Become a Writer Today

Essays About Video Games: Top 12 Examples and Prompts

Video games have revolutionized the way we have fun today. If you are writing essays about video games, check out our guide to inspire your writing.  

Few can contest the fact that video games have taken over the world. From the basic, almost “primitive” games of the 1970s like Pong to the mind-bending virtual reality games of the 2020s, they have been a source of entertainment for all. Moreover, they have proven quite profitable; countries like Japan and the United States have made tens of billions of dollars solely from the video game market.

Despite their popularity, much has been debated over the potentially harmful side effects that video games may have, particularly on children. One side argues that playing certain video games can lead to people exhibiting violence in the future, while others believe that video games teach players essential life skills. Regardless, they will continue to be a part of our lives for the foreseeable future. 

For engaging essays about video games, read the essay examples featured below for inspiration.

1. What electronic games can teach us by Kendall Powell

2. designers are imagining video games without guns by keith stuart, 3. playing video games all summer won’t make you feel worse by nicole wetsman, 4.  violent video games bad by andrea newman.

  • 5. ​​The health effects of too much gaming by Peter Grinspoon

Writing Prompts For Essays About Video Games

1. video games: good or bad, 2. the benefits of video games, 3. what is your favorite video game, 4. do video games cause people to become violent, 5. video games in your life, 6. video games vs. traditional games, 7. is the video game rating system enough.

“In other studies, researchers found that gamers who trained on Tetris were better at mentally rotating two-dimensional shapes than those who played a control game. Students who played two hours of All You Can E.T., an educational game designed to enhance the executive function of switching between tasks, improved their focus-shifting skills compared with students who played a word search game.”

Powell explains a few possibilities of applying video games to education. As it turns out, certain video games can improve players’ skills, depending on the mechanics. Researchers are inspired by this and hope to take advantage of the competitive, motivational nature of gaming to encourage children to learn. New games are designed to help kids improve their focus, coordination, and resilience, and game designers hope they will succeed. 

“Imagine a game where you’re a war reporter seeking to capture the most iconic, representative images in a battle environment: You’d still get the sense of peril that audiences expect from action adventures, but your relationship with the environment would be more profound. It would be Call of Duty from the perspective of a creative participant rather than a violent interloper.”

The graphic nature of some video games is said to make kids violent, so it is only natural that some creators try to change this. Stuart writes that it is possible to maintain the fun that shooter-type games induce without using guns. He gives examples of games where you do not kill your enemy, simply stunning or capturing them instead. He also suggests photography as an alternative to killing in a “shooting” game. Finally, he suggests basing video games around helping others, making friends, and doing more peaceful, creative tasks.

“Any role video games play in skewing well-being that did pop up in the study was too small to have a real-world impact on how people feel, the authors said. People would have to play games for 10 more hours per day than their baseline to notice changes in their well-being, the study found.”

Wetsman counters the widespread belief that video games “destroy your brain.” Research done with a sample of 39,000 players over six weeks has shown that whether one plays video games for long or short periods, their mental health is not impacted much. There are some exceptions; however, there are not enough to conclude that video games are, in fact, harmful.

“Some people believe that the connection between violent games, and real violence is also fairly intuitive. In playing the games kids are likely to become desensitized to gory images;which could make them less disturbing, and perhaps easier to deal with in real life. While video games aren’t about violence their capacity to teach can be a good thing.”

In her essay, Newman writes about the supposed promotion of violence in some video games. However, she believes this violence does not cause people to be more aggressive later. Instead, she believes these games expose children to certain atrocities so they will not be traumatized if they see them in real life. In addition, these games supposedly promote connections and friendships. Finally, Newman believes that these “harmful” can make you a better person.

5. ​​ The health effects of too much gaming by Peter Grinspoon

“Gamers need to be educated on how to protect their thumbs, wrists, and elbows, their waistlines, their emotional state, their sleep, and their eyes. Simple education around taking breaks, stretching, eating healthy snacks, and resting and icing your thumb, wrist, or elbow when it starts hurting can address injuries early, before they become significant. For the eyes, gamers can try the 20-20-20 rule: every 20 minutes, try to look at something 20 feet away for 20 seconds.”

