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L6 investigation

L6 investigation

Haonan Wang

Arizona State University


Video, websites.

L6 investigation

Good games offer players identities that trigger a deep investment on the part of the

player. They achieve this goal in one of two ways. Some games offer a character so intriguing

that players want to inhabit the character and can readily project their own fantasies, desires, and

pleasures onto the character. Other games offer a relatively empty character whose traits the

player must determine, but in such a way that the player can create a deep and consequential life

history in the game world for the character. (Gee. J. P.2005.)

Education: We live in today's high-tech, globalized world, in countless complex

systems and systems. Interaction between them (Kelly, 1994). Entertainment is a necessary and

insufficient condition for mankind to maintain production and life. If all entertainment industries

are banned, it will not be far from social collapse. After clarifying the value of recreational

activities in human society, a new question arises. Why has video games developed so fast in

recent years? Why do people like video games? Video games are one of the cheapest options for

known entertainment. With the popularity of pcs and mobile phones, video games can be pushed

(acquired) to users in a very convenient manner. And the invention of the network could

theoretically be able to escape the limitations of time and space, allowing you to play with

people who you know, do not know, and various orders of magnitude.

But there is a different voice there. The game poisons teenagers. Many teenagers who

indulge in online games have irregular diets. They do not rest well and do not study well. They

are also reluctant to reach out to society, and they cannot grow into a social person with strong

professional knowledge, good physical health, and smooth communication with others. And if

there are no game, young people spend their time learning or playing with friends. At least, they

will grow up to be physically healthy. But Is it because young people are "indulged in the
Video, websites.

internet" and are they "unwilling to contact society"? Is there such a possibility that some of the

young people are actually "being unwilling to contact the community" and therefore "sinking in

the Internet"?

In a sense, all learning involves “playing a character." (Gee. J. P. 2003. CIE) The

essence of entertainment is: Let you divorce yourself from your real life for a period of time and

immerse yourself in another life experience, which is called entertainment. The key here is

temporarily being separated from the identity in real life. Since the nature of the game is to

make people out of reality, it is obviously not possible to produce direct production benefits to

society. However, it allows people to supplement their energy production work, so that

production activities are more lasting and effective. This is the indirect benefit of games to social

production.

The results suggest that the violent content alone was not sufficient to produce elevations

in aggressive behavior compared with a nonviolent video game. (Paul J. C. Adachi and Teena

Willoughby. 2011) "Playing 3 hours of Call of Duty may make you feel sore muscles, but you

will not run out to attack others." Mark Coulson, an associate professor of psychology at the

University of Middlesex in the United Kingdom, told the British Broadcasting Corporation

(BBC). The BBC pointed out that today, when violent video games are in vogue, the incidence

of violence among young people around the world is at the lowest point in 40 years. Peter Gray,

a child psychologist at Boston University in the United States, also stated that the connection

between violent video games and real-life violence is "very small." "We have to let children

make their own choices." In fact, Gray thinks that children want to play violent video games may

indicate His mental health is good.


Video, websites.

Reference

Buss, A. H., & Perry, M. (1992). The aggression questionnaire. Journal of Personality and Social

Psychology, 63, 452– 459.

Ferguson, C. J., & Rueda, S. M. (2010). The hitman study: Violent video game exposure effects

on aggressive behavior, hostile feelings, and depression. European Psychologist, 15, 99 –108.

doi: 10.1027/1016-9040/a000010

Gee. J. P. (2005). "Learning by Design: good video games as learning machines". E-Learning, Volume 2

(Number 1), p. 5-16.

Gee, James Paul. "What video games have to teach us about learning and literacy." Computers in

Entertainment (CIE) 1.1 (2003): 20-20

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