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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.

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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.

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Video Games Essay | Essay on Video Games for Students and Children in English

February 13, 2024 by Prasanna

Video Games Essay:  Video games are electronic games that requires a user interface, input device (it can be joysticks, controllers, motion-sensing devices, keyboard, etc.) that generates visual feedback for the player or players, an output device that is either a two or three-dimensional display device (like TV monitor, touchscreen, VR headset, etc.).

Video games also are augmented with audio feedback using either headphones or speakers. Other types of augmented feedback systems of video games include haptic technology.

You can also find more  Essay Writing  articles on events, persons, sports, technology and many more.

Long and Short Essays on Video Games for Students and Kids in English

We are providing students with a long essay sample of 500 words and a short essay sample of 150 words on the topic Video Games in English for reference.

Long Essay on Video Games 500 Words in English

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. And in 1948 they got the patent for their invented device with knobs and buttons used for stimulating airborne enemies. It was not until the 1970s, and 1980s those video games reached the mainstream popularity.

One of the biggest technological evolution examples is that of what is seen in video games. Over the years there had been massive changes and several creations since the first released video game. Before the age of Playstation, Xbox, or even computer games, people used to be engrossed in playing video arcade games and later the 8-bit video games using consoles, joysticks, and other controllers. Now we have video games with much higher graphics, better storyline, and even more options. This makes the gaming experience more thrilling and enjoyable; however, it does not change the fact that video games have turned almost an entire generation into couch potatoes.

It is no news that video games are fascinating and because of the graphics along with sound effects gives the player a real-like experience. The video game industry has also started experimenting with virtual reality resulting in even more realistic games which give the player the sensation of truly witnessing the activities of the game. Bur we all know that technology is both a good and a bad effect. The condition is not much different when it comes to video games as well. There are several benefits of playing video games; similarly, there are also adverse effects of the same.

The positive effects of video games include developing one’s skills, like strategic thinking, quick learning, cooperation, creativity, etc. Simulations which are based on the similar technology behind video games are used for training purposes (like shooting, golfing, driving, etc.). Simulations have helped in reducing the risk of accidents occurring during training by allowing the user to practice longer without the requirement of frequent maintenance.

However, there are also some very destructive negative effects of video games. Firstly, children and young adults often get very addicted to playing video games and end up wasting a lot of time and becoming socially isolated. Another aspect of video games which has affected the players immensely is the increase in the violence and aggressiveness in them while trying to imitate the competitive traits of the game.

As intelligent beings, we must use our wisdom and self-control to spend our time wisely and efficiently while avoiding things that have the potential of causing us harm. The gaming industry should monitor the type of games being manufactured and restricting the game for the age for only which it is suitable. Players too should understand the negative impacts of excessive video game playing and addiction. Hence, it can be concluded that the effect of video games depends a lot on the player.

Short Essay on Video Games 150 Words in English

Short Essay on Video Games is usually given to classes 1, 2, 3, 4, 5, and 6.

The electronic games that involve the user interface interacting with a human that results in generating feedback onto the video device are called video games. The platforms are the electronic devices used for playing various video games. The size of platforms or gaming units can range from large mainframe computers to even small handheld devices. The trend of playing video games became prominent from the late 1970s and has only increased over time with the advancement of technology. At present, the global value of the video game industry is stated to be USD 152 billion approximately.

The large scale engagement of youth and people of other age groups as well has turned video games into a trend factor. However, there has been a lot of debate on the matter of the positive and negative impact of games on people. Thus, both the industry and the user need to monitor the content of the games being made, and the amount of time being spent on it, respectively.

10 Lines on Video Games in English

  • There are several types of video games like arcade games, console video game, computer video games, and mobile games.
  • The evident increase in the commercial importance of the video gaming industry began from the 2010s.
  • The Asian market is the biggest contributor to the growth of the video gaming industry.
  • As of 2018, video games were the third-largest segment drawing revenue in the entertainment market of US, behind broadcast and cable TV.
  • Today, numerous people are involved behind creating video games like developers, publishers, distributors, retailers, third party manufacturers, etc.
  • Studies show that gaming addiction causes several physical and behavioural problems in people, especially in children.
  • There are also competitions held for video games in various stages (local, national and international) to find the best player among all.
  • The growth and expansion of the video gaming industry have opened up several job opportunities as well.
  • Parents should monitor the game playing type and time of their children so that it doesn’t turn into an addiction.
  • Lack of motion because of excessive video game playing can cause diseases like obesity and diabetes, along with muscle pain.

FAQ’s on Video Games Essay

Question 1. Mention some positive effects of playing video games.

Answer: Some positive effects of video game playing includes the following-

  • It improves IQ and reflexes of an individual.
  • It develops skills like decision making, attentiveness, multi-tasking, etc.
  • It improves motor skills of players.

Question 2. Which is the most iconic video game character of all time?

Answer:  Mario

Question 3. What is the first invented video game?

Answer:  Tennis for Two is the first video game, and it was created in 1958.

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video games essay conclusion

Exploring the Cognitive Benefits of Video Games: How Gaming Can Improve Learning

by Katrine B

September 10, 2023

Video games have become a popular form of entertainment for people of all ages. While there has been much debate about the potential negative effects of gaming, more recent research has focused on the positive impact of video games on cognitive development and learning. In this narrative essay , we will explore the cognitive benefits of video games and discuss how gaming can improve learning.

Understanding the Cognitive Benefits of Video Games

Before delving into the specific cognitive benefits of video games, it is important to define what cognitive benefits are. Cognitive benefits refer to improvements in cognitive functions such as attention, memory, problem-solving, and decision-making that can result from engaging in certain activities or experiences.

Defining Cognitive Benefits

When we talk about cognitive benefits, we are referring to positive changes in cognitive abilities as a result of playing video games. These changes can include enhanced attention span, improved memory retention, better problem-solving skills, and increased cognitive flexibility.

The Connection Between Gaming and Cognitive Function

Research has shown that video games can have a positive impact on various aspects of cognitive function. One study conducted by researchers at the University of California, Irvine, found that playing certain video games can lead to improvements in attention and multitasking abilities.

The researchers found that video game players were better at ignoring irrelevant information and were more efficient at switching between different tasks compared to non-gamers. They suggested that the fast-paced and immersive nature of video games may contribute to these cognitive improvements.

The Impact of Video Games on Learning

In addition to the cognitive benefits, video games have also been found to have a positive impact on learning. In particular, they can enhance memory and improve problem-solving skills.

Video Games and Memory Enhancement

Several studies have shown that playing video games can enhance memory function. In a study published in the journal Nature, researchers found that participants who played a 3D video game had better memory performance compared to those who played a 2D game or did not play any game at all.

The researchers suggested that the immersive and interactive nature of 3D video games may stimulate the hippocampus, a region of the brain associated with memory formation, leading to improved memory function.

Improving Problem-Solving Skills Through Gaming

Video games often require players to think critically and solve puzzles or challenges to progress in the game. This constant engagement with problem-solving tasks can enhance players' abilities to think critically and creatively, and to approach problems from different angles.

Furthermore, research has shown that video games can improve players' ability to transfer problem-solving skills to real-world scenarios. A study conducted by researchers at the University of Wisconsin-Madison found that individuals who played strategy-based video games showed better problem-solving skills and an increased ability to think strategically in real-world situations.

The Psychological Perspective of Gaming

Another aspect to consider when exploring the cognitive benefits of video games is the psychological perspective. Video games have been found to have an impact on attention span and emotional regulation.

Gaming and Attention Span

Contrary to popular belief, research suggests that playing video games in moderation can actually improve attention span. A study published in the journal Current Biology found that action video game players had better attentional control and were able to sustain their attention for longer periods compared to non-players.

This improved attention span may be attributed to the fast-paced nature of video games, which require players to quickly process and react to various stimuli within the game environment.

The Role of Video Games in Emotional Regulation

Video games can also play a role in emotional regulation. Studies have shown that playing video games can provide an outlet for emotional expression and serve as a means of stress relief.

Furthermore, multiplayer online games can provide opportunities for social interaction and can help individuals develop social skills and emotional intelligence. Engaging in cooperative gameplay can foster teamwork and collaboration, which can be beneficial in both virtual and real-world settings.

The Social Benefits of Multiplayer Games

Multiplayer games, in particular, offer a unique opportunity for social interaction and the development of important skills.

