that happened. At that point it was only me and the one other enemy left in the game and through the communication of my teammates spectating me I was able to sneak through the other side of the building he was hiding in while being reminded by my teammates to check corners and doorways until I snuck up behind the enemy and defeated him to win the game.

gaming experience essay

This image displays just some of the various examples of the way teammates in warzone need to communicate with each other. Telling a teammate about an ammunition box they may not have seen can make the difference between them defeating an enemy and running out of bullets when they need it the most. Similarly, telling teammates about the zone could be very helpful if they were not paying attention and didn’t see it coming. Any of these various ways teammates can communicate and many others are a very helpful way to potentially change the outcome of the game in your favor.

Alternatively, single player games are much more reliant on reading than on communication. Since there is no one to communicate with, obviously communication is not really a part of effectively playing single player games. An example of single player games that I play that require at least some reading is games from the Fallout series. These games are single player and have many instances around their open worlds of pieces of writing that can give the player useful information. This reading may not always be vital to success in the game, but it is still a higher level of reading and literacy than most games. These pieces of reading are usually not very intense levels of reading but give the game a more complex level of literacy and make the world feel more inhabited and alive. Often the reading takes the form of small notes and sometimes books. These notes usually give the player hints and clues about where to find extra money and gear to use in other aspects of the game. Other times the notes and books tell stories of non-player characters that exist to add story to the world. These stories usually give details of the struggle for survival in the post-apocalyptic world the game takes place in. Even small stories like that can be beneficial to the player because they can reveal secrets about things like safe combinations and secret locations. Whatever the type of reading, these small pieces of reading play a small part in increasing the literacy of the game.

Understanding Literacy in Our Lives by Anonymous English 102 Writer is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License , except where otherwise noted.

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Does Video Gaming Have Impacts on the Brain: Evidence from a Systematic Review

Denilson brilliant t..

1 Department of Biomedicine, Indonesia International Institute for Life Sciences (i3L), East Jakarta 13210, Indonesia

2 Smart Ageing Research Center (SARC), Tohoku University, Sendai 980-8575, Japan; pj.ca.ukohot@iur (R.N.); pj.ca.ukohot@atuyr (R.K.)

3 Department of Cognitive Health Science, Institute of Development, Aging and Cancer (IDAC), Tohoku University, Sendai 980-8575, Japan

Ryuta Kawashima

4 Department of Functional Brain Imaging, Institute of Development, Aging and Cancer (IDAC), Tohoku University, Sendai 980-8575, Japan

Video gaming, the experience of playing electronic games, has shown several benefits for human health. Recently, numerous video gaming studies showed beneficial effects on cognition and the brain. A systematic review of video gaming has been published. However, the previous systematic review has several differences to this systematic review. This systematic review evaluates the beneficial effects of video gaming on neuroplasticity specifically on intervention studies. Literature research was conducted from randomized controlled trials in PubMed and Google Scholar published after 2000. A systematic review was written instead of a meta-analytic review because of variations among participants, video games, and outcomes. Nine scientific articles were eligible for the review. Overall, the eligible articles showed fair quality according to Delphi Criteria. Video gaming affects the brain structure and function depending on how the game is played. The game genres examined were 3D adventure, first-person shooting (FPS), puzzle, rhythm dance, and strategy. The total training durations were 16–90 h. Results of this systematic review demonstrated that video gaming can be beneficial to the brain. However, the beneficial effects vary among video game types.

1. Introduction

Video gaming refers to the experience of playing electronic games, which vary from action to passive games, presenting a player with physical and mental challenges. The motivation to play video games might derive from the experience of autonomy or competing with others, which can explain why video gaming is pleasurable and addictive [ 1 ].

Video games can act as “teachers” depending on the game purpose [ 2 ]. Video gaming has varying effects depending on the game genre. For instance, an active video game can improve physical fitness [ 3 , 4 , 5 , 6 ], whereas social video games can improve social behavior [ 7 , 8 , 9 ]. The most interesting results show that playing video games can change cognition and the brain [ 10 , 11 , 12 , 13 ].

Earlier studies have demonstrated that playing video games can benefit cognition. Cross-sectional and longitudinal studies have demonstrated that the experience of video gaming is associated with better cognitive function, specifically in terms of visual attention and short-term memory [ 14 ], reaction time [ 15 ], and working memory [ 16 ]. Additionally, some randomized controlled studies show positive effects of video gaming interventions on cognition [ 17 , 18 ]. Recent meta-analytical studies have also supported the positive effects of video gaming on cognition [ 10 , 11 , 12 , 13 ]. These studies demonstrate that playing video games does provide cognitive benefits.

The effects of video gaming intervention are ever more widely discussed among scientists [ 13 ]. A review of the results and methodological quality of recently published intervention studies must be done. One systematic review of video gaming and neural correlates has been reported [ 19 ]. However, the technique of neuroimaging of the reviewed studies was not specific. This systematic review reviewed only magnetic resonance imaging (MRI) studies in contrast to the previous systematic review to focus on neuroplasticity effect. Neuroplasticity is capability of the brain that accommodates adaptation for learning, memorizing, and recovery purposes [ 19 ]. In normal adaptation, the brain is adapting to learn, remember, forget, and repair itself. Recent studies using MRI for brain imaging techniques have demonstrated neuroplasticity effects after an intervention, which include cognitive, exercise, and music training on the grey matter [ 20 , 21 , 22 , 23 , 24 ] and white matter [ 25 , 26 , 27 , 28 , 29 ]. However, the molecular mechanisms of the grey and white matter change remain inconclusive. The proposed mechanisms for the grey matter change are neurogenesis, gliogenesis, synaptogenesis, and angiogenesis, whereas those for white matter change are myelin modeling and formation, fiber organization, and angiogenesis [ 30 ]. Recent studies using MRI technique for brain imaging have demonstrated video gaming effects on neuroplasticity. Earlier imaging studies using cross-sectional and longitudinal methods have shown that playing video games affects the brain structure by changing the grey matter [ 31 , 32 , 33 ], white matter [ 34 , 35 ], and functional connectivity [ 36 , 37 , 38 , 39 ]. Additionally, a few intervention studies have demonstrated that playing video games changed brain structure and functions [ 40 , 41 , 42 , 43 ].

