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IELTS essay about the advantages and disadvantages of computer games

by Manjusha Nambiar · Published November 1, 2015 · Updated May 12, 2023

IELTS essay

Some people think that computer games are bad for children, while others believe that they are useful. Discuss the advantages and disadvantages of computer games and give your own opinion.

Sample response

Computer games are addictive. That is the main reason children play them for hours on end. There are several disadvantages to spending a lot of time in front of the computer.

Computer games merely provide entertainment. Children who are addicted to computer games tend to have poor grades because they do not get enough time to focus on their studies. Also, they have reduced social skills. They are constantly glued to their screens and show hardly any interest in interacting with their family members or peers. This can lead to social isolation and serious behavioural problems.

Some popular computer games glorify violence and crime. Children who grow up playing these games may get into anti-social activities. Even if they don’t become criminals in the future, they may still exhibit a disregard for values. Computer games also cause vision problems in children. Children are not supposed to stare at the computer screen for hours on end. If they do, they will develop serious eye strain which may also affect their studies.

On the bright side, computer games make children competitive. Games that require them to play against virtual or real opponents living in another part of the world improve their concentration and ability to take decisions quickly. These are definitely positive aspects but a child does not have to play computer games to develop these skills.

To conclude, after analysing the advantages and disadvantages of playing computer games it is not hard to see that the disadvantages outweigh the advantages. In my opinion, parents should restrict the amount of time their children spend in front of the computers. That said, there is no harm in playing a game or two every now and then, but addiction is definitely a problem.

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computer games introduction essay

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Hi, I'm Manjusha. This is my blog where I give IELTS preparation tips.

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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.

computer games introduction essay

Martin is an avid writer specializing in editing and proofreading. He also enjoys literary analysis and writing about food and travel.

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How to Write an Essay about Video Games: Presenting Effective Arguments in Papers

computer games introduction essay

Gaming on video consoles is becoming more and more common. In actuality, the typical gamer plays for roughly six hours each week. There are many who claim that video games are harmful to one’s health since they promote inactive lifestyles like prolonged sitting and isolation from the outside world. On the other hand, some people say that playing video games is a good way to unwind and relax, and they are not wrong. So, what is the real story of video games? Are they good or bad? The controversy of playing video games presents an opportunity for students to either be proponents or antagonists of the issue through essays. Accordingly, this article discusses how a learner can write an essay about video games.

It would be best to do thorough research before writing an essay about video games

Research is often the most challenging aspect of preparing an essay. While writing your video games essay, you’ll have to employ the information you get from research to define video games, describe different genres, and give relevant examples to support your claims. Students must recognize that the amount of research they conduct totally affects how good their essays turn out. Your video game essay will benefit greatly from your careful attention to detail and thorough investigation. Just keep in mind that you are trying to convince your audience to see things from your point of view. This is why having a great deal of background information is essential. Researching your favorite video game would give you an added advantage. Additionally, to support your claims, you must include relevant examples and research-based data.

You should develop an introduction that captures your reader’s interest

The whole point of the opening paragraph is to capture the interest of the audience. To achieve this, it should pose an intriguing topic or provide a contradiction or paradox. You ought to add a good hook to grab the reader’s attention so they can’t help but keep reading your paper. Given that there are numerous motivations for why individuals engage in video games, the introduction is where you have to specify the reasons. Moreover, it would be best to incorporate your thesis statement in the introduction. A thesis statement is basically the writer’s primary concept, summed up in one or a few sentences. A well-formulated thesis statement expresses the work’s central argument in a way that makes sense in light of the inquiry or issue at hand. It would be the correct response to the question, “What is the primary theme of this essay?” from the instructor. Nonetheless, you should perceive your thesis as an opinion that may be debated at any time, rather than an established fact or objective reality. In other words, now is the time to speak your mind regarding the impact of video games on today’s youth.

You must present your arguments in the body paragraphs

The arguments are what learners utilize to support their thesis. A single contention and one or two examples must each have their own paragraph. It would be best to provide your reasoning for your video game position and be sure to explain why you firmly disagree with the opposing viewpoint. Examples include your own experiences and, where appropriate, references to data from studies, forecasts, and statistics. Students should provide answers to contentious topics like “Do video games promote addiction and violence among players?” The arguments you employ ought to back your main point rather than contradict it.

You may offer vivid illustrations as you write an argumentative essay about video games

Learners should offer evocative examples of the genres and video games under consideration. Instead of stressing about whether the material you discover online or the game’s publishers are legit, dedicate yourself to writing a fun and vibrant paper for the person who reads it. This approach piques the audience’s attention and facilitates their comprehension of the argumentative essay about video games. Additionally, these vivid examples assist you in conveying your ideas in a manner that words can’t. Even if you aren’t convinced that your assignment requires an example, using one might perk up your reader and provide your arguments additional weight.