Grinspoon discusses both the benefits and the health risks of gaming. Video games allow people to interact with each other remotely and bond over specific missions or tasks, and some research shows that they have cognitive benefits. However, some gamers may develop vision problems and hand and wrist injuries. Gaming and “staring in front of a screen the whole day” is also associated with obesity. Overall, Grinspoon believes that gaming is best done in moderation.

Looking for more? Check out these essays about hobbies .

Many parents believe that their children’s “bad behavior” is because of video games. Based on your experience and others, decide: are video games good or bad for you? Make sure to read viewpoints from both sides and write an essay based on your position. Would you encourage others to play video games? Discuss these pros and cons for an interesting argumentative essay.

Like anything else, video games have both positive and negative aspects. Explain the good that video games can do for you: the skills they can equip you with, the lessons they can teach, and anything else. Also, include whether you believe their benefits outweigh the disadvantages they may pose. 

For your essay, write about your favorite video game and why you chose it. What is its meaning to you, and how has it affected your life? Describe the gameplay mechanics, characters, storyline, and general impact on the gaming community or society. You can write about any game you want, even if you have not played it; just ensure the content is sufficient.

Many claim that playing violent video games can make you violent in the future. Research this phenomenon and conclude whether it is true or not. Is the evidence sufficient? There are many resources on this topic; support your argument by citing credible sources, such as news articles, statistics, and scientific research.

Video games have been a part of almost all our lives. Recall a treasured experience with video games and explain why it is significant. How old were you? Why do you remember it fondly? How did this experience make you feel? Answer these questions in your own words for an exciting essay.

Essays About Video Games: Video games vs. Traditional games

There are stark differences between video and traditional games, such as board games and card games. For an engaging essay, compare and contrast them and write about which is more entertaining, in your opinion. Be creative; this should be based on your own opinions and ideas.

The video game content rating system is used to classify video games based on their appropriateness for specific ages. However, parents complain that they are not strict enough and allow the display of violent content to children. Explore the criteria behind the rating system, decide whether it needs to be changed or not, and give examples to support your argument.

If you are interested in learning more, check out our essay writing tips !

Tip: If writing an essay sounds like a lot of work, simplify it. Write a simple 5 paragraph essay instead.

example of thesis statement video games

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

View all posts

logo

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

example of thesis statement video games

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

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

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

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

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

You must present your arguments in the body paragraphs

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

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

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

You should write a conclusion for your essay

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

Identifying the sources you employed would be best

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

Proofreading is vital for developing a top-notch paper

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

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

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

Extra tips for presenting better arguments in essays about video games

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

Nick Sinclair

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

Recent Posts

A detailed overview of all the player options in Destiny 2

D2 is one of the brightest and most interesting projects in the MMO RPG genre, combining shooter mechanics and the ability to fully upgrade one of the three heroes, studying the storyline and helping...

Elevate Your Fortnite Adventure: GPU Secrets for Ultimate Gaming

Are you ready to take your Fortnite experience up a notch? Imagine improving beyond what you thought was possible. Here's the truth: whether you are a pro with many wins or a newbie. Your GPU...

Home — Essay Samples — Entertainment — Video Games — Video Games and Their Impact

test_template

Video Games and Their Impact

  • Categories: Cognitive Development Video Games

About this sample

close

Words: 433 |

Published: Feb 12, 2024

Words: 433 | Page: 1 | 3 min read

References:

  • 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.

Image of Dr. Charlotte Jacobson

Cite this Essay

Let us write you an essay from scratch

  • 450+ experts on 30 subjects ready to help
  • Custom essay delivered in as few as 3 hours

Get high-quality help

author

Dr. Heisenberg

Verified writer

  • Expert in: Psychology Entertainment

writer

+ 120 experts online

By clicking “Check Writers’ Offers”, you agree to our terms of service and privacy policy . We’ll occasionally send you promo and account related email

No need to pay just yet!