The earlier review also found a link between neural correlates of video gaming and cognitive function [ 19 ]. However, that review used both experimental and correlational studies and included non-healthy participants, which contrasts to this review. The differences between this and the previous review are presented in Table 1 . This review assesses only experimental studies conducted of healthy participants. Additionally, the cross-sectional and longitudinal studies merely showed an association between video gaming experiences and the brain, showing direct effects of playing video games in the brain is difficult. Therefore, this systematic review specifically examined intervention studies. This review is more specific as it reviews intervention and MRI studies on healthy participants. The purposes of this systematic review are therefore to evaluate the beneficial effects of video gaming and to assess the methodological quality of recent video gaming intervention studies.

Differences between previous review and current review.

CT, computed tomography; fMRI, functional magnetic resonance imaging; MEG, magnetoencephalography MRI, magnetic resonance imaging; PET, positron emission tomography; SPECT, single photon emission computed tomography; tDCS, transcranial direct current stimulation; EEG, electroencephalography; NIRS, near-infrared spectroscopy.

2. Materials and Methods

2.1. search strategy.

This systematic review was designed in accordance with the PRISMA checklist [ 44 ] shown in Appendix Table A1 . A literature search was conducted using PubMed and Google Scholar to identify relevant studies. The keywords used for the literature search were combinations of “video game”, “video gaming”, “game”, “action video game”, “video game training”, “training”, “play”, “playing”, “MRI”, “cognitive”, “cognition”, “executive function”, and “randomized control trial”.

2.2. Inclusion and Exclusion Criteria

The primary inclusion criteria were randomized controlled trial study, video game interaction, and MRI/fMRI analysis. Studies that qualified with only one or two primary inclusions were not included. Review papers and experimental protocols were also not included. The secondary inclusion criteria were publishing after 2000 and published in English. Excluded were duration of less than 4 weeks or unspecified length intervention or combination intervention. Also excluded were studies of cognition-based games, and studies of participants with psychiatric, cognitive, neurological, and medical disorders.

2.3. Quality Assessment

Each of the quality studies was assessed using Delphi criteria [ 45 ] with several additional elements [ 46 ]: details of allocation methods, adequate descriptions of control and training groups, statistical comparisons between control and training groups, and dropout reports. The respective total scores (max = 12) are shown in Table 3. The quality assessment also includes assessment for risk of bias, which is shown in criteria numbers 1, 2, 5, 6, 7, 9, and 12.

2.4. Statistical Analysis

Instead of a meta-analysis study, a systematic review of the video game training/video gaming and the effects was conducted because of the variation in ranges of participant age, video game genre, control type, MRI and statistical analysis, and training outcomes. Therefore, the quality, inclusion and exclusion, control, treatment, game title, participants, training period, and MRI analysis and specification of the studies were recorded for the respective games.

The literature search made of the databases yielded 140 scientific articles. All scientific articles were screened based on inclusion and exclusion criteria. Of those 140 scientific articles, nine were eligible for the review [ 40 , 41 , 42 , 43 , 47 , 48 , 49 , 50 , 51 ]. Video gaming effects are listed in Table 2 .

Summary of beneficial effect of video gaming.

Duration was converted into weeks (1 month = 4 weeks); DLPFC, dorsolateral prefrontal cortex; GM, grey matter; FPS, first person shooting. * Participants were categorized based on how they played during the video gaming intervention.

We excluded 121 articles: 46 were not MRI studies, 16 were not controlled studies, 38 were not intervention studies, 13 were review articles, and eight were miscellaneous, including study protocols, non-video gaming studies, and non-brain studies. Of 18 included scientific articles, nine were excluded. Of those nine excluded articles, two were cognitive-based game studies, three were shorter than 4 weeks in duration or were without a specified length intervention, two studies used a non-healthy participant treatment, and one was a combination intervention study. A screening flowchart is portrayed in Figure 1 .

An external file that holds a picture, illustration, etc.
Object name is brainsci-09-00251-g001.jpg

Flowchart of literature search.

3.1. Quality Assessment

The assessment methodology based on Delphi criteria [ 45 ] for the quality of eligible studies is presented in Table 3 . The quality scores assigned to the studies were 3–9 (mean = 6.10; S.D. = 1.69). Overall, the studies showed fair methodological quality according to the Delphi criteria. The highest quality score of the nine eligible articles was assigned to “Playing Super Mario 64 increases hippocampal grey matter in older adult” published by West et al. in 2017, which scored 9 of 12. The scores assigned for criteria 6 (blinded care provider) and 7 (blinded patient) were lowest because of unspecified information related to blinding for those criteria. Additionally, criteria 2 (concealed allocation) and 5 (blinding assessor) were low because only two articles specified that information. All articles met criteria 3 and 4 adequately.

Methodological quality of eligible studies.

Q1, Random allocation; Q2, Concealed allocation; Q3, Similar baselines among groups; Q4, Eligibility specified; Q5, Blinded assessor outcome; Q6, Blinded care provider; Q7, Blinded patient; Q8, Intention-to-treat analysis; Q9, Detail of allocation method; Q10, Adequate description of each group; Q11, Statistical comparison between groups; Q12, Dropout report (1, specified; 0, unspecified).