You should write a conclusion for your essay

The last section is meant to sum up the college essay. You may accomplish this by restating the thesis statement and briefly mentioning the arguments you presented in your body paragraphs. This approach will help the audience understand how you systematically addressed the issue and made conclusions. For instance, suppose you had to respond to the question, “Do games negatively affect us?” A topic like that can’t be satisfactorily answered by psychology, particularly when it involves something as novel as video games. Consequently, it is actually way easier to just pick a side and support your position with some research. In the end, your readers don’t expect the argument to be elaborated upon but rather summarized. No new material should be introduced in the last paragraph.

Identifying the sources you employed would be best

When you are writing an essay about video games, it is essential to cite your sources. That means you got to make a list of every resource you used in your paper. References to diverse books, scientific studies, statistical data, and remarks made by well-known experts are acceptable. It would help to make sure your research is from the past five years.

Proofreading is vital for developing a top-notch paper

Students must make sure that their essays about video games have been edited and proofread prior to submission. So basically, you are going to check your assignment for spelling, punctuation, and grammatical mistakes. Completing an essay that is free of errors increases a learner’s likelihood of academic success. Here are some tips to help you proofread your work:

  • Read the text aloud. This will enable you to detect any mistakes.
  • Take your time proofreading and revising your work. Spend sufficient time on it to ensure you catch any possible oversights.
  • Concentrate on correcting a single mistake at a time. Avoid the hassle of searching for spelling and grammar mistakes at the same time. Prior to checking for punctuation and spelling problems, you may concentrate on grammatical issues.
  • You may also create a list of the most typical errors that students make while writing essays, then review your work for each one.

Using these suggestions will guarantee that your essay is devoid of all types of mistakes that might undermine how persuasive your argument is. Alternatively, you can delegate your “ write my essay ” request to online essay writing services like CustomWritings which may allow you to complete a high-quality paper about video games.

Extra tips for presenting better arguments in essays about video games

Today’s youth often engage in video gaming, and this trend will only spread in the coming years. Composing a paper about video games can help you learn more about the subject while also providing readers with information they can utilize in their lives. Just consider the potential for them to be inspired by and gain new knowledge from your essay about video games. Following this article’s recommendations should take you a step closer to achieving your academic goals.

Nick Sinclair

Nick Sinclair, a gaming aficionado since the Commodore 64 era, studied Creative Computer Games Design in university before founding his own gaming company. Discovering a passion for content creation, Nick now helps gamers squeeze every drop of fun out of their favorite gaming hardware

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Computer Games

Introduction

Computer invention and the innovations that have been brought through its continuous use are considered to the greatest thing in the recent past. Electronic games have been widely used in the west as leisure and playing tools for more than seven decades, but recent exploits in computer technology have brought more intricate games that have replaced most of the electronic games. Using different themes, programmers are able to achieve more realistic features in the games that have made them attractive even to the grownups. Theorists argue that continuous playing improves on the precision of the user e.g. car racing games have been attributed with improved driving skills. Use of video games as a learning tool however has not been popular with many institutions. Although, games are considered as a tool for passing on intelligence, many critical still believes that games are efficient time wasters. This research paper will seek to establish the important aspects that can be brought by use of games in learning institutions. The research paper shall explore existing literature on the use of games and their importance in learning.

Computer games provided a world in a box. The player is provided with an almost ideal world situation that they possible could not experience in real life. In the game crucial decisions are prompted and which have consequences in the subsequent levels of the game. Total concentration from the player is paramount because the score/results from the player are ultimately determined by how keen the player was with every move they made. With the correct simulation, games provide users with experiences that only demand for minimum adjustment before they can be applied in real life. Games, unlike lectures provide the student with options that they can try out and test the outcomes. While the lecturer might explicitly explore the subject in question, a game gives the option of trying out which is not possible in a lecture. When different people with varying capabilities engage one another in a game (online environment) they are likely to explore the depths of their intelligence and consequently learn from each other. Simulation is vital in creation of random but fair challenges to different individuals simultaneously and thus eliminating the possibilities of unfairness.

Experience in Virtual World

Different people want to experience the world like it’s in a ball, meaning people who want to learn will actually take new identity.  For example if one feel s/he want to be the greatest boxer s/he need to really put him/herself in that world and learn the necessary skills to become the greatest in their virtual world.

Games provide people with an opportunity to experience what other professionals go through. An ideal example is playing America’s Army game; you will be in a position to know what kind of experience the military go through while on the job. Another interesting part of playing games is that they give you a chance to reminisce on your past experiences for instance what you read in a book and a magazine is brought to the fore of your memory when you interact with different levels of the game.  Through experimentation of maneuvers in the game you can relive the memories of a story in a book/magazine.

Another good thing about playing game is that it increases the game community where the players have to explore and get recourses and materials needed for the game as well as communicate together. Through use of multiplayer, different aspects of the community can be tried and implemented. At the same time the groups’ harmony is imparted through common pursuits in the game. One of the nice things noted in games is that there is mix of skills, knowledge and experience from various key players which forms a virtual umbrella like a group of worriers teamed up going for a war. Members in the umbrella have to share ideas on what to do or what tact is needed to win the war. The different on massive multiplayer game is that when one player does something in that world it changes the environment completely. When students are prompted to work on a common project, in a game, they will use their creativity to come up with an absolute product that will enhance their next level of the game. This makes games a vital uniting tool that teaches students to work harmoniously for a common good.