Developing Communication Skills Through Gaming

Multiplayer games often require players to communicate and cooperate with others to achieve shared objectives. This can help individuals develop effective communication skills, as they learn to coordinate actions, share information, and work together as a team.

Teamwork and Collaboration in Multiplayer Games

Playing multiplayer games can also cultivate teamwork and collaboration skills. By working together towards a common goal, players learn to delegate tasks, strategize, and make decisions as a team.

Research has shown that individuals who regularly engage in multiplayer gaming tend to have enhanced teamwork and collaboration skills, which can be transferable to various real-life situations, such as group projects or work environments.

Debunking Myths About Video Games

Despite the growing evidence of the cognitive and social benefits of video games, there are still misconceptions and concerns surrounding their use.

Addressing Concerns About Gaming Addiction

Gaming addiction is a controversial topic that has attracted much attention in recent years. While it is true that excessive gaming can have negative consequences, it is important to note that moderate and responsible gaming can bring about positive effects.

Individuals who engage in gaming as a recreational activity, in balance with other aspects of their lives, are unlikely to develop addiction problems. It is important to establish healthy gaming habits and recognize when it starts to interfere with other important areas of life, such as school or work.

The Truth About Video Games and Violence

Another major concern associated with video games is the belief that they promote aggression and violent behavior. However, research conducted in this area has not found a causal link between video games and real-life violence.

Studies have shown that while video games may temporarily increase aggression levels immediately after playing, this effect is short-lived and does not lead to long-term changes in behavior. It is important to consider other factors, such as pre-existing aggression or a lack of parental involvement, when examining the relationship between video games and aggression.

In conclusion, video games have the potential to offer various cognitive benefits and contribute to learning. They can improve attention, memory, problem-solving skills, and emotional regulation. Additionally, multiplayer games can enhance communication, teamwork, and collaboration skills. It is crucial to approach gaming in a responsible and balanced manner, recognizing the positive aspects while addressing concerns about addiction and violence. By understanding and harnessing the cognitive benefits of video games, we can explore their potential as tools for learning and personal development.

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Essay on Video Games

Students are often asked to write an essay on Video Games 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 Video Games

Introduction.

Video games are interactive digital entertainment platforms. They are played on devices like computers, consoles, or mobiles.

Types of Video Games

There are many types of video games. Some are educational, others are adventure-based or sports-themed.

Benefits of Video Games

Video games can improve hand-eye coordination, problem-solving skills, and strategic thinking. They can also be a fun way to relax.

Drawbacks of Video Games

Excessive gaming can lead to health issues like eye strain and lack of physical activity. It can also impact social skills if not balanced with real-world interactions.

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250 Words Essay on Video Games

Video games, a form of interactive entertainment, have evolved dramatically from their rudimentary origins in the 1970s. They have penetrated almost every aspect of modern society, becoming a significant part of our culture and a powerful force in the entertainment industry.

The Evolution of Video Games

In their inception, video games were straightforward, consisting of basic graphics and gameplay. However, as technology advanced, so did the complexity and visual appeal of these games. Today, video games are immersive experiences, boasting high-definition graphics, complex narratives, and intricate gameplay mechanics.

The Impact on Society

Video games have a profound impact on society. They have transformed how we spend our leisure time, and have even created new professions, such as professional e-sports players and game developers. In addition, video games have educational potential, as they can develop problem-solving and strategic thinking skills.

Controversies and Criticisms

Despite their popularity, video games have attracted controversy. Critics argue that they promote violence, addiction, and social isolation. However, research on these issues remains inconclusive, and many argue that the benefits of video games outweigh potential negatives.

In conclusion, video games are a multifaceted phenomenon that has significantly influenced our culture and society. Despite criticisms, their popularity continues to rise, indicating their enduring appeal and potential for future growth. As technology continues to evolve, so too will video games, promising exciting developments for this dynamic medium.

500 Words Essay on Video Games

Video games, a form of digital entertainment that has dramatically evolved over the past few decades, have become a significant part of contemporary culture. They offer a unique blend of interactive storytelling, art, and technology, engaging players in a way that no other medium can. Video games are more than just a pastime; they are a platform for expression, learning, and innovation.

The history of video games is a testament to the incredible technological advancements of the late 20th and early 21st centuries. From the rudimentary pixel graphics of the 1970s to today’s immersive virtual reality experiences, video games have continuously pushed the boundaries of what is technologically possible. They have transformed from simple, solitary experiences into complex, social phenomena, connecting people from all walks of life.

The Impact of Video Games

The benefits and concerns.

Despite the criticisms often associated with video gaming, such as addiction and violence, numerous studies have highlighted the potential benefits. Video games can improve cognitive skills, such as problem-solving and spatial awareness, and can also foster social interaction and cooperation when played in groups. They can serve as therapeutic tools, helping to manage conditions like anxiety and depression. However, it is essential to maintain a balanced perspective, acknowledging the potential risks and promoting responsible gaming.

The Future of Video Games

The future of video games is as exciting as it is unpredictable. With emerging technologies like virtual and augmented reality, artificial intelligence, and cloud gaming, the possibilities for innovation are limitless. Video games are poised to become even more immersive, interactive, and personalized, offering experiences that were once the stuff of science fiction.

In conclusion, video games are a dynamic and influential part of modern society, reflecting our culture, advancing technology, and impacting various aspects of our lives. They are a testament to human creativity and innovation, offering unique experiences that entertain, educate, and inspire. As we move forward, it is crucial to continue exploring the potential of video games, addressing the challenges they present, and harnessing their power for positive change.

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

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110 Video Game Topic Ideas for Essays & Examples

🔝 top 10 video game topics for 2024, 🏆 best video game topic ideas & essay examples, 🎮 good video game research topics, 🕹️ interesting gaming topics to write about, ❓ video game research questions, ✅ simple & easy video game essay topics.

Looking for video game topics for your project? Look no further! Here, we’ve collected excellent essay topics for true gaming enthusiasts. Whether you’re looking for argumentative essay ideas on video games, research topics, or questions for debate, you will find them here.