3.2. Inclusion and Exclusion

Most studies included participants with little or no experience with gaming and excluded participants with psychiatric/mental, neurological, and medical illness. Four studies specified handedness of the participants and excluded participants with game training experience. The inclusion and exclusion criteria are presented in Table 4 .

Inclusion and exclusion criteria for eligible studies.

i1, Little/no experience in video gaming; i2, Right-handed; i3, Sex-specific; e1, Psychiatric/mental illness; e2, Neurological illness; e3, Medical illness; e4, MRI contraindication; e5, experience in game training.

3.3. Control Group

Nine eligible studies were categorized as three types based on the control type. Two studies used active control, five studies used passive control, and two studies used both active and passive control. A summary of the control group is presented in Table 5 .

Control group examined eligible studies.

3.4. Game Title and Genre

Of the nine eligible studies, four used the same 3D adventure game with different game platforms, which were “Super Mario 64” original and the DS version. One study used first-person shooting (FPS) shooting games with many different game titles: “Call of Duty” is one title. Two studies used puzzle games: “Tetris” and “Professor Layton and The Pandora’s Box.” One study used a rhythm dance game: Dance Revolution. One study used a strategy game: “Space Fortress.” Game genres are presented in Table 6 .

Genres and game titles of video gaming intervention.

* West et al. used multiple games; other games are Call of Duty 2, 3, Black Ops, and World at War, Killzone 2 and 3, Battlefield 2, 3, and 4, Resistance 2 and Fall of Man, and Medal of Honor.

3.5. Participants and Sample Size

Among the nine studies, one study examined teenage participants, six studies included young adult participants, and two studies assessed older adult participants. Participant information is shown in Table 7 . Numbers of participants were 20–75 participants (mean = 43.67; S.D. = 15.63). Three studies examined female-only participants, whereas six others used male and female participants. Six studies with female and male participants had more female than male participants.

Participant details of eligible studies.

3.6. Training Period and Intensity

The training period was 4–24 weeks (mean = 11.49; S.D. = 6.88). One study by Lee et al. had two length periods and total hours because the study examined video game training of two types. The total training hours were 16–90 h (mean = 40.63; S.D. = 26.22), whereas the training intensity was 1.5–10.68 h/week (mean = 4.96; S.D. = 3.00). One study did not specify total training hours. Two studies did not specify the training intensity. The training periods and intensities are in Table 8 .

Periods and intensities of video gaming intervention.

The training length was converted into weeks (1 month = 4 weeks). ns, not specified; n/a, not available; * exact length is not available.

3.7. MRI Analysis and Specifications

Of nine eligible studies, one study used resting-state MRI analysis, three studies (excluding that by Haier et al. [ 40 ]) used structural MRI analysis, and five studies used task-based MRI analysis. A study by Haier et al. used MRI analyses of two types [ 40 ]. A summary of MRI analyses is presented in Table 9 . The related resting-state, structural, and task-based MRI specifications are presented in Table 10 , Table 11 and Table 12 respectively.

MRI analysis details of eligible studies.

* Haier et al. conducted structural and task analyses. + Compared pre-training and post-training between groups without using contrast. TFCE, Threshold Free Cluster Enhancement; FEW, familywise error rate; FDR, false discovery rate.

Resting-State MRI specifications of eligible studies.

Structural MRI specifications of eligible studies.

Task-Based MRI specifications of eligible studies.

All analyses used 3 Tesla magnetic force; TR = repetition time; TE = echo time, ns = not specified.

4. Discussion

This literature review evaluated the effect of noncognitive-based video game intervention on the cognitive function of healthy people. Comparison of studies is difficult because of the heterogeneities of participant ages, beneficial effects, and durations. Comparisons are limited to studies sharing factors.

4.1. Participant Age

Video gaming intervention affects all age categories except for the children category. The exception derives from a lack of intervention studies using children as participants. The underlying reason for this exception is that the brain is still developing until age 10–12 [ 52 , 53 ]. Among the eligible studies were a study investigating adolescents [ 40 ], six studies investigating young adults [ 41 , 42 , 43 , 47 , 49 , 51 ] and two studies investigating older adults [ 48 , 50 ].

Differences among study purposes underlie the differences in participant age categories. The study by Haier et al. was intended to study adolescents because the category shows the most potential brain changes. The human brain is more sensitive to synaptic reorganization during the adolescent period [ 54 ]. Generally, grey matter decreases whereas white matter increases during the adolescent period [ 55 , 56 ]. By contrast, the cortical surface of the brain increases despite reduction of grey matter [ 55 , 57 ]. Six studies were investigating young adults with the intention of studying brain changes after the brain reaches maturity. The human brain reaches maturity during the young adult period [ 58 ]. Two studies were investigating older adults with the intention of combating difficulties caused by aging. The human brain shrinks as age increases [ 56 , 59 ], which almost invariably leads to declining cognitive function [ 59 , 60 ].

4.2. Beneficial Effects

Three beneficial outcomes were observed using MRI method: grey matter change [ 40 , 42 , 50 ], brain activity change [ 40 , 43 , 47 , 48 , 49 ], and functional connectivity change [ 41 ]. The affected brain area corresponds to how the respective games were played.

Four studies of 3D video gaming showed effects on the structure of hippocampus, dorsolateral prefrontal cortex (DLPFC), cerebellum [ 42 , 43 , 50 ], and DLPFC [ 43 ] and ventral striatum activity [ 49 ]. In this case, the hippocampus is used for memory [ 61 ] and scene recognition [ 62 ], whereas the DLPFC and cerebellum are used for working memory function for information manipulation and problem-solving processes [ 63 ]. The grey matter of the corresponding brain region has been shown to increase during training [ 20 , 64 ]. The increased grey matter of the hippocampus, DLPFC, and cerebellum are associated with better performance in reference and working memory [ 64 , 65 ].