Game player often influences Language and motion. When players engage themselves for long time durations in a particular game, they tend to be familiar with the contents and cues that are around them at large. This is why most of the people tend to learn foreign language faster in other countries than they can learn in their own country sitting in their classrooms. It has been observed that many young children are now getting vocabularies from these games and using them in their classes which actually help them gain extra knowledge and understanding from the games.

Games influences the performance of students in particular subjects. Tricks and maneuvers made in the games helps the kids learn new ways of approaching their classes; this has particularly created subject biases with subjects such as physics gaining popularity amongst young boys. At the same time it has been noted that the best way of learning is through application; through use of words students hear in the games, student get prompt responses to actions borrowed from the games. It would be more interesting and important if students would allow designing software rather than writing of papers. This would greatly benefit business world with many more kids expected to utilize the chance to explore their creativity. Kids and students think more critically in terms of developing systems that will move data across the planet, and how to change sales. Designs based on the acquired knowledge, would not only benefit the individual students but it would also benefit our world at large.

Culture Differences

Davis says, “it’ s time the government should help us to find a way to embrace and integrating technology to our academic system the government plus its people should work together to do this”. The government should drive the way so as they will produce the necessary market and the technology to make it easy for learning. By embracing technology, the government should provide learning institution with enough funds in order to start and accomplish their projects that will intern stimulate the growth in the educational technology sectors. The government should encourage the application of cultural diversity in technological innovations. There is no better chance for bringing equity and harmony amongst different cultures than by making games that merge the diversities. This can be an opportunity to also burry the ugly era that was marked with hatred amongst different communities.

Video games can produce diverse results in kids and students. The designs are made through individual innovation and thus the results are range from brilliant to perverted ideas. The government and other stakeholders are charged with the responsibility of ensuring that only the suitable video games find their way to learning institutions.  Recent trends in technological development prompt a change in teaching methods. It’s high time that learning institutions responded to the calls and made video games a basic teaching tool.

You may find it interesting:

  lack of good education   inclusive student centered learning environment.

computer games introduction essay

computer games introduction essay

ELTEC English

Teaching ielts students., pte (ielts) essay: computer games – advantages and disadvantages..

Computers have become an integral part of our lives and our homes. This has given children an easy access to video games and a lot of them play games all the time.

Discuss advantages and disadvantages of playing video games and minimizing the bad effects.

PTE: 20 minutes; 200 to 300 words. IELTS: 40 minutes; 250 words at least.

Note of caution: IELTS people, don’t miss this essay merely because it’s a PTE topic. Such topics can appear in IELTS as well.

I’ve decided to give you guys a complete answer this time. Here we go.

Introduction:

The advent of computers has changed the way humans work, play and interact with each other. They dominate our personal and professional lives. Though computers have influenced learning style for children, they have also shaped their playing behavior through video games. This trend has numerous advantages and disadvantages associated with it. (51 words)

Body Paragraph 1: (Discuss advantages)

Research has proven that video games are not only a source of much-needed entertainment for children but also stimulate their brains for better learning. There are several games that educate kids on various topics such as geography, history, literature, and science. For instance, Hangaroo is a word game that stimulates children’s minds to create words in an interesting way. Similarly, Age of Empires educates children on various kingdoms of the past, their revenue system, and military technology.  (77 words)

Body Paragraph 2 & 3: (Discuss disadvantages)

However, disadvantages of video games cannot be overlooked. These are an engaging source of entertainment that involve little physical activity. Consequently, children often become lethargic and obese leading to various bodily ailments, particularly heart disease, diabetes, blood pressure and weak eyesight. Moreover, children are so hooked to these games that they sometimes refuse to complete their homework and do not take crucial home responsibilities. Thus, they not only lose interest in education, compromising their career eventually but also fail to support a family as adults.

Researchers have found that some games have an extremely negative psychological impact on tender minds of children. These games often involve scenes of sex, violence, theft, and blood that adversely transform a child’s mind. Games such as Grand Theft Auto fall into this category.  (129 words)

Body Paragraph 4:  (Minimising Bad Effects and Conclusion )

The negative impacts of video games can be minimized and their positive influence can be optimized by proper parental guidance. Parents, above all, should restrict a child’s access to computer games. They should not only select appropriate games, which contain no violence, for their kids but also limit the duration of which they play these games. Game developers should also take responsibility for progeny by making games that positively shape kids’ behavior while entertaining them. (75 words)

Total Words = 332. I’ve written more than necessary so that the reader can choose certain ideas while neglecting others.

Good Luck writing the essay!

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  • How to write an essay introduction | 4 steps & examples

How to Write an Essay Introduction | 4 Steps & Examples

Published on February 4, 2019 by Shona McCombes . Revised on July 23, 2023.

A good introduction paragraph is an essential part of any academic essay . It sets up your argument and tells the reader what to expect.

The main goals of an introduction are to:

  • Catch your reader’s attention.
  • Give background on your topic.
  • Present your thesis statement —the central point of your essay.