  • History of Video Game Consoles
  • Myths of Video Game Violence
  • The Global Phenomenon of Esports
  • VR Gaming and Its Future Possibilities
  • How Video Games Influence Cognitive Skills
  • Therapeutic Mental Health Benefits of Video Games
  • Diversity and Gender Representation in Video Games
  • How Multiplayer Games Impact Social Interaction
  • Healthy Gaming Habits Against Video Game Addiction
  • Aesthetic and Narrative Qualities of Artistic Video Games
  • Product Life Cycle & Marketing of Video Game Industry One of the most important advantages of the concept of life cycle can be seen in the sphere of marketing, where if used as a tool it allows adjusting the strategies, including marketing, based on […]
  • Twitch.tv and Video Game Streaming Career From this point, in spite of the fact that the Twitch.tv platform can be viewed as belonging to the live-streaming industry, the careers of streamers develop according to the traditional principles of the entertainment business.
  • The Monopoly Tycoon Video Game Review The game is stylistically similar to the board game Monopoly, and it can be played both online and offline. It is important to note that the game has a multiplayer feature, which can be played […]
  • A Video Game Store’s Business Plan The projected cash flow of the cash in the balance sheet will appear positive for the next five years and will show that the company’s profitability in will be good enough pay for operating expenses […]
  • Sony and Nintendo in the Video Game Industry The firm has manufactured several generations of the home console since the 1980s, beginning with the Nintendo Entertainment System, the Super Nintendo Entertainment System released in the early 1990s, and the Nintendo 64 that was […]
  • Video Game Industry Analysis In 1950, Yamauchi assumed the position of the president in the firm and got on a variety of strategies with the purpose of rationalizing and modernizing the way the firm was controlled.
  • Video Game Effects: Good or Bad? Given the fact that there is indeed a logically sound rationale to such a suggestion, throughout the course of conducting my study, I remained thoroughly observant of the article’s classification-related suggestions, in regards to the […]
  • The Video Game Industry Evolution The first mention of the creation of such games dates back to the 1940s, but it was in 1952 that Alexander Shafto “Sandy” Douglas officially presented his dissertation at the University of Cambridge. One of […]
  • The NASCAR Video Game Project Management Plan The plan attempts to draw the features and gameplay mechanics by replicating the thought process of a potential player. At this stage, the game should be well-advertised and ready for release.
  • The Motivation of the Video Game Player For instance, the project gave its players the dynamic and fast pace of the game, a vast and detailed map, various locations, several different weapons, and character skins, and this is not all the possibilities.
  • The “Medal of Honor” Video Game Analysis The game is set to depict the Afghanistan invention in 2002 and the battle between the U.S.military and the Taliban. Due to the close resemblance of the game to the Afghanistan war, the game has […]
  • Human Life: Video Game, Simulation, or Reality? Drawing parallels between the real and the virtual world, one can admit the unreality of the existence of the planet and people and compare everything that happens with the simulation in which we are.
  • Does Video Game Violence Lead to Aggression in Children? Among the gaming community, children participate vigorously in absorbing the plethora of entertaining content, including age-restricted ones where the scenes of violence are abundant.
  • A Role-Playing Video Game Ayiti: The Cost of Life This strategy worked but not to the topmost level simply because the burden of the living cost was gradually weighing down the overall income of my family.
  • BioWare Video Game Project Management For example, Dragon Age: Inquisition, the third installment of the company’s flagship series, switched to the Frostbite engine used by most of the EA games and succeeded in delivering the product despite the technical difficulties […]
  • Video Game History: Overview From the 1990s to Nowadays In addition to arcade car behavior, the game was also famous for its beautiful graphics at the time, with each game in the series being a launch title showing the capabilities of the console.
  • FIFA 10 Football Simulation Video Game A lack of consistency is evident in the various versions of this game as FIFA 10 played on a PC lacks the realism that is exhibited when the game is played on XBOX 360 and […]
  • Video Game Delivery Project: Strategic Marketing To initiate strategies in marketing of Video Game, the company will decide to develop a web based application by ABC CORP and this application is customized to meet the requirements of the project. The purpose […]
  • The U.S. Video Game Industry This was also based on the views of the company’s developers who assumed that the technological advantages of the the16-bit system were extremely less than that of the 8-bit system.
  • Video Game Company Against Online Piracy The purpose of the said DRM software is to protect the intellectual rights of the company. The fourth major issue is the encompassing goal of the VGC to end all types of piracy.
  • Video Game Addiction and Maslow’s Hierarchy of Needs As to me, I was interested in video games when I was a child because this industry was at its beginning and almost every pupil was involved in it.
  • Nintendo in the Video Game Industry Previously, Atari was a major power to reckon with in the industry but was later toppled by Nintendo. Part of Yamauchi’s vision was to introduce new and cheaper video games in the market than the […]
  • Game designers have the responsibility to design less video game Secondly, the outcome of the video game is unpredictable as compared to movie in which the audience can predict the point at which the story would end thus making the video games more interesting to […]
  • Striving for the Ultimate Knowledge: Eli’s Mission. Video Game Owing to the peculiarities of the movie plot, the game can be shaped in a most intriguing way, with a lot of turns of the plot which lead to the most effective denouement.
  • Analysis of the Counter-Strike Video Game Phenomenon in Computer Gaming
  • Comparison of Three Companies in Video Game Industry; Nintendo, Sony and Microsoft
  • Analysis of Free Will in The Stanley Parable Video Game
  • Analysis of the Effects of Playing a Video Game Used in Computer Science
  • Analysis of the Characteristics and Player Statistics of Bungie’s Video Game Destiny
  • Are Video Games Truly a Game or a Reality?
  • Analysis of the Topic of the Releases in the Video-Game Industry and the Issues of the Violence
  • Analysis of the Rise of the Video Game Empire in Modern Society
  • Two Aspects of Creating a Video Game
  • Analysis of the Third-Person, Console-Based Video Game, The Last of Us
  • Are Users The Next Entrepreneurs? A Case Study On The Video Game Industry
  • Combating Video Game Addiction : A Global Problem
  • Does Playing Video Game Consoles Bring About Plenty of Advantages?
  • Analysis of the Field Work Project and the Topic of a Video Game Community
  • Does Video Game Violence Affect Children?
  • Do Video Games Contribute For Video Game Violence?
  • Is The Video Game Industry an Oligopoly?
  • Is Video Game Violence the Cause of Juvenile Delinquency?
  • Psychological Effects of Video Game Violence on Children
  • What Is the Defining Business and Economic Characteristics of the Video Game Console Industry?
  • Why Play Station 4 and the Xbox One Are the Kings of the Next Generation Video Game Console?
  • What Makes A Video Game Addictive?
  • Competition Among 3 Main Video Game Companies: Nintendo, Sega, And Sony
  • Brief Note On Video Gaming And The Video Game Industry
  • Effects of Television and Video Game Violence on Children and Teenagers
  • Analysis of the Different Genres of Video Game Systems for Children
  • Overview of the Process and Career in Video Game Design
  • Development of the Elder Scrolls Video Game Series
  • Breaking Gender Stereotypes in Traditionally Masculine Sports: The Inclusion of Women in FIFA 16 Video Game
  • Cancer: Video Game and Playing Violent Video
  • Fighting the Online Video Game Wars in China
  • Government Regulation Of Video Game Violence Is Unconstitutional And Unnecessary
  • Japanese video game industry
  • History of the Video Game Industry
  • Microsoft Xbox Entering the World of Video Game
  • The Merchant of Video Games: Adapting the Merchant of Venice into an Adventure Game
  • What Are Some Revolutionary Breakthroughs in the Video Game Industry?
  • What Does It Take To Make It in the Video Games Industry?
  • Why Has the Video Game Industry Exploded Recently?
  • What Is Wrong With the Video Game Industry in This Generation?
  • Is the Video Game Industry Going Downhill?
  • Who Is the Best Voice Actor in the Video Game Industry?
  • What Will Be the Next Breakthrough or “Big Thing” in the Video Game Industry?
  • Is the Video Game Industry in Trouble Right Now?
  • Who Makes More Money: Hollywood or the Video Game Industry?
  • How Has the Coronavirus Impacted the Video Game Industry?
  • What Is the Biggest Missed Opportunity Yet in the Video Game Industry?
  • Does Video Game Violence Induce Negative Affects on Our Youth?
  • What Are the Changes the Video Game Industry Needs?
  • How Large Is the Video Game Industry?
  • Why Is the Video Game Industry in China Dominated by MMOs?
  • Is There a Bubble Forming in the Video Game Industry?
  • What Do Video Game Players Understand That Most People Don’t?
  • How Easy Is It to Make a Video Game?
  • What’s the Best Advice You’ve Received From a Video Game?
  • What Was the First Video Game?
  • What Is the Most Inappropriate Video Game You Know?
  • What Are the Elements of a Good Video Game?
  • How Much Does It Cost to Develop a Video Game?
  • What Can Video Game Consoles Offer You?
  • Why Video Game Addiction Is One of the Urgent Problems Today?
  • How Does Science Create Video Game?
  • How the 1970s Sparked the Video Game Industry?
  • Why Do Video Game Movies Always Fail?
  • What’s the Most Popular Video Game Genre?
  • The Science Behind Brain-Boosting Games
  • How Gaming Reflects and Influences Society
  • How Video Games Participate in Social Justice
  • Pros and Cons of Gamified Fitness and Wellness Apps
  • Gamification, Its Benefits, and Learning Outcomes
  • Virtual Goods in Video Games and Their Real-World Value
  • What Factors Influence Immersion and Player Engagement?
  • Cloud Gaming and the Potential of Streaming Technology
  • Market Trends and Revenue Models of the Video Game Industry
  • Violence, Microtransactions, and Other Ethical Issues in Video Game Development
  • Problem Solving Essay Ideas
  • Computers Essay Ideas
  • Technology Essay Ideas
  • Cyberspace Topics
  • Developmental Psychology Essay Ideas
  • Software Engineering Topics
  • Online Community Essay Topics
  • Hacking Essay Topics
  • Chicago (A-D)
  • Chicago (N-B)

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The Field of Dreams Approach: On Writing About Video Games

video games essay conclusion

Tony Tulathimutte on the future of video game criticism

video games essay conclusion

Every year, more and more great essays are published on literary sites concerning video games. In the past year I’ve especially loved entries like Janet Frishberg’s “On Playing Games, Productivity, and Right Livelihood,” Joseph Spece’s “A Harvest of Ice,” and Adam Fleming Petty’s “The Spatial Poetics of Nintendo: Architecture, Dennis Cooper, and Video Games.” But for each great essay there are a handful of others written like apologies, seemingly perennial pleas to take video games seriously as a form of meaningful narrative.