The reduced activity of DLPFC found in the study by Gleich et al. corresponds to studies that showed reduced brain activity associated with brain training [ 66 , 67 , 68 , 69 ]. Decreased activity of the DLPFC after training is associated with efficiency in divergent thinking [ 70 ]. 3D video gaming also preserved reward systems by protecting the activity of the ventral striatum [ 71 ].

Two studies of puzzle gaming showed effects on the structure of the visual–spatial processing area, activity of the frontal area, and functional connectivity change. The increased grey matter of the visual–spatial area and decreased activity of the frontal area are similar to training-associated grey matter increase [ 20 , 64 ] and activity decrease [ 66 , 67 , 68 , 69 ]. In this case, visual–spatial processing and frontal area are used constantly for spatial prediction and problem-solving of Tetris. Functional connectivity of the multimodal integration and the higher-order executive system in the puzzle solving-based gaming of Professor Layton game corresponds to studies which demonstrated training-associated functional connectivity change [ 72 , 73 ]. Good functional connectivity implies better performance [ 73 ].

Strategy gaming affects the DLPFC activity, whereas rhythm gaming affects the activity of visuospatial working memory, emotional, and attention area. FPS gaming affects the structure of the hippocampus and amygdala. Decreased DLPFC activity is similar to training-associated activity decrease [ 66 , 67 , 68 , 69 ]. A study by Roush demonstrated increased activity of visuospatial working memory, emotion, and attention area, which might occur because of exercise and gaming in the Dance Revolution game. Results suggest that positive activations indicate altered functional areas by complex exercise [ 48 ]. The increased grey matter of the hippocampus and amygdala are similar to the training-associated grey matter increase [ 20 , 64 ]. The hippocampus is used for 3D navigation purposes in the FPS world [ 61 ], whereas the amygdala is used to stay alert during gaming [ 74 ].

4.3. Duration

Change of the brain structure and function was observed after 16 h of video gaming. The total durations of video gaming were 16–90 h. However, the gaming intensity must be noted because the gaming intensity varied: 1.5–10.68 h per week. The different intensities might affect the change of cognitive function. Cognitive intervention studies demonstrated intensity effects on the cortical thickness of the brain [ 75 , 76 ]. A similar effect might be observed in video gaming studies. More studies must be conducted to resolve how the intensity can be expected to affect cognitive function.

4.4. Criteria

Almost all studies used inclusion criteria “little/no experience with video games.” The criterion was used to reduce the factor of gaming-related experience on the effects of video gaming. Some of the studies also used specific handedness and specific sex of participants to reduce the variation of brain effects. Expertise and sex are shown to affect brain activity and structure [ 77 , 78 , 79 , 80 ]. The exclusion criterion of “MRI contraindication” is used for participant safety for the MRI protocol, whereas exclusion criteria of “psychiatric/mental illness”, “neurological illness”, and “medical illness” are used to standardize the participants.

4.5. Limitations and Recommendations

Some concern might be raised about the quality of methodology, assessed using Delphi criteria [ 45 ]. The quality was 3–9 (mean = 6.10; S.D. = 1.69). Low quality in most papers resulted from unspecified information corresponding to the criteria. Quality improvements for the studies must be performed related to the low quality of methodology. Allocation concealment, assessor blinding, care provider blinding, participant blinding, intention-to-treat analysis, and allocation method details must be improved in future studies.

Another concern is blinding and control. This type of study differs from medical studies in which patients can be blinded easily. In studies of these types, the participants were tasked to do either training as an active control group or to do nothing as a passive control group. The participants can expect something from the task. The expectation might affect the outcomes of the studies [ 81 , 82 , 83 ]. Additionally, the waiting-list control group might overestimate the outcome of training [ 84 ].

Considering the sample size, which was 20–75 (mean = 43.67; S.D. = 15.63), the studies must be upscaled to emphasize video gaming effects. There are four phases of clinical trials that start from the early stage and small-scale phase 1 to late stage and large-scale phase 3 and end in post-marketing observation phase 4. These four phases are used for drug clinical trials, according to the food and drug administration (FDA) [ 85 ]. Phase 1 has the purpose of revealing the safety of treatment with around 20–100 participants. Phase 2 has the purpose of elucidating the efficacy of the treatment with up to several hundred participants. Phase 3 has the purpose of revealing both efficacy and safety among 300–3000 participants. The final phase 4 has the purpose of finding unprecedented adverse effects of treatment after marketing. However, because medical studies and video gaming intervention studies differ in terms of experimental methods, slight modifications can be done for adaptation to video gaming studies.

Several unresolved issues persist in relation to video gaming intervention. First, no studies assessed chronic/long-term video gaming. The participants might lose their motivation to play the same game over a long time, which might affect the study outcomes [ 86 ]. Second, meta-analyses could not be done because the game genres are heterogeneous. To ensure homogeneity of the study, stricter criteria must be set. However, this step would engender a third limitation. Third, randomized controlled trial video gaming studies that use MRI analysis are few. More studies must be conducted to assess the effects of video gaming. Fourth, the eligible studies lacked cognitive tests to validate the cognitive change effects for training. Studies of video gaming intervention should also include a cognitive test to ascertain the relation between cognitive function and brain change.

5. Conclusions

The systematic review has several conclusions related to beneficial effects of noncognitive-based video games. First, noncognitive-based video gaming can be used in all age categories as a means to improve the brain. However, effects on children remain unclear. Second, noncognitive-based video gaming affects both structural and functional aspects of the brain. Third, video gaming effects were observed after a minimum of 16 h of training. Fourth, some methodology criteria must be improved for better methodological quality. In conclusion, acute video gaming of a minimum of 16 h is beneficial for brain function and structure. However, video gaming effects on the brain area vary depending on the video game type.