This introduction example is taken from our interactive essay example on the history of Braille.

The invention of Braille was a major turning point in the history of disability. The writing system of raised dots used by visually impaired people was developed by Louis Braille in nineteenth-century France. In a society that did not value disabled people in general, blindness was particularly stigmatized, and lack of access to reading and writing was a significant barrier to social participation. The idea of tactile reading was not entirely new, but existing methods based on sighted systems were difficult to learn and use. As the first writing system designed for blind people’s needs, Braille was a groundbreaking new accessibility tool. It not only provided practical benefits, but also helped change the cultural status of blindness. This essay begins by discussing the situation of blind people in nineteenth-century Europe. It then describes the invention of Braille and the gradual process of its acceptance within blind education. Subsequently, it explores the wide-ranging effects of this invention on blind people’s social and cultural lives.

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Table of contents

Step 1: hook your reader, step 2: give background information, step 3: present your thesis statement, step 4: map your essay’s structure, step 5: check and revise, more examples of essay introductions, other interesting articles, frequently asked questions about the essay introduction.

Your first sentence sets the tone for the whole essay, so spend some time on writing an effective hook.

Avoid long, dense sentences—start with something clear, concise and catchy that will spark your reader’s curiosity.

The hook should lead the reader into your essay, giving a sense of the topic you’re writing about and why it’s interesting. Avoid overly broad claims or plain statements of fact.

Examples: Writing a good hook

Take a look at these examples of weak hooks and learn how to improve them.

  • Braille was an extremely important invention.
  • The invention of Braille was a major turning point in the history of disability.

The first sentence is a dry fact; the second sentence is more interesting, making a bold claim about exactly  why the topic is important.

  • The internet is defined as “a global computer network providing a variety of information and communication facilities.”
  • The spread of the internet has had a world-changing effect, not least on the world of education.

Avoid using a dictionary definition as your hook, especially if it’s an obvious term that everyone knows. The improved example here is still broad, but it gives us a much clearer sense of what the essay will be about.

  • Mary Shelley’s  Frankenstein is a famous book from the nineteenth century.
  • Mary Shelley’s Frankenstein is often read as a crude cautionary tale about the dangers of scientific advancement.

Instead of just stating a fact that the reader already knows, the improved hook here tells us about the mainstream interpretation of the book, implying that this essay will offer a different interpretation.

Receive feedback on language, structure, and formatting

Professional editors proofread and edit your paper by focusing on:

  • Academic style
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See an example

computer games introduction essay

Next, give your reader the context they need to understand your topic and argument. Depending on the subject of your essay, this might include:

  • Historical, geographical, or social context
  • An outline of the debate you’re addressing
  • A summary of relevant theories or research about the topic
  • Definitions of key terms

The information here should be broad but clearly focused and relevant to your argument. Don’t give too much detail—you can mention points that you will return to later, but save your evidence and interpretation for the main body of the essay.

How much space you need for background depends on your topic and the scope of your essay. In our Braille example, we take a few sentences to introduce the topic and sketch the social context that the essay will address:

Now it’s time to narrow your focus and show exactly what you want to say about the topic. This is your thesis statement —a sentence or two that sums up your overall argument.

This is the most important part of your introduction. A  good thesis isn’t just a statement of fact, but a claim that requires evidence and explanation.

The goal is to clearly convey your own position in a debate or your central point about a topic.

Particularly in longer essays, it’s helpful to end the introduction by signposting what will be covered in each part. Keep it concise and give your reader a clear sense of the direction your argument will take.

Prevent plagiarism. Run a free check.

As you research and write, your argument might change focus or direction as you learn more.

For this reason, it’s often a good idea to wait until later in the writing process before you write the introduction paragraph—it can even be the very last thing you write.

When you’ve finished writing the essay body and conclusion , you should return to the introduction and check that it matches the content of the essay.

It’s especially important to make sure your thesis statement accurately represents what you do in the essay. If your argument has gone in a different direction than planned, tweak your thesis statement to match what you actually say.

To polish your writing, you can use something like a paraphrasing tool .

You can use the checklist below to make sure your introduction does everything it’s supposed to.

Checklist: Essay introduction

My first sentence is engaging and relevant.

I have introduced the topic with necessary background information.

I have defined any important terms.

My thesis statement clearly presents my main point or argument.

Everything in the introduction is relevant to the main body of the essay.

You have a strong introduction - now make sure the rest of your essay is just as good.

  • Argumentative
  • Literary analysis

This introduction to an argumentative essay sets up the debate about the internet and education, and then clearly states the position the essay will argue for.

The spread of the internet has had a world-changing effect, not least on the world of education. The use of the internet in academic contexts is on the rise, and its role in learning is hotly debated. For many teachers who did not grow up with this technology, its effects seem alarming and potentially harmful. This concern, while understandable, is misguided. The negatives of internet use are outweighed by its critical benefits for students and educators—as a uniquely comprehensive and accessible information source; a means of exposure to and engagement with different perspectives; and a highly flexible learning environment.