I hoped to have a conversation with a writer about games that went a little deeper. There were two main reasons I turned to the Whiting Award-winning writer Tony Tulathimutte. The first was because of his response in an interview with Playboy , in which he said that his interest in gaming probably “had something to do with my desire to bend or break formal conventions in fiction.” The second was his three thousand word essay about Clash of Clans , “Clash Rules Everything Around Me,” which was exactly the type of essay about gaming I wanted to see more of. Tulathimutte is the author of Private Citizens , which we listed as one of the 25 best novels of 2016 .

What I want is long-form literary criticism. But writers should just write what they want to read. The body of work will be there and the audience will follow it. The ‘ Field of Dreams’ approach.

Graham Oliver: Can we have this conversation without getting stuck trying to legitimize video games as a medium?

Tony Tulathimutte: “Are video games art?” “Have we had the video game Citizen Kane  yet?”

GO: That’s such a boring and overdone conversation. I think it’s more interesting to look at the ways in which video games actually do interact with literature, and not to hold the conversation just as a demonstration of our respect.

TT: Take the respect for granted and go from there. I thought about starting a literary magazine about video games a while back, but the discourse had by then become so toxic that, even with the most anodyne academic essay you could write, the best you could hope for was that it would be ignored. There needs to be more space for this kind of writing, but I just didn’t want to wade into it then. I feel a little better about it now, which is why I did the Clash of Clans  essay.

GO: What is the difference between video game-related essays showing up on a literary site, versus a site where the primary purpose is the intersection of video games and literature? What could that site do that can’t be done (or isn’t being done) otherwise?

TT: Part of it is just volume. You can’t have a general interest magazine like the New Yorker covering video games to the same depth or degree as it does film or music or even theater. Every big magazine at this point covers video games occasionally — I know the New Yorker has written about Minecraft and No Man’s Sky , for instance. New York Magazine just did a big essay on gaming more broadly.

video games essay conclusion

But for some reason, there’s no video game editor at the New Yorker , no dedicated departments or verticals, except at newer places like VICE, Vox , The Verge . Unlike music or movies, video games aren’t equally distributed through the culture; it’s more compartmentalized. This owes in part to a marketing apparatus around games that caters to and fosters a specific audience, and because the audience for certain genres — responding to these pressures — became self-selecting, especially with respect to gender. Video games may be art, but they are also a STEM [Science, Technology, Engineering, and Mathematics] industry, which makes them no different from any other STEM field in that regard.

GO: It’s a question of access. I was thinking about your Clash essay; you have this entire paragraph that has to explain this massively popular and mechanically fairly simple game. Does that automatically turn off an audience who are already proficient in those basics? In which case, are you only writing for people who don’t game? I suppose that’s another conundrum of coverage in a general interest publication…

TT: If you read an essay by Susan Sontag or Martin Amis about the great books, or by André Bazin about film, they can assume a certain level of knowledge about the text or film from their audience. I can write that way about games on my own time and my own dime, but there’s no presumed canon or general readership for games, because they’re not taught in schools and not regularly discussed in big publications. So you either write for the diehards — the equivalent of film buffs or bookworms — or for novices.

GO: Is that why we haven’t had novels which interact with video games the way David Foster Wallace did with tennis, or Ann Patchett with opera? Neither of their books included explanatory paragraphs; it’s so ingrained in our culture that it seems almost impossible to have grown up without some idea of what tennis or opera are.

TT: Most people have played a game, and the average gamer spends six hours a week playing them. I think it has less to do with the medium inherently than just the failure of writers who have approached the subject. I haven’t read everything on games, but so far, the fledgling efforts have been too literal or kind of corny. Some writers seem to think that you’re supposed to transpose the form of games into fiction — to provide this very lightly remediated experience of reading a book so that it feels like you’re playing a game.

The last thing you want to do is create a watered-down experience of gaming in a text. A book should still work as a book. It’s the usual difficulty of writing about other mediums; there’s that old chestnut that writing about music is like dancing about architecture. But there are special considerations for how to write about any form in a way that conveys deep presence and vividness comparable to the experience itself.

GO: When you’re writing about games in one form or another, do you find you prefer to write for someone who is like you — very interested in both writing and video games — or is your preference for someone in that liminal space somewhere between them?

TT: I approach it as I do with all my creative writing, which is to write for the audience of Tony. That frees to me to write things irrespective of their publishability. Right now I’m working on a long essay about Metal Gear Solid  — the whole series. That’s between ten and twenty games, depending on which ones you call canon. The dialogue alone stacks up to something like sixty thousand words each. And the companion synopsis is almost three thousand words. I’m just trying to make points about the series that haven’t been made before. Would Kill Screen or The New York Review of Books ever run that? Hell to the fuck no.

video games essay conclusion

If writers keep doing this, eventually there will be a readership equipped to deal with it. For the longest time there have been really smart people playing video games and wondering where all the good criticism was. It’s a discoverability issue, to a certain extent. There’s so much good writing out there about games, but most games-writing outlets cater to fairly niche perspectives. Action Button is extremely good, irreverent creative criticism, probably my favorite. Five Out of Ten is academically oriented, Kill Screen is mainstream journalism. What I want is long-form literary criticism. But writers should just write what they want to read. The body of work will be there and the audience will follow it. The Field of Dreams approach.

GO: You said earlier (and you’ve also mentioned it in your Playboy interview) that the discourse around games is toxic and partisan. Are you talking about within or outside of the gaming community?

TT: All of it. Partisan lines have been drawn within it for purposes far beyond aesthetic disagreement. In part because so much of this discourse occurs in a medium where people are not held accountable for their words, i.e. on the internet.

GO: How does that compare to conversations within the literary community? You’ve written before, for instance, about the MFA vs. NYC debate .

TT: I want to do my part to de-estrange gaming discourse. Not de-stigmatize or demystify, but de-estrange. This cancerous shit happens everywhere — it just happens in a spectacularly aggressive and organized way in gaming.

GO: When you’re not actually writing about video games, what place do they hold in your life? Are they the stress relief at the end of the day, the reward after two hours of writing? Or something you try to avoid when you’re in the middle of a big project?

TT: I’ve played video games since I was three years old. I have loved video games a lot longer than I’ve loved literature — which is not to say more. Actually… yeah, probably more. It just so happens that I’m a writer. I don’t feel the guilt that some people do who, even if they enjoy gaming, approach it feeling as if it’s a waste of time, or a form of entertainment which takes them away from their “real life.” You wouldn’t condemn a cineaste or a lover of literature. But a fug of non-respectability still attends video games.

That said, the reward mechanisms in most games are designed to get you hooked in cognitive motivational ways that don’t apply to most literature. So it’s absolutely possible for games to displace other things that you would want to do just as much. I don’t struggle to fit them into my life, but I probably would, if my life consisted of much more than just teaching and writing.

GO: I suppose I was thinking more about the effect on your mental state. For instance, I have to save video games for the end of the day, because I have a hard time going from the almost meditative state of game-playing into writing. How does it fit in, not in the sense of time but in how it interacts with your ability to produce writing afterwards?

TT: If a visual narrative enters my head before I start writing, it’s enormously difficult to pull myself back into writing. A huge amount of psychic inertia has to be overcome to transition from consuming a narrative to assembling one. I have a lot of wacko bird theories as to why. Perhaps language is such an information-poor medium that it demands a sparseness of input, so that you can have room to envision or create new stuff in your head. Maybe the act of viewing, which puts you in the posture of evaluation and judgment, beefs up the inner critic that makes it hard to write. That’s all pure superstition, I have nothing to base that on.

GO: What about when it comes to the type of video game? You’ve mentioned playing DotA 2 in other interviews, which is very different from more narrative-heavy single player games. In the middle of a big writing project, do you find yourself drawn more to one type of game over another?

