What’s your point of view

Video and Computer Games Technology has presented the world with interesting things such as video and computer games.Ever, since the last century, there have been numerous advances on the way video and computer games operate. In particular, the advances have been made to improve the software and hardware that function within video and computer games. This paper is an argument essay about video and computer games.
Games, in most cases, are usually recreation activities played with the intention of passing time. During the 1950s games and computers, took a drastic turn when they were merged and as a result, video games were created. Video games function in a manner that an actual game in a real world is computer programmed and hardware is made, which aid in controlling the application. The world has witnessed an exponential growth of video and computer games all over the world. Almost all children in developed countries have witnessed or experienced how video games function. Instead of buying regular toys for children, parents nowadays buy their children video games since they are extremely popular (Schlimme 1).
Video and computer games have many advantages. These include. improving cognitive skills in children who play these video games. Video and computer games have proved to be kits that instill motivation in children, as it is required that they play and advance to the next phase or level, which is more thrilling and interesting. Video and computer games are beneficial in the field of medicine because they are applied as part of therapy for patients with physical injuries (Medoff amp. Kaye 72). In physiotherapy, the games aid patients in developing motor skills and coordination. The extent to which a child or an individual concentrates when playing a game is known to relieve the child or individual’s mind from any psychological suffering or pain. Video and computer games are also educational materials as they can help in learning some math problems and language skills. Ultimately, video and computer games are main sources of psychological motivation since they put the players through feats, which they have to survive with the objective of moving to the next phase or level (Godara 102).
As much as video and computer games are beneficial to the children and adults who play them, they have some elements, which display their detrimental nature. The great numbers of video and computer games that have themes of violence create a great havoc on the individuals who experience these games. These individuals are likely to behave in an aggressive manner towards the people next to them. In most cases, the violent and bad behavior displayed by children in the junior school is usually because of what they have experienced when playing these video games. The other negativity associated with video games is the issue of socialization. Playing these, games, involve sitting in front of a TV set or a computer over a long time, which can amount to a whole day. These children do not have time to interact with their peers. interaction with peers is extremely crucial when it comes to socialization. Video and computer games are very addictive in that they can distract an individual from real life (Anderson et al 67).
Video and computer games are great recreational activities, which if moderated can prove to be very beneficial. They instill motivation in individuals, and at the same time, they give education on problem solving. However, if the experience with video and computer games is not moderated, then there will be a negative impact, which is addiction.
Works Cited
Anderson C, Gentile D, Buckley K. Violent Video Game Effects on Children and Adolescents: Theory, Research, and Public Policy. London: Oxford University Press, 2007. Print.
Godara V. Risk Assessment and Management in Pervasive Computing: Operational, Legal, Ethical, and Financial Perspectives. London: Idea Group Inc (IGI), 2009. Print.
Medoff N, Kaye B. Electronic Media: Then, Now, and Later. New York: Focal Press, 2010. Print.
Schlimme M. Video Games: A Source of Benefits or Addiction? Biology 202 (2002): 1. Print.