This introduction to a short expository essay leads into the topic (the invention of the printing press) and states the main point the essay will explain (the effect of this invention on European society).

In many ways, the invention of the printing press marked the end of the Middle Ages. The medieval period in Europe is often remembered as a time of intellectual and political stagnation. Prior to the Renaissance, the average person had very limited access to books and was unlikely to be literate. The invention of the printing press in the 15th century allowed for much less restricted circulation of information in Europe, paving the way for the Reformation.

This introduction to a literary analysis essay , about Mary Shelley’s Frankenstein , starts by describing a simplistic popular view of the story, and then states how the author will give a more complex analysis of the text’s literary devices.

Mary Shelley’s Frankenstein is often read as a crude cautionary tale. Arguably the first science fiction novel, its plot can be read as a warning about the dangers of scientific advancement unrestrained by ethical considerations. In this reading, and in popular culture representations of the character as a “mad scientist”, Victor Frankenstein represents the callous, arrogant ambition of modern science. However, far from providing a stable image of the character, Shelley uses shifting narrative perspectives to gradually transform our impression of Frankenstein, portraying him in an increasingly negative light as the novel goes on. While he initially appears to be a naive but sympathetic idealist, after the creature’s narrative Frankenstein begins to resemble—even in his own telling—the thoughtlessly cruel figure the creature represents him as.

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Your essay introduction should include three main things, in this order:

  • An opening hook to catch the reader’s attention.
  • Relevant background information that the reader needs to know.
  • A thesis statement that presents your main point or argument.

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The “hook” is the first sentence of your essay introduction . It should lead the reader into your essay, giving a sense of why it’s interesting.

To write a good hook, avoid overly broad statements or long, dense sentences. Try to start with something clear, concise and catchy that will spark your reader’s curiosity.

A thesis statement is a sentence that sums up the central point of your paper or essay . Everything else you write should relate to this key idea.

The thesis statement is essential in any academic essay or research paper for two main reasons:

  • It gives your writing direction and focus.
  • It gives the reader a concise summary of your main point.

Without a clear thesis statement, an essay can end up rambling and unfocused, leaving your reader unsure of exactly what you want to say.

The structure of an essay is divided into an introduction that presents your topic and thesis statement , a body containing your in-depth analysis and arguments, and a conclusion wrapping up your ideas.

The structure of the body is flexible, but you should always spend some time thinking about how you can organize your essay to best serve your ideas.

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Task 2 Essay # Children and computer games

Ielts task 2 essay.

Nowadays many people have access to computers on a regular basis and a large number of children play computer games. What are the positive and negative impacts of playing computer games and what can be done to minimize the bad effects?   Give reasons for your answer and include any relevant examples from your own experience or knowledge.

Sample Answer

Technology and its reach in human life have significantly increased over the past few years. This has had a lot of implications, including a dramatic increase in the number of children playing computer games. This essay will examine various impacts of this change and discuss possibilities to avoid any negative effects.

Talking about the positive aspects, playing computer games has numerous benefits. These can range from helping children develop cognitive skills to increase their logical reasoning. Games have developed into a whole industry. These have allowed children to test their abstract and logical thinking skills. Many of these games require children to follow various commands and try to solve complex problems with the use of logic. Such games are surely advantageous for a child’s mental progress.

On the other hand, people are raising concerns over the prolific use of violence and sanguinary elements that these games contain. These may be highly addictive, in the sense that they reward the players for being more violent, thereby setting a wrong example. Apart from being addictive, they contribute to arresting a child’s social development and lead to the inculcation of aggressive feelings of anger and hate in their thoughts and habits.

However, there are many steps that can be taken to minimize negative impacts. Firstly, video games are rated for different ages and parents can choose them for the children in order to avoid unsuitable content. Secondly, parents can limit the duration of playing games for the children to keep addiction at bay. Finally, parents should take an active interest in the children’s activities and encourage them to play outdoor games.

To sum it up, video games have a lot of advantages along with an array of disadvantages. Parents should supervise their children and take precautions to avoid any negative effects these might have on children.

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Home — Essay Samples — Entertainment — Video Games — The Benefits Of Video Games

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Video Games and Its Positive Effects

  • Categories: Advantages of Technology Impact of Technology Video Games

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Published: Jun 20, 2019

Words: 1248 | Pages: 2 | 7 min read

Table of contents

Introduction, positive effects of video games, works cited.