TT: With the caveat that writers are the worst self-appraisers, I’ll say that I have not noticed any influence from the type of games I’m playing on what I write. I think games engage an entirely different part of my brain, which might also account for the difficulty I have toggling between those two modes. That said, I think longer games can work like long books — immersively — where you have to pinch your nose and take a deep breath before plunging into the Neapolitan books and it just becomes the medium you swim in for months. Some games demand a higher or more frequent degree of engagement to get any kind of nuance at all. You can play a thousand hours of DotA 2 , without coming anywhere near understanding it.

video games essay conclusion

GO: How does that compare to the relationship between reading and your own work? Do you avoid other people’s writing when working, or do you keep books on your desk for the sake of referencing them?

TT: I do. I try to keep a messy puddle of books around my work area, in case I want to steal something from somebody else. But I Google as much as I refer to other books. I don’t disconnect from the internet when I’m writing, like some writers who have this almost mystical anathema against technology. I generally find I benefit from my procrastination.

You can have a rom-com game, a campus game, an adultery game, or a boring-but-important game that will get taught in high schools circa 2110.

GO: You referred to language as being information-poor a minute ago, which reminds me of the AGNI essay you wrote on boredom. The thesis of that essay was basically that boredom in literature is okay. Can you also apply that idea to video games? Can there be meaningful or productive boredom while playing, through the act of repetition, for instance? I just played Her Story, which I know you enjoyed, and while it has a super interesting story you have to slog through a certain amount of repetition to get to it.

TT: The democratization of game creation is producing a wider range of games, like the Super 8 camera did with film. You can have vignette-style games like Nina Freeman’s —  Cibele , how do you Do It? , Freshman Year , etc. You can have “walking simulators” that are almost purely meditative, like Gone Home , Firewatch , or Dear Esther . I just saw a piece on a game based on Thoreau’s Walden .

video games essay conclusion

The impulses and tendencies that make people want to create literature are present. It will happen more as people are able to do what they want to do, without enormous corporate financial support or even crowdfunding, which, to an extent, just moves the bottom line to having to be crowd-pleasing. Games can be plenty boring in spite of themselves, even if that’s not what they’re trying to do. It’s a cliché by now to point out that the most time investment-heavy games like World of Warcraft consist largely of “grinding.” Or, if you play something like DotA 2 , queuing for a game.

GO: For DotA 2 you also have to spend a lot of time reading up on viable builds. Work that’s not in actually playing the game.

TT: Yes, although I will say that that intellectual work doesn’t feel like tedious labor to me. I have fun looking up builds. The deep strategy and understanding are coextensive with the pleasure of playing the game.

Moments of boredom are built into games for reasons that range from comedy to suspense. I think a lot about the moment in Final Fantasy VI where you’re directed to just wait at the edge of a floating continent for a character to come along. On the one hand you’re sitting watching a clock tick down. On the other hand, it’s extremely tense.

Contrasting aesthetic effects in games to those in other media is not always productive, because it’s like playing Twenty Questions. Can games do X like books? Can games do Y like films? In the same way we should assume games are art, and that there’s an audience out there hungry to make something of them, we should assume that games can do anything. You can have a rom-com game, a campus game, an adultery game, or a boring-but-important game that will get taught in high schools circa 2110.

GO: I go to these academic conferences where a similar conversation is happening among professors who write in the field of gaming studies. Some bring in literary and film theory, and try to lay that on top of video games, while others reject that. The tools and the language are already there from other fields, so it seems easy. On the other hand, it can be kind of reductive, and perhaps prevents you from having the more meaningful conversation.

TT: Right, or even just the conversation you’re trying to have. There are also those efforts to create a language around game studies, partly I think try to legitimatize it in the eyes of the academy. You get people going on about the Ludologists versus the Narratologists, about ludonarrative dissonance, copping these quasi-academic terms. I can see the point of systematizing things, but my favorite criticism helps you not to just describe and understand, but to enjoy stuff more.

GO: How much do you worry about the effect that being an “out” gamer will have on your literary career?

TT: If I were bashful or coy about my love of video games I wouldn’t do this interview. The same goes for pornography or television. Even the language of being “out” implies a political and social pressure or an importance that just doesn’t exist. I’d hate to believe that being a writer means living in a constant state of deposition, publicizing everything you do, think, or feel. The fact that I like video games isn’t interesting. Video games are interesting. I love talking about them with smart people, both within and outside of gaming culture. But I’m also perfectly happy to be left alone with them.

GO: Do you hope there’s a day around the corner where a game developer decides to make a narrative-heavy game like Life is Strange , Her Story , or Kentucky Route Zero , and they look at a list of literary authors to figure out who should write it?

TT: Not at all. I believe that I can do a lot of things in writing, but I haven’t felt an urge to create a video game since the third grade. It’s always good to have some kind of interest that is totally pure, where you’re going to be an eternal fan, because sausage-making can disillusion you fast. If part of the charge of art comes from mystique or sheer baffled admiration, that’s something I want to preserve in at least a few departments of my life.

GO: As a writer, you’re expected to be both a creator and a thoughtful critic as well. It seems like once you publish a book, there is an expectation that you’ll be reviewing or blurbing for other books for the rest of your life. How does your approach to writing about literature differ from your essays on games?

TT: I review books as a practitioner; I know what goes into putting one together, so I can pan one that isn’t well-made. I write about games as an appreciator, in that I want to take something I like and enlarge people’s sense of pleasure or wonder at it. This doesn’t mean that I can’t be critical of a game. I have negative things to say about everything. But because I’m not highly qualified to trivialize or disparage a game on the level of craft — for instance, a sunbeam in a video game might look shitty and aliased because of technological or budgetary constraints that I’m not aware of — my main task is to study its narrative and to add value.

GO: You’ve been thinking about games critically for a long time. I read that you wrote your theses — both in undergrad and for your first master’s degree — on video game interaction. What were you looking at in those?

TT: I majored in something called Symbolic Systems, which would be called cognitive sciences anywhere else. They add linguistics and philosophy to the standard curriculum of formal logic, computer science, and cognitive psychology. I applied the extremely specific language of human-computer interaction studies to video games. So I wrote pretty dry literature surveys of game-writing and interaction theory, and how the latter could be applied to the former.

One was about game controller design, which ended up anticipating the Nintendo Wii controller by a couple of years. I talked about the potential for modular design and gestural input. The second thesis was about menus. They’re the basis of turn-based RPGs, and in games their definitional boundaries are weird. Take the Warp Zone Pipes in Super Mario Brothers . You go over a ceiling and drop into a room where you’re invited to select one of three pipes to go through. It is very clearly a menu, where you’re selecting one of three options, but it’s also a part of the action.

God, I sound so stoned when I talk about this.

video games essay conclusion

GO: I hate to keep mentioning Her Story , but I just started it today. In that game, the user interface also has this blurry boundary. You read a ReadMe file to learn how to use the system, but that’s all part of the in-game computer you interact with as part of the story.

TT: Yeah, it’s brilliant. Any computer interaction can be extrapolated into a game premise. Here it’s basically Database Search: The Game, but it’s fun and well written. To analogize with literature, there are plenty of stories whose premise comes from its formal conceit. My favorite is “ Going for a Beer ” by Robert Coover. He takes a simple sentence gimmick — where two things that happen at different times are written as though they’re simultaneous — and it becomes the conceit of the story. The story is, “what if your life was composed of moments with endings and beginnings but no middles?”

GO: Form matching content. That happens in all types of art, right? There was a piece on Hamilton which pointed out that, as the first half progresses, the Marquis de Lafayette’s rhymes get denser and faster, coinciding with him being in America and increasingly speaking English. The music reflects the plot.

TT: Form generating content, I would say. It’s a classical idea. Sometimes it’s done very explicitly, like with Oulipo. It can be super corny, but it’s a dependable source of inspiration.

It’s Tristram Shandy-levels of batshit.

GO: Going back to your idea for a game-writing website, were you imagining a place that just collected the kind of long-form writing you want to see, or were you also imagining a community that would be built around it?

TT: I am not too concerned with building community. The idea was simply to get critical essays on games­ — not fiction, poetry, reviews, or personal essays, but literary analysis. Like the essay I’m working on about the Metal Gear Solid series… So many of the male characters lose their hands and are sterile and have daddy issues and misinterpret the will of one female character, The Boss. Aside from the glaring Freudian overtones, what’s that about? This is not stuff that figures into the plot as it plays out, but is something that I think screams out for conversation.

GO: I was a Nintendo kid and then jumped to PC gaming, so I never got into the Metal Gear  games.