Acknowledgments

We would like to thank all our other colleagues in IDAC, Tohoku University for their support.

PRISMA Checklist of the literature review.

For more information, visit: www.prisma-statement.org .

Author Contributions

D.B.T., R.N., and R.K. designed the systematic review. D.B.T. and R.N. searched and selected the papers. D.B.T. and R.N. wrote the manuscript with R.K. All authors read and approved the final manuscript. D.B.T. and R.N. contributed equally to this work.

Study is supported by JSPS KAKENHI Grant Number 17H06046 (Grant-in-Aid for Scientific Research on Innovative Areas) and 16KT0002 (Grant-in-Aid for Scientific Research (B)).

Conflicts of Interest

None of the other authors has any conflict of interest to declare. Funding sources are not involved in the study design, collection, analysis, interpretation of data, or writing of the study report.

Online Gaming Essay | Advantages and Disadvantages of Online Gaming

Online gaming is the most talked about fun topic among the teenagers of the 21st century. At the same time, it is the most talked about serious topic among the parents and teachers. Everyone has their own reasons to discuss online gaming. Our reason today is to help you write an Essay on Online Gaming so that you are exposed to the unseen side of online gaming addiction.

Long Essay on Online Gaming Addiction in 500 words | Argumentative Essay on Online Games Good or Bad

How online gaming started.

The Internet has changed the way we live, we eat, we dress, we work and we play. It has become a preferred and comfortable mode which has made our lives way too easy. Today almost everything is available at the click of a button. You ask for a thing and it reaches your doorstep within days. Amidst these gratifying moments, when we are saved from the daily hustle-bustle, another trend of online gaming has emerged. 

Advantages of Online Games

Online gaming is a huge platform today. A platform that has broken all barriers and boundaries amidst countries around the world. In online gaming, you can connect to anyone anywhere in the world and play. Sometimes you don’t even know with whom you are playing and this mystery makes the experience even more thrilling. It also gives the player an opportunity to make new friends from other countries and get a chance to showcase their talent worldwide.

Nowadays, many online gaming championships are organized where gamers get a platform to compete with the best of the best and enhance their skills. It has gained much popularity over the years because one can play an online game on even a basic smartphone. What one requires is a consistent internet connection. Developing, designing and marketing online games has turned into a full-fledged profession and many are earning their bread and butter through it. 

Disadvantages of Online Gaming

But then there is always the other side of a coin which is often dark and dingy. The other side of online gaming is not only dark but dreadful too. Many tend to become addicted to online gaming and it takes away all of their productive time. When money gets involved in it through betting, families are ruined. It pulls an individual into isolation as mostly online gamers play alone. Their social interaction becomes nil which leads to depression and loneliness.

Online harassment through many gaming sites is not a new thing. Children can easily be trapped in this way. Long hours spent in front of the computer can harm their posture and eyes too. These games, through their catchy visuals, entice young children and they become addicted to them to such an extent that they forget to eat or sleep and prefer to sit in front of the screen all the time. Such addiction not only harms the individual but the whole family suffers due to it. Besides social effects, there are many psychological symptoms like anxiety, irritability and uncontrollable mood swings which take a toll on the health of an individual due to addiction.  

Ways to Control Online Gaming Addiction

Self-control, time management and focus can serve as the three pillars for fighting the addiction to online gaming. The external prohibitions from the government in the form of laws, certain regulations and even a ban on a few of them are not going to solve the problem. Good parenting, positive family time and socializing with friends can prove to be helpful.  In some severe cases, guidance from a counsellor could become necessary. Positive reinforcement & support from loved ones is required for an individual to come out of this addiction. 

‘Nothing can be more exciting and thrilling than a victory in real life’. So, let’s look forward to a win in real life than online.

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What Makes for a Good Gaming Experience?

gaming

Not into the gaming scene? Seems like there’s never been a better time to find out what all the hype is about. Gaming isn’t what it used to be. Thinking back to 15, 20 years ago, gamers were usually stereotyped as kids who were glued  to their Sega or Nintendo boxes. Fast forward time, and the shift from console-based gaming to online gaming, largely due to developments in broadband capabilities, has opened up a myriad of opportunities in the multiplayer gaming world and led to some serious changes in the audience demographic.  But what can these advancements in the market be attributed to?

Avid gamers would probably agree that it’s more than just speed, but latency has much to do with the improvements made in online gaming. Here’s a quick explanation for us non-gamers:

Latency is the measurement of how fast content can move from your connected device to the server–where a player is waiting on the other end to react to your move–and back again. Also known as the “ping” time, latency is critical because it can make the overall gaming experience either slow and frustrating or instant and gratifying. In other words, low latency gives you a winning advantage, which means everything to a gamer.

Thaddeus Frogley, a game developer in the United Kingdom who has worked on popular games series such as Grand Theft Auto for XBOX and XCom Apocalypse, explains that a consistent, low latency is always the goal to achieving a satisfactory gaming experience. “A ping time of 30ms or less feels instant to all but the most discerning gamer. At 300 ms there is a noticeable delay.” So, the closer to 0 the better. You don’t want to be counting the seconds between hitting a button and having your character react. A latency of 500 ms? Frogley says that’s pretty much unplayable.

Important to note, however, is that latency is different from bandwidth. While speed matters for latency, bandwidth is about the size of the space that latency has to travel through. Both latency and bandwidth play critical roles in how fast your Internet connection is, which ultimately determines the quality of your gaming experience.  Plugthingsin.com , a website which helps Internet users find service providers for their home, explains this cause and effect role very succinctly by using a NASCAR  metaphor. In the metaphor, the race track represents bandwidth. If the track only allows for one or two lanes of cars, congestion will inevitably ensue and slow all of the cars down, just like low bandwidth will cause a backup of content coming from you, the user, to the player on the other end of your Internet connection, and back to you during its round trip. The ideal combo is low latency paired with high bandwidth.