  • Ferguson, C. J. (2015). Do angry birds make for angry children? A meta-analysis of video game influences on children's and adolescents' aggression, mental health, prosocial behavior, and academic performance. Perspectives on Psychological Science, 10(5), 646-666.
  • Granic, I., Lobel, A., & Engels, R. C. (2014). The benefits of playing video games. American Psychologist, 69(1), 66-78.
  • Green, C. S., & Bavelier, D. (2012). Learning, attentional control, and action video games. Current Biology, 22(18), R197-R206.
  • Kühn, S., & Gallinat, J. (2014). Amount of lifetime video gaming is positively associated with entorhinal, hippocampal and occipital volume. Molecular Psychiatry, 19(7), 842-847.
  • McGonigal, J. (2011). Reality is broken: Why games make us better and how they can change the world. Penguin.
  • Russoniello, C. V., Fish, M., & O'Brien, K. (2013). The efficacy of casual video game play in reducing clinical depression: A randomized controlled study. Games for Health Journal, 2(6), 341-346.
  • Subrahmanyam, K., & Greenfield, P. (1998). Effect of video game practice on spatial skills in girls and boys. Journal of Applied Developmental Psychology, 19(3), 463-472.
  • Van Rooij, A. J., Ferguson, C. J., Colder Carras, M., Kardefelt-Winther, D., Shi, J., Aarseth, E., ... & Saunders, J. (2018). A weak scientific basis for gaming disorder: Let us err on the side of caution. Journal of Behavioral Addictions, 7(1), 1-9.
  • Wang, H. Y., & Peng, W. (2017). The benefits of playing video games. In Media Exposure and Risk (pp. 197-210). Springer.
  • Yee, N., & Bailenson, J. (2007). The Proteus effect: The effect of transformed self-representation on behavior. Human Communication Research, 33(3), 271-290.

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computer games introduction essay

Introduction to the Special Issue on the Philosophy of Computer Games

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  • Published: 07 February 2014
  • Volume 27 , pages 151–157, ( 2014 )

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  • Patrick John Coppock 1 ,
  • Graeme Kirkpatrick 2 ,
  • Olli Tapio Leino 3 &
  • Anita Leirfall 4  

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The seven articles that constitute this special issue illustrate scholarly interactions between philosophy and game studies. The wide range of game types/genres and the multiple philosophical issues concerning them are rich and productive. They indicate well the significant contribution that philosophical approaches can make to further development of scholarly understandings of computer games and gaming. Each article breaks new conceptual ground in ways likely to resonate within the new discipline of computer game studies but also, beyond this, in other disciplinary fields wherein video games and digital entertainment cannot be ignored. All are either original works submitted in response to an open call for contributions, or reworked versions of papers presented at earlier Philosophy of Computer Games conferences, and not previously published elsewhere.

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Coppock, P.J., Kirkpatrick, G., Leino, O.T. et al. Introduction to the Special Issue on the Philosophy of Computer Games. Philos. Technol. 27 , 151–157 (2014). https://doi.org/10.1007/s13347-014-0152-0

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DOI : https://doi.org/10.1007/s13347-014-0152-0

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Essay on Are Computer Games Good for Children’s

Students are often asked to write an essay on Are Computer Games Good for Children’s 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 Are Computer Games Good for Children’s

Introduction.

Computer games are a popular pastime for children. They can be both entertaining and educational.

Benefits of Computer Games

Games can improve children’s thinking skills. They encourage strategic thinking, problem-solving, and creativity.

Concerns about Computer Games

However, spending too much time on games can lead to a lack of physical activity. It’s important to balance screen time with other activities.

In conclusion, computer games can be good for children when used in moderation and as part of a balanced lifestyle.

250 Words Essay on Are Computer Games Good for Children’s

Computer games have become a significant part of children’s lives, offering a unique blend of entertainment, education, and skill development. However, the debate on their impact on children’s development is ongoing.

Beneficial Aspects of Computer Games

Contrary to the common belief, computer games can be beneficial. They enhance cognitive abilities, such as problem-solving and strategic thinking, as players are often required to think quickly and adapt to changing game environments. Additionally, educational games offer an interactive way to learn, making complex subjects more engaging.

Potential Drawbacks of Computer Games

Despite these advantages, excessive gaming can lead to negative outcomes. It can result in reduced physical activity, leading to health issues like obesity. Additionally, some games might expose children to inappropriate content, and excessive screen time can affect their eyesight.

In conclusion, computer games can be both beneficial and detrimental to children. The key lies in moderation and parental supervision. Parents should monitor the type of games their children play and ensure they balance screen time with physical activity. Thus, computer games can be a positive tool, provided they are used responsibly.

500 Words Essay on Are Computer Games Good for Children’s

Computer games have become an integral part of children’s lives. With the advent of technology, the debate on whether computer games are beneficial or detrimental to children’s development has become more heated. While some argue that these games foster creativity, problem-solving skills, and coordination, others assert that they promote violence, addiction, and social isolation.

The Positive Impacts of Computer Games

Computer games can be a potent tool for children’s cognitive development. They can enhance memory and concentration, as games often require players to remember complex rules, strategies, or the virtual maps of game environments. Simultaneously, games that involve multiple tasks promote multitasking skills and improve hand-eye coordination.

Moreover, computer games can foster problem-solving and strategic thinking. Complex games often present players with challenging situations that require critical thinking and swift decision-making. This can translate into real-life problem-solving skills.

Additionally, educational games provide an interactive learning environment, making learning more engaging and fun. They can reinforce what children learn at school, helping them grasp complex concepts more easily.

The Negative Impacts of Computer Games

Despite the potential benefits, computer games can have negative impacts. Excessive gaming can lead to addiction, causing children to spend less time on physical activities, studies, and social interactions. This can result in sedentary lifestyles, poor academic performance, and social isolation.