TT: It’s like the Infinite Jest of games. As far as I know, it’s the longest continuous scripted narrative in games. You can make a strained case for things like Zelda or Metroid , but this is the most sustained vision from an auteurist figure, Hideo Kojima, and it’s just bonkers. It’s Tristram Shandy -levels of batshit.

GO: Well, that sells it. I now have to ask the big, speculative question, since you just called it the Infinite Jest of games. What do you think David Foster Wallace’s writing would have been like, had he been obsessed with video games rather than television?

TT: This question is so enormously counterfactual it might as well be a novel. The guy was hugely tech-avoidant. He typed with one finger on an old computer. But games seem very contiguous with his concerns in Infinite Jest . Though who’s to say Virginia Woolf wouldn’t have also gotten equally invested in games? Wallace is a gimme because of the technological overlap, but to me the more interesting speculative question is, What would a game written by P.G. Wodehouse be like? I want to see an essay on  that .

How to Have Fun Destroying Yourself: An Interview with Tony Tulathimutte, Author of Private Citizens

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107 Video Game Essay Topic Ideas & Examples

Inside This Article

Video games have become a popular form of entertainment for people of all ages. From action-packed shooters to immersive role-playing games, there is a video game out there for everyone. With such a wide variety of games to choose from, it can be overwhelming to decide on a topic for an essay about video games. To help you get started, here are 107 video game essay topic ideas and examples to inspire your writing:

  • The impact of violent video games on children's behavior
  • The evolution of video game graphics over the years
  • The rise of esports and its influence on the gaming industry
  • The benefits of playing video games for cognitive development
  • The representation of gender and race in video games
  • The history of virtual reality gaming
  • The psychology of loot boxes in video games
  • The role of music in enhancing the gaming experience
  • The ethics of video game journalism
  • The impact of video game addiction on mental health
  • The cultural significance of video game franchises like Mario and Pokemon
  • The future of cloud gaming and streaming services
  • The role of storytelling in video games
  • The influence of video games on popular culture
  • The relationship between video games and education
  • The impact of video game censorship on creative expression
  • The portrayal of mental health issues in video games
  • The role of social media in video game marketing
  • The history of video game consoles
  • The impact of online multiplayer games on social interaction
  • The evolution of game mechanics in the survival horror genre
  • The representation of LGBTQ+ characters in video games
  • The influence of Japanese culture on video game aesthetics
  • The role of nostalgia in the popularity of retro gaming
  • The impact of microtransactions on player experience
  • The relationship between video games and violence in society
  • The role of artificial intelligence in game development
  • The impact of video game streaming platforms like Twitch
  • The representation of disability in video games
  • The influence of game design on player engagement
  • The evolution of mobile gaming
  • The role of virtual economies in online multiplayer games
  • The impact of video game sound design on immersion
  • The portrayal of mental illness in video games
  • The influence of Eastern philosophy on game narratives
  • The role of user-generated content in game communities
  • The impact of fan culture on video game development
  • The representation of indigenous cultures in video games
  • The influence of literature on game storytelling
  • The role of game difficulty in player satisfaction
  • The impact of video game piracy on the industry
  • The portrayal of war in military shooter games
  • The relationship between video games and sports
  • The influence of board games on video game design
  • The role of player choice in game narratives
  • The impact of virtual reality on therapy and rehabilitation
  • The representation of historical events in video games
  • The influence of film on game aesthetics
  • The role of gender stereotypes in video game marketing
  • The impact of game mods on player creativity
  • The portrayal of mental health professionals in video games
  • The influence of tabletop role-playing games on video game mechanics
  • The role of game mechanics in promoting teamwork and cooperation
  • The impact of game development crunch on industry workers
  • The representation of animals in video games
  • The influence of science fiction on game narratives
  • The role of player agency in game storytelling
  • The impact of game difficulty on player motivation
  • The portrayal of addiction in video games
  • The influence of mythology on game aesthetics
  • The role of puzzles in game design
  • The impact of game reviews on player purchasing decisions
  • The representation of mental illness in horror games
  • The influence of architecture on game environments
  • The role of game soundtracks in enhancing the player experience
  • The impact of game tutorials on player learning
  • The portrayal of robots and AI in video games
  • The influence of fashion on character design in games
  • The role of humor in game narratives
  • The impact of game localization on cultural representation
  • The representation of environmental issues in video games
  • The influence of psychology on game design
  • The role of game narratives in exploring complex themes
  • The impact of game communities on player engagement
  • The portrayal of mental health struggles in indie games
  • The influence of mythology on game storytelling
  • The role of player feedback in game development
  • The impact of game accessibility on player inclusivity
  • The representation of gender identity in video games
  • The influence of surrealism on game aesthetics
  • The role of morality systems in game narratives
  • The impact of game tutorials on player retention
  • The portrayal of mental health professionals in horror games
  • The influence of psychology on game narratives
  • The role of player choice in shaping game outcomes
  • The impact of game aesthetics on player immersion
  • The representation of LGBTQ+ relationships in video games
  • The role of environmental storytelling in game design
  • The impact of game streaming on player engagement
  • The portrayal of mental illness in puzzle games
  • The role of player feedback in shaping game development
  • The impact of game aesthetics on player perception
  • The representation of LGBTQ+ characters in horror games
  • The influence of film noir on game narratives
  • The role of environmental storytelling in shaping game worlds
  • The impact of game tutorials on player skill progression
  • The portrayal of mental illness in narrative-driven games
  • The influence of science fiction on game aesthetics
  • The role of player choice in determining game endings
  • The impact of game aesthetics on player emotional response
  • The representation of LGBTQ+ relationships in indie games
  • The influence of literature on game design
  • The role of environmental storytelling in immersive game worlds
  • The impact of game streaming on player community building
  • The portrayal of mental health struggles in interactive fiction games

Whether you are writing a research paper, a critical analysis, or a personal reflection on video games, these topics provide a diverse range of ideas to explore. From examining the psychological effects of gaming to analyzing the cultural significance of game narratives, there is no shortage of fascinating topics to delve into. So, pick a topic that interests you and start exploring the world of video games through the lens of your essay. Happy writing!

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Persuasive Essay: Video Games

Teenagers today often spend a great deal of time playing video games. These games are fun and engaging and young people often feel like playing games is a great thing to do in their spare time. However, you shouldn’t spend too much time gaming and there are a number of reasons for this: it’s unhealthy, you should spend more time studying, and you need to socialize more.

The primary reason to cut down on gaming time has to be that youths that spend a long time on computers and games consoles are often not getting enough exercise. With high obesity rates, it’s very important for young people to spend as much time being active as possible, especially since studies show that people who are overweight during childhood and adolescence are far more likely to become overweight adults than those of a healthy weight when they’re young. There is just as much, if not more, fun to be had in getting out and about and being active. This doesn’t have to mean going for long runs if that’s not your thing; team sports are both fun and great exercise. Dance or fitness classes are also a good option for those not into sports.

Secondly, getting a good education is that best thing that you can do for your future. If every teenager cut down on their gaming time by 30 minutes per day and used this time to study, the whole of that generation would achieve better results and be more likely to have the career that they want. With education, you get out what you put in, so it’s really up to you to put in the additional effort. If you want to go to a good college, extra study in your own time will be completely vital, but gaming can reduce your concentration span and make this more difficult.

The third main reason that playing video games too often is that it’s no good for your social skills. Some teenagers may argue that because they can now play their games online with friends, they are socializing in their own way. However, you can’t beat face-to-face contact, and if you want to succeed in interviews and build good relationships in later life, you need to develop some proper communication skills. This shouldn’t be a chore, or difficult, because hanging out with friends is far more fun than sitting indoors playing on games all day anyway!

In conclusion, there can be no doubt that spending too much time gaming isn’t good for you. You don’t have to stop all together, but it’s all about moderation. Cut down and allocate your additional free time to doing things that are good for you, and you definitely won’t regret it in later life.

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  • Effects of Video Games on Players Words: 1942
  • Behavioral Problems Caused by Video Games Words: 1955
  • Video Games Effects on Players: Positive or Negative? Words: 1947
  • Valorant Is a Video Game That Is Both Enjoyable and Beneficial Words: 1026
  • Violence Encoding in Video Games Words: 2684
  • Video Games’ Negative Impact on Children Words: 2215
  • Video Game Addiction: History and Future Implications Words: 2112
  • Regulating Violent Video Games Words: 830
  • Video Games and Teenage Behavior Words: 1725
  • Are Video Games Harmful For Players? Words: 1621

Benefits of Video Games

Children and young adults love video games as they are fun and help to relax. At the same time, many adults claim that children spend too much time playing, which makes them violent and do not bring any benefit. However, facts indicate that video games are useful for the cognitive development of children and adults, while the myth of increased violence of players is not supported.