Frogley emphasizes that the biggest components affecting the gaming experience are network availability, bandwidth, latency and data limits. From his industry experience in the UK, he sees more of a difference between gamers in the city vs the country. “As gaming moves online more and more, access to these experiences can become more difficult for those living in remote areas.”

Still, the choices for gaming “on the move” are now better than ever. “Developers on mobile continue to push accessibility and make games something that everyone can do. The explosion of the smart phone has put powerful gaming in more people’s pockets than ever before and developers for those devices are competing ferociously for the attention of their owners,” he explains.

Not to mention, he adds, the tools needed to make games are now widely available, leading to a lot of experimentation in the “indie scene.” Meanwhile, console game developers continue to push limits and budgets, with virtual reality playing a huge role in creating immersive gaming experiences. However, the creation of these games can pose technical, creative and costly challenges. “It’s high risk and expensive. Fewer and fewer companies can compete effectively in that market,” says Frogley.

But players are demanding more. “More content. Deeper gameplay. More impressive graphics. Our hard core fans will burn through updates that took months to create in a matter of hours,” says Frogley.

And you bet developers are working hard to give them what they want, and Internet providers are pushing possibilities of what broadband networks can do.

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Let’s Plays are out. The gaming video culture essay is in

Paige Lyman

Over the last decade, long-form video essays have grown in popularity — arguably entering into a boom all their own . Viewers can easily look up a video essay on just about any topic they’d like to, from deep dives into filmmaking, theme park history, fashion, and everything in between. With such a large offering of video essays out there, one sub-genre that has found its own footing is that of the video game culture essay.

The draw of the video game essay

Niche topics in a not-so-new format, coexistence with traditional game reviews.

These particular gaming videos are a style of visual essay that offers both the creators behind them and viewers the space to explore video games in new ways that extend beyond what we’ve come to expect in a video game review. That flavor of video tends to dig more into a niche topic that the creator is most interested in — be that a theme, specific character, or even how artistic choices impact the game.

These gaming essays have managed to find their own foothold within the wider world of video game commentary while maintaining a pretty even coexistence with the traditional game review format. Both offer up individual thoughts and insight on video games while actively not detracting from the other.

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To better understand that foothold and coexistence, I spoke with two creators who have been making culture gaming essays. They explained what exactly drives them to share their unique perspectives through this format and what serves as a draw to both gaming essays and reviews for viewers.

Understanding what initially drives a creator to get started on making video game culture essays can give us insight into why they’ve found such a strong foothold in the gaming space to begin with. There’s something to be said for knowing the passion behind something. For both Maria (also known as eurothug4000 ) and Daryl Talks Games , the initial interest to discuss more niche topics related to video games stemmed from outside influences.

Maria, who has been creating videos on YouTube since 2018, shared that her background in studying art during her A-Levels helped serve as inspiration for the discussions around art direction and aesthetics that she has in her video essays.

“I had a very good teacher throughout those years,” Maria tells Digital Trends. “There was one exercise, in particular, she would make the class do when analyzing the works of artists, which would basically just be a good old brainstorm diagram. We would have the painting or photograph in the center and write anything that comes to mind as we looked at it — texture, mood, content, etc. This is something I do in my mind when looking at games. It’s just a natural process so deeply ingrained into my brain — I can’t help it!”

“Essays give both players and creators a chance to find beauty in the mundane, clarity in the intricacy …” 

Daryl Talks Games initially started out on YouTube in 2009. But as a long-time gamer with an interest in psychology, he knew that he wanted to get back to making videos eventually. Nowadays, he makes “essays that center around the “interaction between psychology, video games, video game design, and life.” His inspiration came from Mark Brown’s Game Maker’s Toolkit , a channel that takes deep dives into every aspect of game design.

“I was captivated by his ability to explain things I had never noticed in games and how fascinating it was to learn why games work from a design standpoint,” he tells Digital Trends. “I came across his channel during my last year of undergrad and since I was studying psychology, I found myself making connections between a lot of the points he was making and the things I was learning in class. I pretty much just said ‘Let me try the whole essay thing, but my gimmick will be psychology.’ Since I was uninterested in grad school and a bachelor’s in psychology pretty much only qualifies you to be a YouTuber, I just kept on making videos!”

Both creators approach their gaming essays through a new lens that gives them the ability to explore games in ways that go beyond the limits of standard criticism.

With the broad range of possible topics that creators can explore in their gaming essays, it’s no surprise that creators choose to look at hyper-specific things that catch their interest — such as the space in games that players encounter between a respawn point and the boss.

Niche topics offer viewers the chance to see what creators are seeing in a game that extends beyond just a cursory playthrough or answering the question that many turn to reviews for: Is this a game that I’d like to play?

“They’re just documentaries, but smaller, with more personality, and sort of, dialed-in to one very niche topic. I have a whole essay on the mental health of this one particular side character in Deltarune . Jacob Geller has an entire video exploring games that specifically save their most interesting bits for last,” Daryl Talks Games says. “I think both myself and others that do this enjoy it so much because creatively, the sky’s the limit. Essays give both players and creators a chance to find beauty in the mundane, clarity in the intricacy, and generally just a chance to enjoy games on a deeper level than if we had just played them and moved on.”

That ability to explore and enjoy games a little deeper in gaming essays certainly offers viewers another way to look at and experience the games that they’re playing, almost peeling back certain layers in a sense. Some gaming essays tend to tread into lengthy territory as a result, often going over the 30-minute mark. Ladyknightthebrave has an hour and a half look at the Last of Us series , while some of Tim Rogers’ videos are about as long as an HBO miniseries.

Maria, who originally began producing game reviews, eventually figured out that she enjoyed making this style of gaming deep-dive more.