Furthermore, violent content in some games can potentially influence aggressive behavior in children. It’s crucial to monitor the type of games children play and limit exposure to violent content.

The Role of Parental Guidance

Parental guidance plays a significant role in mitigating the adverse effects of computer games. Parents should monitor the content of games, ensuring they are age-appropriate and educational. Setting time limits for gaming and encouraging a balanced lifestyle with ample physical activity can prevent addiction.

In conclusion, computer games can have both positive and negative impacts on children. They can foster cognitive skills and make learning enjoyable, but they can also lead to addiction and exposure to inappropriate content. Therefore, the key lies in moderation and guidance. With proper supervision and the right choice of games, computer games can indeed be a beneficial tool for children’s development.

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Effects of Video Games Essay

Introduction, school performance, effects on social relationships.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

  • Chicago (A-D)
  • Chicago (N-B)

IvyPanda. (2019, December 8). Effects of Video Games. https://ivypanda.com/essays/effects-of-video-games/

"Effects of Video Games." IvyPanda , 8 Dec. 2019, ivypanda.com/essays/effects-of-video-games/.

IvyPanda . (2019) 'Effects of Video Games'. 8 December.

IvyPanda . 2019. "Effects of Video Games." December 8, 2019. https://ivypanda.com/essays/effects-of-video-games/.

1. IvyPanda . "Effects of Video Games." December 8, 2019. https://ivypanda.com/essays/effects-of-video-games/.

Bibliography

IvyPanda . "Effects of Video Games." December 8, 2019. https://ivypanda.com/essays/effects-of-video-games/.

  • Issues of Overweight and Obesity
  • Obese in the Society
  • Do Violent Video Games make People Violent?
  • Video Games and Violent Behavior
  • Do Violent Video Games Lead to Aggressive Behavior?
  • Overweight and Obesity Among Children Aged 11-14
  • Violent Video Games and How They Affect Youth Violence
  • The Effects of Violent Video Games on Individuals
  • Overweight and Obese Children in Miami Dade County
  • The Relationship between playing Violent Video Games and Children’s Aggressive Behavior - What do the Evidences Show?
  • Child Thinking and Learning New Skills
  • The Ecology of the Family
  • Different Behaviors in Children With Autism
  • Childhood Evolution and History
  • Child and Adolescent Behavior: Becoming Attached

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Chapter 6: 21st-century media and issues

6.5.2 How video games affect literacy (synthesis)

Anonymous English 102 Writer

February 2021

In the world of literacy there are many common everyday activities that can be used to get closer to literacy without even realizing it. Most things people do within the day may improve or at least relate to literacy without them even realizing it. Video games, for example, can improve a person’s literacy each time they play it without even knowing. Whether it’s through communication between players or improvement of reading and writing skills, video games are much better at improving literacy than advertised. I chose this topic for this essay because video games are a hobby of mine and I believe they are very good at increasing a person’s skill in literacy than most would assume.

The way video game players communicate with each other is a very specific variation of standard speech. Rather than communicating through long, full, detailed sentences, they instead most of the time speak in short bursts of specific details about what they’re trying to tell each other. In James Gee’s “What is Literacy”, this is what would be known as an identity kit for the community of video game players. An identity kit is basically a set of instructions for how the members within one community act and interact with each other (18). With this kit of instructions players have found a new and more specialized way of communicating that is more efficient for them. When communicating in a more streamlined way like this, players cut out unnecessary details and only say what they need to. This concept works for the reading and writing aspect of literacy as well. When reading and writing within a game or community of video game players it is more efficient to use a shortened and simplified form of it. Skimming texts and writing with abbreviations are a few examples of this. In his article Gee discusses what he refers to as discourses which are the groups of people who use the identity kits for their specific needs (Gee). In this case the discourse of video game players uses an identity kit of efficient communication and simplified reading and writing to help them do better in their games.

In “Video Game Literacy Exploring new paradigms and new educational activities” by Damiano Falini it is further proven that video games have an effect of literacy. Playing video games usually subconsciously leads to the player improving their literacy skills whether they know it or not. Media analysis of video games causes the viewer to acquire more literacy skills such as language and technology (Falini 4). This acquisition of skill may not be as extreme as learning a language in school or from reading texts specifically designed for education, but it still has an effect on the players that can benefit them and their literary abilities. Many see this type of learning as negligible and a waste of time but learning in a way that is also enjoyable can often be much more efficient than traditional education. Throughout this article Falini cites several other articles including one that was also written by James Gee to support his argument about video games. Falini also references an Italian study that was still in progress at the time of writing that was meant to determine what effect a media education course about video games would have on students (Falini 4-5). With the finalized results of this study, it is possible Falini would have had even more support for his argument, but it seems he has high hopes for the results of this research. Falini then dedicates a section of the article to detail how he believes young students who wish to be educated in video game design should work step by step. In order the steps are introduction, then on to paper designs, followed by full production and concluded with testing (Falini 7-9). To conclude the article, Falini discusses a similar study to the previous one where students were surveyed about how well they like the video education course. The study concluded that for these students the course had proven the importance of collaboration and teamwork skills and that the students had learned something and done well on the tests attached to the video education course (Falini 11). Overall, it is apparent these video game development courses had a positive effect on the students involved.