Video games are not a tool to solve all problems, but they have more advantages than many people think. First, games have a positive effect on cognitive and intellectual development (Etchells). For example, a player needs attentiveness, fast reaction, and often logical thinking to complete a mission in a shooter. Other games require attention and concentration, as well as ingenuity, to find a solution to a problem or task. Educational programs can also be built in the form of online games and bring more benefits than memorizing rules from books. Besides, games for adults also have such an advantage as they help developmental skills and memory. For example, Barr conducted a study and found that students playing video games improved their communication, resourcefulness, and adaptability significantly. At the same time, the idea that violent video games force people to be crueler has no convincing evidence, and scientists argue that the connection between the game process and increased aggression is very weak (Etchells). Consequently, video games cannot be called useless, harmful, or dangerous.

In conclusion, video games can be useful for a person’s development as they help to develop various cognitive and intellectual skills. In addition, since the myth that video games make people more violent still has not found cconfirmed it is difficult to talk about their harm. However, all these statements are correct with an average number of playing hours, since a strong passion for any activity, even useful, can harm the mental and physical health of a person.

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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Video Games Argumentative Essays Samples For Students

54 samples of this type

Regardless of how high you rate your writing skills, it's always a good idea to check out an expertly written Argumentative Essay example, especially when you're dealing with a sophisticated Video Games topic. This is exactly the case when WowEssays.com collection of sample Argumentative Essays on Video Games will come in useful. Whether you need to brainstorm a fresh and meaningful Video Games Argumentative Essay topic or inspect the paper's structure or formatting peculiarities, our samples will provide you with the necessary data.

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Technology Date: December 9, 2013

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Remember that we offer this and many other  free written essays strictly as examples.

Video Games For Education Argumentative Essay Examples

Example of argumentative essay on paragraphs 4 and 5.

Gun violence in the U.S. is out of control. Incidents in US of gun violence in 2012 were horrible, widely publicized, and unprecedented. We will look at how to prevent such incidents in the future in the rest of the paper.

Paragraph 1:

Importance of gun laws in U.S. Politics. NRA’s stance on the matter (de-regulation). Recent successes: Concealed Carry in many states. The reaction from the other side on recent acts of gun violence in 2012 to restrict gun laws.

Paragraph 2:

Apple iphone over an android argumentative essay examples, example of do violent games cause behavior problems argumentative essay, introduction., argumentative essay on is technology value-neutral, argumentative essay on current state of society in technology.

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.

Example Of Argumentative Essay On Video Games Are Educational Outline

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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.

The Effect Of Violent Video Game On Children Argumentative Essay

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video games essay conclusion

FF7 Rebirth: Performance VS Graphics mode, best way to play

  • Author: Dave Aubrey

Final Fantasy 7 Rebirth is finally available, and if you’re looking for the best experience possible, you’re probably wondering which is best: Performance Mode or Graphics Mode. These are the two visual settings available in FF7 Rebirth, and they each come with some unique upsides and disappointments.

For the full breakdown on what each mode offers and what to expect, take a look at our explanation below. Each mode with have its fans, but for my money, only one mode provides the best gameplay experience.

ff7-rebirth-cloud

FF7 Rebirth Japanese discs got wrong labels, Square Enix warns

Graphics mode breakdown – ff7 rebirth.

Crisp visuals - just trust me.

Crisp visuals - just trust me.

Square Enix, GLHF

Graphics Mode is by far the best-looking version of Final Fantasy 7 Rebirth – at least in a still screenshot. When not moving the camera the image Graphics Mode looks incredibly crisp, with little – if any – visible stair-stepping or shimmering.

Graphics Mode is however capped at just 30fps, with a dynamic resolution that usually hovers at or near 4K, according to Digital Foundry . It doesn’t quite look like a native 4K image, but it is undoubtedly very clear, especially at a normal viewing distance.

While I’m not personally a fan of the 30fps output, Graphics Mode is still a great option if you’re playing on a large display, or up close to a high-resolution monitor.

Performance Mode breakdown – FF7 Rebirth

I can count the pixels on Tifa's top.

I can count the pixels on Tifa's top.

Performance Mode is visibly less clear than Graphics Mode across the board but does offer a very smooth 60fps output – at least most of the time. Visuals in Performance Mode can often include shimmering details and obvious stair-stepping on the edges of models.

A new fix for this has been suggested by Digital Foundry on Eurogamer , where Oliver Mackenzie suggests playing with your PS5 outputting 1440p, if possible, and allowing your TV to scale the image. In our testing this reduces the blockiness and aforementioned stair-stepping significantly, so is certainly worth trialling if you have a display capable of receiving a 1440p signal.

Getting up close to a high-resolution display in this mode will make it look like a low-resolution upscaled image, even though the native resolution is around 1440p. However, if you have a smaller TV or monitor, or truly value the stability of 60fps output, then this mode just might be for you.

The visual quality downgrade is rough, even though it has since had a patch mitigating most of the issues seen in the public demo. Having said that, when in battle or racing across the world at high speed, the visual blur is barely noticeable, and the 60fps output really shines.

60fps is held a majority of the time, but in some very rare and select areas, performance can drop outside of the VRR window.

Performance VS Graphics Mode conclusion – FF7 Rebirth

Yuffie in Final Fantasy 7 Remake Intermission.

The best way to play depends on you.

Square Enix

If you can stomach 30fps and you have a very large display to play FF7 Rebirth on, then the Graphics Mode is for you. The visual clarity upgrade over Performance Mode is obvious, and the larger your display, the more distracting the blurry visuals of Performance Mode will be.

However, if you’re playing on a smaller display, or you’re sitting a fair distance from the screen, then the Performance Mode is the way to go. If you were playing, for example, on a PlayStation Portal, or a 1080p display, or a smaller television, then Performance Mode’s blurry visuals will be barely noticeable when compared to the fluidity of 60fps.

So the real answer is: it depends. If you want the smoothest possible gameplay experience, Performance Mode is the obvious choice, but if you’re looking for the best possible visual showcase, Graphics Mode is for you. 

If you have a display capable though, make sure to enable a 1440p output for your PS5 if you choose Performance Mode. It really does help a lot!

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APA Style is the most common writing style used in college and career. Its purpose is to promote excellence in communication by helping writers create clear, precise, and inclusive sentences with a straightforward scholarly tone. It addresses areas of writing such as how to

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High school students need to learn how to write concisely, precisely, and inclusively so that they are best prepared for college and career. Here are some of the reasons educators have chosen APA Style:

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Most people are first introduced to APA Style by reading works written in APA Style. The following guides will help with that:

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Surgeon General: Parents Are at Their Wits’ End. We Can Do Better.

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Dr. Murthy is the surgeon general.

One day when my daughter was a year old, she stopped moving her right leg. Tests found that she had a deep infection in her thigh that was dangerously close to her bone. She was rushed off to surgery. Thankfully, she’s now a healthy, spirited young girl, but the excruciating days we spent in the hospital were some of the hardest of my life. My wife, Alice, and I felt helpless and heartbroken. We got through it because of excellent medical care, understanding workplaces and loved ones who showed up and reminded us that we were not alone.

When I became a parent, a friend told me I was signing up for a lifetime of joy and worry. The joys are indeed abundant, but as fulfilling as parenting has been, the truth is it has also been more stressful than any job I’ve had. I’ve had many moments of feeling lost and exhausted. So many parents I encounter as I travel across America tell me they have the same experience: They feel lucky to be raising kids, but they are struggling, often in silence and alone.

The stress and mental health challenges faced by parents — just like loneliness , workplace well-being and the impact of social media on youth mental health — aren’t always visible, but they can take a steep toll. It’s time to recognize they constitute a serious public health concern for our country. Parents who feel pushed to the brink deserve more than platitudes. They need tangible support. That’s why I am issuing a surgeon general’s advisory to call attention to the stress and mental health concerns facing parents and caregivers and to lay out what we can do to address them.