“A lot of the time I focus on the inspirations behind certain games that contribute to their art style,” Maria says. “For example, Demon’s Souls ‘ background in dark fantasy and its similarities to Frank Frazetta’s works, or the cultural aspects behind Resident Evil Village that I rarely see in games. In Kuon (PS2), even the saving mechanic is contextualized by having a small ritual involved instead of just a menu with a save button. While I love just how game worlds look, it’s really impressive to me when they can fit their mechanics into it as it makes me feel even more engaged.”

Gaming essays and game reviews have come to a rather unique coexistence. And while viewers and creators alike might prefer one form of gaming commentary over the other, both Maria and Daryl Talks Games honed in on the fact that both serve slightly different purposes at the end of the day — even as they both work to answer questions.

“They’re just documentaries, but smaller”

“A review, in my mind, is to inform someone whether they would want to purchase the game for themselves, or to simply see what other people generally thought about it,” Maria says. “A video essay can offer the same, but ultimately they’re about learning something new, whether that’s about the game, someone’s personal experience, or even something seemingly unrelated. A lot of my videos have got me researching all kinds of random topics. I’ve learned about Italian horror cinema, camp fashion, and even the origin of CPR dolls to name a few!”

“There are plenty of reviews for the game Omori out there, but I am definitely the only one offering a detailed analysis on how it illustrates dissociative amnesia.” Daryl Talks Game says.

That slight difference in overall purpose sets gaming essays and reviews apart from each other but also ties them together. Creators and viewers can easily pick and choose which of the two they’d like to create and watch respectively.

“We all see and play games differently which means that everyone gets their own experience,” Daryl says about the coexistence of gaming essays and reviews. “For some, the mechanics are more interesting, for others, it’s the music, for some it’s all of it! Just about any genre of gaming video will be important to someone out there and it will never be impossible for a person to only watch one type of gaming video.”

In a space that could easily have been dominated by one or the other, gaming essays have managed to find a unique coexistence alongside game reviews while maintaining their own individual draw. Creators like Maria and Daryl Talks Games find a lot of joy in the varied ways that they can discuss games in their essays, sharing special insight and discussions around topics that are important to them — all while deepening the collective toolkit we use to understand games.

Interview responses have been lightly edited for clarity.

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Paige Lyman

If there’s one video game presentation happening over the next week that has the most to prove, it’s the Xbox Games Showcase. Despite a strong start to the year with Hi-Fi Rush and a solid Developer Direct showcase, Microsoft’s gaming branch has floundered in recent months because of struggles with its acquisition of Activision Blizzard and the rocky launch of Redfall. With the Xbox Games Showcase and Starfield Direct Double Feature, Microsoft must reconfirm its commitment to gaming and to releasing high-quality first-party exclusives.

That said, Xbox is in an excellent position to do just that because of Sony’s underwhelming May showcase. As the first major gaming presentation of the summer, Sony had the chance to “win” the whole game reveal season early with its PlayStation Showcase. Ultimately, that live stream proved disappointing because of its focus on CGI reveal trailers and live service games.

Trying to pick the best video games of all time is a task defined by one word: hubris.

How could anyone possibly create a definitive list of gaming's greatest accomplishments when there’s such a wildly large variety of games to choose from? That’s a question we asked ourselves over and over when deciding to put together our own top 50 list. It was the kind of task we could slice up hundreds of ways, coming out with completely different lists every single time based on our preferred methodology. That’s a testament to the rich history of games, which offer countless diverse experiences worthy of praise.

It’s safe to say that the cozy game genre has come into its own in the last few years. Also known as wholesome games, the emerging genre typically offers a slower story pace and a more relaxed style of gameplay, dropping the fast action found in other genres. More low-key and self-guided games like Animal Crossing: New Horizons, Harvest Moon, and Spiritfarer have always existed, but they’ve only really established themselves as a separate genre recently. There’s an entire cozy tag on Steam and even an entire industry event, Wholesome Direct, dedicated to showcasing new games annually.  A quick search on Google will reveal a number of game developers who have happily taken up the mantle of creating these chill games for players.

But cozy gaming has blossomed beyond just the games themselves, much as the larger video game space has over the last 15 years. Players have begun to take their love for gaming and channel it into other forms, making use of platforms like Twitch, YouTube, TikTok, and Instagram to create a variety of unique content. Content creators have taken to streaming, video making, and other forms of content such as sharing photos on Instagram to discuss, play, and share their love for the genre.

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Gaming Argumentative Essays Samples For Students

24 samples of this type

Regardless of how high you rate your writing skills, it's always an appropriate idea to check out a competently written Argumentative Essay example, especially when you're handling a sophisticated Gaming topic. This is precisely the case when WowEssays.com database of sample Argumentative Essays on Gaming will come in useful. Whether you need to think up an original and meaningful Gaming Argumentative Essay topic or look into the paper's structure or formatting peculiarities, our samples will provide you with the required data.

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Is Video Gaming Good Or Bad Argumentative Essay

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How Video Games Affect Todays Youth Argumentative Essay Examples

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Example Of Argumentative Essay On Video Games Are Educational Outline

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Technology Date: December 9, 2013

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The Internet was introduced in the 1990s, and was meant to be a bastion of new information and the exchange of ideas. While this has certainly been successful in that right, some of the unintended consequences may not have been totally forseen. The potential for greater knowledge has resulted in quite a few pitfalls that have negatively affected our society today. The availability and low quality of information provided by technology contributes to our sedentary lifestyles and alienates us even further from each other, making us worse off than we were before.

Video Games As A Contributor To Violence, Aggression And Mood Argumentative Essay Example

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Video games have faced criticism and appreciation both at the same time, but still the disadvantages are more commonly highlighted. The most important issue is that an answer to the question “Are video Games dangerous?” is very subjective and it’s very difficult to say that what all games, or playing for how much time, can really prove dangerous.