Similar affects are analyzed in “The Game of Reading and Writing: How Video Games Reframe Our Understanding of Literacy” by John Alberti.  The correlation between video games and literacy is often not clear but it has always been there. Video games have always challenged players to broaden their view on reading and writing through new literary practices and firsthand experiences within the games (Alberti 260). Interaction with a virtual world is bound to cause the player to experience new things and expand their scope of understanding. Experiencing new things through video games challenges our pre-existing version of literacy in a way that can make the player view literacy in a new and possibly more beneficial way (Alberti 261). Alberti then discusses the visual aspect of gaming and how it plays a role in literacy by being a more non-static and moving way of seeing something that can be educational (Alberti 264-265). Through these and several other aspects it is clear Alberti believes that video games can have quite an effect on the literacy of someone’s mind. Alberti often discusses the aspect of motivation in education and believes the playing of video games has a similar aspect to it when determining why people play the games in the first place. Playing video games and reading is motivated by pleasure and results in questions about why people play them, what exactly that pleasure is and where it comes from (Alberti 268). Overall Alberti is more on the fence about the effectiveness of video games as a whole but still discusses how video games and literacy are tied together in multiple aspects.

Literacy within video games is even further discussed in Silviano Carrasco’s “Meta-Literacy in Gameworlds”. The beginning of this article relates somewhat to Gee’s concept of identity kits by discussing how games interact with their players. Meta-Literacy is someone’s ability to differentiate different sections and understand their differences when playing a game (Carrasco 32). Interacting with a game world has the ability to bring out many aspects of the players’ literacy abilities. Carrasco cites another source to discuss how the motivation to become more literate in a subject such as possibly video games is the appeal of sharing a common knowledge with everyone else which can apply to many types of media literacy including video games (Carrasco 33). With this type of motivation many people would be much more likely to want to be involved in a certain group of others that also enjoy a piece of media which in turn would help them be more affected by wider ranges of literacy. Carrasco also discusses video games’ connection to outside media. Video games that reference external media act as a new perspective on another piece of work that can possibly give it extra or entirely new meaning (Carrasco 37). The enjoyment of video games is partially dependent on the players knowledge of the world through past experience, without previous knowledge of the game world the player is in they are possibly missing out on aspects of the game that would go unnoticed by players that are not already well versed in the game’s world and story (Carrasco 39). With possible faults such as this it would be very helpful to a player’s literacy within the game they are playing to seek out and learn more about what they are experiencing, thus improving their literacy. Carrasco then discusses how so-called tutorials improve the players’ ability and literacy. Often early in the game a text message will show on the screen telling the player how to do something and with few reminders after this that action will become second nature to the player, and they will not need the text reminder anymore but instead will already know what to do (Carrasco 40). The player’s literacy is subconsciously improved throughout a game when they pick up on new tips and tricks without needing to be constantly reminded. When the player knows what to do on their own, they have genuinely learned something new. Video games are less geared toward learning through heavy reading and more geared towards learning through association with images and narratives that are displayed throughout the game (Carrasco 41). The repetition of the games story and main themes throughout a game is a more effective form of learning in a game than ordinary learning and data memorizing like learning in school. Carrasco concludes by discussing the potential emotional value that video game stories can hold and how it further draws the player into a game and story it is telling.

Ultimately, these articles may be different in some respects, but overall contribute to the conclusion that video games can be closely related to the development of literacy. Gee’s description of discourses and identity kits very accurately summarize the community of video game players and how their shared common literacy helps them communicate effectively about their shared interests. The other articles also broadened my view on this subject, especially in the aspect of specifically video game development rather than just video game playing. The development aspect contains even more hidden literacy than I had previously thought it could with the various routes to becoming more educated and well versed in the subject. Overall, after writing this essay I believe even more in the role video games play in literacy.

Works cited

Alberti, John. “The Game of Reading and Writing: How Video Games Reframe Our Understanding of Literacy.”  Computers and Composition , vol. 25, no. 3, Jan. 2008, pp. 258–269.  EBSCOhost , doi:10.1016/j.compcom.2008.04.004.

Damiano Felini. “Video Game Literacy – Exploring New Paradigms and New Educational Activities.”  Medienimpulse , Dec. 2010.  EBSCOhost , search.ebscohost.com/login.aspx?direct=true&db=edsdoj&AN=edsdoj.8fae855c6cce45bfa699d70f385ee68e&site=eds-live&scope=site.

Gee, James. “What Is Literacy?”  Journal of Education , vol. 171, no. 1, 1989.

Silviano Carrasco, and Susana Tosca. “Meta-Literacy in Gameworlds.”  Anàlisi: Quaderns de Comunicació i Cultura , no. 55, Dec. 2016, pp. 31–47.  EBSCOhost , doi:10.7238/a.v0i55.2936.

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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