A recent study by the American Psychological Association revealed that 48 percent of parents say most days their stress is completely overwhelming, compared with 26 percent of other adults who reported the same. They are navigating traditional hardships of parenting — worrying about money and safety, struggling to get enough sleep — as well as new stressors, including omnipresent screens, a youth mental health crisis and widespread fear about the future.

Stress is tougher to manage when you feel you’re on your own, which is why it’s particularly concerning that so many parents, single parents most of all, report feeling lonelier than other adults . Additionally, parents are stretched for time. Compared with just a few decades ago, mothers and fathers spend more time working and more time caring for their children , leaving them less time for rest, leisure and relationships. Stress, loneliness and exhaustion can easily affect people’s mental health and well-being. And we know that the mental health of parents has a direct impact on the mental health of children.

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Home — Essay Samples — Entertainment — Video Games

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Can Video Games Make You Smarter

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Advantages and Disadvantages of Video Games

Risk factors of video games addiction, timeline of video games development, how video games can shape our brains and behavior, pros and cons of video games, benefits of video games for children, influence of video games on health, the social impact of video games on children, effect of video games on people's moods, influence of violence in video games, psychological effects of video games on children and young adults, stop blaming video games, benefits and detriments of playing video games, discussion on whether video games are bad or good for us, statement that video games cause violence is a misconception, the panic over video games violence in today's society, negative effects of video games on health, investigation of whether video games cause violence in children, the effects of excessive time playing video games on children, interacting with media: how video games have influenced storytelling.

Video games are interactive electronic entertainment forms that involve player participation through the use of digital interfaces, such as gaming consoles, computers, or mobile devices. They encompass a wide range of virtual experiences that combine elements of storytelling, competition, and problem-solving. Video games often feature dynamic visuals, immersive audio, and engaging gameplay mechanics, allowing players to control and navigate virtual environments, characters, or objects.

The origin of video games can be traced back to the mid-20th century when scientists and engineers began exploring the possibilities of interactive electronic entertainment. One of the earliest examples is "Tennis for Two," created by physicist William Higinbotham in 1958, which simulated a game of tennis on an oscilloscope. However, it was in the 1970s and 1980s that video games gained significant popularity and commercial success. The release of the arcade game "Pong" in 1972 by Atari marked a turning point in the history of video games. It sparked the arcade gaming phenomenon and laid the foundation for the industry's growth. The subsequent release of home consoles like the Atari 2600 and the introduction of personal computers further expanded the accessibility and reach of video games. The 1980s and 1990s witnessed the emergence of iconic video game franchises such as Super Mario Bros., The Legend of Zelda, and Sonic the Hedgehog. Rapid advancements in technology led to improved graphics, sound, and gameplay mechanics. The introduction of CDs and CD-ROMs in the 1990s allowed for more complex and immersive gaming experiences. In recent years, video games have become an integral part of mainstream culture and a booming industry, surpassing the film and music industries in terms of revenue.

Shigeru Miyamoto: Known as the "Father of Modern Video Games," Miyamoto is the creator of iconic franchises such as Super Mario, The Legend of Zelda, and Donkey Kong. Gabe Newell: As the co-founder of Valve Corporation and creator of the Steam platform, Newell has played a significant role in the digital distribution of games. Steam revolutionized the way games are purchased, downloaded, and played, greatly influencing the PC gaming market. Markus Persson (Notch): Persson is the creator of Minecraft, one of the best-selling video games of all time. Minecraft's sandbox-style gameplay and open-ended world have captured the imagination of millions of players worldwide.

Action (Fighting, Platform, Shooter, Survival, Battle royale), Action-adventure (Stealth, Survival horror), Adventure (Interactive fiction, Interactive movie, Visual novel), Gacha, Horror, Masocore, Massively multiplayer online, Role-playing (Action role-playing, Tactical role-playing), Simulation (Construction and management, Life simulation, Sports, Vehicle), Strategy (4X, Auto battler, Multiplayer online battle arena, Real-time strategy, etc.).

Arcade video game, Console game, Electronic game, Online game, Mobile game, PC game, Virtual reality game.

Minecraft, Dark Souls, The Witcher, Grand Theft Auto, World of Warcraft, Super Mario, The Sims, Fortnite, Call of Duty, Assassin’s Creed, Pacman, Tetris, Sonic the HedgeHog, Angry Birds, Skyrim, etc.

Public opinion on video games is diverse and multifaceted. While video games enjoy immense popularity and have a dedicated fan base, opinions about them vary among different segments of society. Some people view video games as a form of entertainment that offers immersive experiences, interactive storytelling, and social interaction. They appreciate the creativity, artistry, and technological advancements within the industry. Supporters argue that video games can enhance cognitive skills, problem-solving abilities, and even have therapeutic benefits. On the other hand, there are concerns raised by critics regarding the potential negative effects of video games. Some individuals argue that excessive gaming can lead to addiction, social isolation, and a sedentary lifestyle. Others raise concerns about the violent content in certain games and its potential impact on aggression or desensitization. Public opinion is often influenced by media coverage, personal experiences, and cultural biases. As the medium continues to evolve, ongoing discussions and debates surrounding video games will shape public perception and understanding of their impact on individuals and society as a whole.

1. Cognitive development 2. Entertainment and escapism 3. Social interaction 4. Educational value 5. Technological advancement

1. Addiction and excessive screen time 2. Violence and aggression 3. Health risks 4. Social isolation 5. Distraction and academic performance

1. The video game industry is a multibillion-dollar industry, with revenues surpassing those of the film and music industries combined. In 2021, the global video game market generated over $175 billion in revenue, highlighting the immense popularity and economic impact of video games. 2. According to a study published in the journal Pediatrics, video games can have a positive effect on surgical skills. Surgeons who played video games for at least three hours per week were found to perform laparoscopic surgery faster and with fewer errors compared to non-gaming counterparts. 3. In recent years, the rise of esports (competitive video gaming) has gained significant momentum. Esports tournaments and leagues attract millions of viewers worldwide, and professional esports players have become celebrities with lucrative sponsorships and endorsement deals. The esports industry is projected to reach a value of $3 billion by 2025, further cementing the cultural significance and growth potential of competitive gaming.

The topic of video games is important to write an essay about due to its widespread influence on modern society. Exploring this subject allows for an examination of its impact on various aspects of life, including culture, technology, psychology, and social interactions. Writing an essay about video games provides an opportunity to delve into their historical evolution, from the early days of arcade machines to the immersive and sophisticated gaming experiences of today. It allows for an analysis of the technological advancements that have propelled the industry forward and shaped the way we play and interact with games. Furthermore, studying video games enables an exploration of their cultural significance. Games have become a major form of storytelling, tackling complex themes and issues. They have also sparked discussions about representation, diversity, and ethics within the industry. Understanding the cultural context and impact of video games can shed light on their role as a powerful medium for self-expression and communication. Moreover, video games have been a subject of debate and scrutiny. Addressing topics such as violence, addiction, and their effects on mental health and social behavior can contribute to a nuanced understanding of the potential benefits and drawbacks of gaming.

1. Anderson, C. A., Gentile, D. A., & Buckley, K. E. (2007). Violent video game effects on children and adolescents: Theory, research, and public policy. Oxford University Press. 2. 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. 3. Gee, J. P. (2003). What video games have to teach us about learning and literacy. Computers in Entertainment (CIE), 1(1), 20-20. 4. Griffiths, M. D., & Nuyens, F. (2017). An overview of structural characteristics in problematic video game playing. Current Addiction Reports, 4(3), 272-283. 5. Juul, J. (2010). A casual revolution: Reinventing video games and their players. MIT Press. 6. Kapp, K. M. (2012). The gamification of learning and instruction: Game-based methods and strategies for training and education. John Wiley & Sons. 7. Prensky, M. (2001). Digital game-based learning. McGraw-Hill. 8. Ryan, R. M., Rigby, C. S., & Przybylski, A. (2006). The motivational pull of video games: A self-determination theory approach. Motivation and Emotion, 30(4), 344-360. 9. Sherry, J. L. (2001). The effects of violent video games on aggression: A meta-analysis. Human Communication Research, 27(3), 409-431. 10. Yee, N. (2006). Motivations for play in online games. CyberPsychology & Behavior, 9(6), 772-775.

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