There are four basic approaches to classifying the games used in physical education: Games for understanding This is a classification scheme proposed by Werner and Alomond that classifies games according to their strategies. It divides games into target games e.
Companies that develop video games earn billions of dollars and constantly invest in research aimed to make virtual reality look like reality. Their products become more and more sophisticated, and they attract a wide audience.
However, despite all the joy that video games can bring to children and teenagers, who are the main target audiences of game developing companies, actively engaging in video games at such a young age can produce adverse effects.
The harm video games cause can be evaluated by several criteria, and the most obvious among them is the negative effects they can have on physical health. Though the proponents of video gaming claim first-person shooters and real-time strategies sharpen reflexes, increase concentration, and muscle coordination, in reality, teenagers who spend an ample amount of time playing games experience effects that are not so beneficial.
There is a possibility of the loss of sight. Spending hours on a computer or in front of a TV is one of the main causes of blurred vision among youth. In addition, sacrificing healthy physical activities in favor of video gaming may become a risk factor for obesity.
Gamers often do not want to interrupt their playing for meals. They eat right in front of the monitor, and their rations often consist of products that can be easily cooked or eaten immediately, such as crisps, chocolate bars, crackers, or other fast foods.
All this definitely does not contribute to the proper and healthy development of a young, growing body.
Mental health can also be affected by engaging in video games at a young age. This suggests addiction and inappropriate behavior. It is a well-known fact that many gamers especially fans of online games suffer from addiction, which is no less serious than narcomania or alcoholism.
For instance, in Augusta report surfaced about the death of a year-old South Korean gamer who had spent 50 hours playing a real-time strategy game BBC.
For another significant example, one needs to look no further than Julywhen a Taiwanese teenager fatally collapsed after a hour game session Crawley. Cases like these are quite numerous and happen all around the world.
They make additional arguments to the negative evaluation of video games as an activity which brings harm to young people. In its turn, inappropriate behavior can be caused by violence in video games.
According to research, children and teenagers who play violent video games tend to be more aggressive. They confront their teachers and peers more often and display a decline in academic achievements. Such psychological deviations also do not implicate video games as a constructive and useful occupation for young people Crane.
Individuals who spend excessive hours playing video games may lack the capability to distinguish between reality from fantasies. Video games often offer simplified and conditional models of environments, relationships, friendships, and rivalries. Gamers use these models to learn to interact with the world around them, and they often lack skills that would be developed by real-life experience instead of the simulation Crane.
Therefore, it can be implied that another negative effect caused by video games is the inability of social adaptation on the part of the gamer.
It can be concluded that video games are a form of entertainment which is not suitable for children and teenagers. This assessment is based on a number of negative consequences that excessive video gaming causes.
Young people who spend an inexplicable sum of hours playing video games are observed to be prone to sight loss and obesity. In addition, they tend to be more aggressive than their peers who do not play video games, and they experience difficulties with social adaptation.
Also, video games can lead to addictions that are no less serious than alcoholism or narcomania, as evidenced in recent media stories reporting on deaths among inveterate video gamers.4 A more detailed analysis of the history of video games can be found in Computer and Video Game Law – Cases, Statutes, Forms, Problems & Materials, by Ashley Saunders Lipson and Robert D.
Brain, Carolina Academic. This paper is part of an experimental approach aimed to raise a video games classification. Being inspired by the methodology that Propp used for the classification of Russian fairy tales, we have cleared out recurrent diagrams within rules of video games, named "Game Bricks".
|Game classification - Wikipedia||It was established in July as a branch of Computer Entertainment Supplier's Associationand became an officially recognized non-profit organization in The head of the OFLC is called the Chief Censor, maintaining a title that has described the government officer in charge of censorship in New Zealand since|
Mar 22, · Atkinson, though, was the biggest block to the classification's approval, so following his resignation, there's a very real possibility that R18+ for video games will soon appear on Australian shores. 4 A more detailed analysis of the history of video games can be found in Computer and Video Game Law – Cases, Statutes, Forms, Problems & Materials, by Ashley Saunders Lipson and Robert D.
Brain, Carolina Academic. Facet Analysis of Video Game Genres. Jin Ha Lee. 1, Natascha Karlova characteristic of division of the subject field (Spiteri, ). In this paper, we present a faceted classification scheme for video game genre based on our analysis of hundreds of pre-existing genre labels collected from standards.
For example, video games do not. Action-adventure games are video games that combines elements of the adventure game genre with various action game elements.
It is perhaps the broadest and most diverse genre in gaming. An adventure game is a video game in which the player assumes the role of protagonist in an interactive story driven by exploration and puzzle-solving.