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  1. Essay on Gaming Experience

    500 Words Essay on Gaming Experience What is Gaming Experience? When we talk about gaming experience, we are talking about the feelings and thoughts a person has while playing a video game. It's like going on an adventure without leaving your room. The game can be on a computer, a console like PlayStation or Xbox, or even on a mobile phone.

  2. My Experience Of Video Games

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    3. Playing video games all summer won't make you feel worse by Nicole Wetsman. "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.

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    Gaming experience: Pop a chewy sweet in the mouth, and as you chew you hear screaming sound effects, giving the impression that you are eating up living creatures. While, perhaps, a little distasteful, the researchers think this edible interface may have a role in some video games, with the gamer role-playing a creature hunting and eating.

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    Immersion in video games is more than just enjoying a game's story, HUD, graphics, etc. It's a psychological phenomenon that happens when your brain goes into a different state. ... Using his vast experience of gaming, game culture, and all things tech, Bryan aims to deliver the most up-to-date and captivating game design content to readers ...

  6. Interesting College Essay Topics: Video Games & Esports Part 2

    Welcome to part 2 of our blog series about video games and esports in the college application process. If you've already read part 1, feel free to skip to the new material focusing on competitive multiplayer games.If you haven't read part 1, I highly recommend reading that post first, as I tackle some foundational ideas about how a single piece of culture can affect a person's values.

  7. Augmented Reality in Gaming: A Transformative Experience: [Essay

    Augmented Reality, commonly referred to as AR, is a technology that overlays digital information onto the physical environment. This essay explores the history of augmented reality in gaming, delves into the various types of augmented reality games, and anticipates the exciting future of this transformative technology within the gaming industry.

  8. Evolution of the Gaming Experience: Live Video Streaming and the

    This relationship is nurturing the growth of a new Web community: eSports fans watch live streams of Internet personalities who play their favorite video games. As live stream video games get popular, watching them become an entertainment genre on its own (Kaytoue et al., 2012).

  9. Immersion in Digital Games: Review of Gaming Experience Research

    It reviews the work on gaming experience with the aim of dissociating spatial presence from immersion to show how the two may vary independently of each other. Immersion can be characterized as the degree of involvement that players have with different aspects of the game leading to a move of the attention, awareness, and thoughts of the player ...

  10. 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 ...

  11. Video Games Essay

    Long Essay on Video Games is usually given to classes 7, 8, 9, and 10. Video games have undeniably become an imperative part of most of our life, either as a form of entertainment and even hobby. Video games came into existence through the invention of the Cathode Ray Tube Amusement Device by Thomas T Goldsmith Jr. and Estle Ray Mann in 1947.

  12. Immersion in Digital Games: Review of Gaming Experience Research

    <P>This chapter focuses on the idea of immersion in games as it has consistently proved itself to be an important component of the experience players seek from games. It reviews the work on gaming experience with the aim of dissociating spatial presence from immersion to show how the two may vary independently of each other. Immersion can be characterized as the degree of involvement that ...

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  14. Does Video Gaming Have Impacts on the Brain: Evidence from a Systematic

    Review papers and experimental protocols were also not included. The secondary inclusion criteria were publishing after 2000 and published in English. ... Almost all studies used inclusion criteria "little/no experience with video games." The criterion was used to reduce the factor of gaming-related experience on the effects of video gaming ...

  15. Online Gaming Essay

    Advantages of Online Games. Online gaming is a huge platform today. A platform that has broken all barriers and boundaries amidst countries around the world. In online gaming, you can connect to anyone anywhere in the world and play. Sometimes you don't even know with whom you are playing and this mystery makes the experience even more thrilling.

  16. PDF Discourse Of Gaming: A Conceptual Framework Of Gaming As An

    gaming community, the eects of violent video games. To generate data, we asked a sample of gamers to share their perceptions of gaming within a popular forum for the gaming fan community. To illustrate the utility of discourse of gaming, we apply the data to the concept in order to provide grounded evidence for the elements of discourse of gaming.

  17. What Makes for a Good Gaming Experience?

    Also known as the "ping" time, latency is critical because it can make the overall gaming experience either slow and frustrating or instant and gratifying. In other words, low latency gives you a winning advantage, which means everything to a gamer. Thaddeus Frogley, a game developer in the United Kingdom who has worked on popular games ...

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    These particular gaming videos are a style of visual essay that offers both the creators behind them and viewers the space to explore video games in new ways that extend beyond what we've come ...

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    Why Video Games Are Good for You Essay Example "Currently there are more than half a billion people worldwide playing online games at least an hour a day -- and 183 million in the US alone." (McGonigal, 2011) There is an extensive anti-game lobby that believes video games promote violence, anti-social behaviour, and zoned-out teenagers.

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    Gaming Experiences Essays. Nvidia Metaverse Hub. Value Proposition To meet the rising demand from customers for improved gaming experiences, improved creative work processes, and seamless interaction inside the metaverse, Nvidia has developed the Metaverse Hub, a transformational and immersive platform. By offering a holistic solution that uses ...

  21. Social gaming: A systematic review

    Social gaming can be approached in different ways, with the works in our corpus considering various facets [Fig. 4, Table 5], including (1) the outcomes—in terms of players' perceptions and reactions to the experience, (2) the determinants of the experience—those associated with the game, the players, and the context, (3) the types of ...

  22. Gaming Argumentative Essays Samples For Students

    1 INTRODUCTION. This is an argumentative essay on the subject of the protection of intellectual property in video games. The paper begins with an introduction to current situation pertaining to intellectual property in the gaming industry, particularly video games and virtual worlds. It discusses, in brief, the scope of civil laws in ...