| A video game is a game that involves
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| | Institute of Entertainment [citation
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| interaction with a user interface to
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| | needed], video games have been proven to
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| generate visual feedback on a video
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| | improve hand-eye coordination, vision,
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| device , most commonly a television. The
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| | logic skills, SAT scores, reading speed,
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| "video" in "video game" traditionally
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| | memory, hearing, reflexes, social skills,
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| refers to a raster display device.[1]
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| | and communication. This makes them, by
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| However, with the popular use of the term
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| | comparison, the most educational and
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| "video game", it now implies any type of
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| | informative form of entertainment
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| display device. The electronic systems
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| | commonly available to the middle class.
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| used to play video games are known as
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| | Scary Reality about gaming Claims like
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| platforms; examples of these are personal
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| | this are based on the work of researchers
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| computers and video game consoles. These
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| | who represent one relatively narrow
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| platforms are broad in range, from large
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| | school of research, "media effects." This
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| computers such as mainframes, to handheld
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| | research includes some 300 studies of
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| devices such as cell phones and PDAs.
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| | media violence. But most of those studies
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| Specialized video games such as arcade
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| | are inconclusive and many have been
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| games, while previously common, have
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| | criticized on methodological grounds. In
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| gradually declined in use. The user
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| | these studies, media images are removed
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| interface to manipulate video games is
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| | from any narrative context. Subjects are
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| generally called a game controller, which
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| | asked to engage with content that they
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| varies across platforms. For instance, a
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| | would not normally consume and may not
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| dedicated console controller might
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| | understand. Finally, the laboratory
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| consist of only a button and a joystick,
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| | context is radically different from the
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| or feature a dozen buttons and one or
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| | environments where games would normally
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| more joysticks. Early personal computer
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| | be played. Most studies found a
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| based games historically relied on the
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| | correlation, not a causal relationship,
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| availability of a keyboard for game play,
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| | which means the research could simply
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| or more commonly, required the user to
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| | show that aggressive people like
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| purchase a separate joystick with at
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| | aggressive entertainment. That's why the
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| least one button to play. Many modern
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| | vague term "links" is used here. If there
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| computer games allow the player to use a
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| | is a consensus emerging around this
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| keyboard and mouse simultaneously. Beyond
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| | research, it is that violent video games
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| the common element of visual feedback,
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| | may be one risk factor - when coupled
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| video games have utilized other systems
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| | with other more immediate, real-world
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| to provide interaction and information to
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| | influences - which can contribute to
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| the player. Chief examples of these are
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| | anti-social behavior. But no research has
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| sound reproduction devices (speakers) and
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| | found that video games are a primary
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| an array of haptic peripherals (i.e.,
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| | factor or that violent video game play
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| vibration or force feedback). In
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| | could turn an otherwise normal person
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| scientific studies by the International
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| | into a killer.
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