Related Essays

6 pages / 2554 words

2 pages / 947 words

2 pages / 1117 words

2 pages / 902 words

Remember! This is just a sample.

You can get your custom paper by one of our expert writers.

121 writers online

Still can’t find what you need?

Browse our vast selection of original essay samples, each expertly formatted and styled

Related Essays on Video Games

Video games have become an integral part of modern society, with millions of people across the globe engaging in gaming activities. Despite the widespread popularity of video games, they are often criticized for their negative [...]

Video games have often been criticized for promoting violence, addiction, and social isolation. However, Jane McGonigal, a game designer and author, presents a different perspective in her book "Reality is Broken: Why Games Make [...]

In a world where video games have become a ubiquitous form of entertainment for people of all ages, the debate over whether they should be banned has become increasingly contentious. From concerns about their impact on mental [...]

Blomberg, R. (2019). Video Games Can Never Be Sport. Huffpost. Retrieved from

If you do not stop now, your kids will become highly addicted and hard to pull away from the screen. Fortnite is a video game with fun colors, with players all around the world. It is free, and you can play anywhere, and this [...]

I know you heard your friends fight over which one is better; ps4 or Xbox? These are two video game console which shows significant improvement from the all other gaming consoles. Both video game consoles, PlayStation 4 and Xbox [...]

Related Topics

By clicking “Send”, you agree to our Terms of service and Privacy statement . We will occasionally send you account related emails.

Where do you want us to send this sample?

By clicking “Continue”, you agree to our terms of service and privacy policy.

Be careful. This essay is not unique

This essay was donated by a student and is likely to have been used and submitted before

Download this Sample

Free samples may contain mistakes and not unique parts

Sorry, we could not paraphrase this essay. Our professional writers can rewrite it and get you a unique paper.

Please check your inbox.

We can write you a custom essay that will follow your exact instructions and meet the deadlines. Let's fix your grades together!

Get Your Personalized Essay in 3 Hours or Less!

We use cookies to personalyze your web-site experience. By continuing we’ll assume you board with our cookie policy .

  • Instructions Followed To The Letter
  • Deadlines Met At Every Stage
  • Unique And Plagiarism Free

example of thesis statement video games

VCU Scholars Compass

  • < Previous

Home > Graduate School > Theses and Dissertations > 3627

Theses and Dissertations

Video games: their effect on society and how we must modernize our pedagogy for students of the digital age.

Christopher J. Baker , Virginia Commonwealth University Follow

https://doi.org/10.25772/E9VG-C644

Defense Date

Document type, degree name.

Master of Fine Arts

Theatre Pedagogy

First Advisor

Noreen C. Barnes, PhD

Second Advisor

Aaron D. Anderson, PhD

Third Advisor

Susan Schuld

This thesis aims to explore how video games have become an extremely beneficial tool in regards to education, art, medicine, psychology, economics, and beyond. Chapter 1 focuses on how ubiquitous video games have become in America, and what makes video games such a uniquely enjoyable experience to warrant such popularity. Chapter 2 explores how video games have become instrumental in various fields. Chapter 3 discusses the role that video games now play in the world of education; specifically how we, as educators, must adapt a modern pedagogy best suited to students who have grown up with video games, which have influenced how they learn. This is the thesis’ primary contention and purpose. Chapter 4 dissects the two most studied controversies which surround video games as a medium: video game violence and video game addiction.

© The Author

VCU University Archives

VCU Theses and Dissertations

Date of Submission

Since December 12, 2014

Included in

Other Theatre and Performance Studies Commons

  • Collections
  • Disciplines

Advanced Search

  • Notify me via email or RSS

Author Corner

  • Submission Guidelines
  • Submit Research
  • Graduate School Website
  • Author Rights/Copyright

Home | About | FAQ | My Account | Accessibility Statement

Privacy Copyright

Virginia Commonwealth University | VCU Libraries | Contact Us

Banner

How to Write a Research Paper

  • Formulate Questions/Thesis
  • Identify Keywords
  • Find Background Info
  • Search Strategies
  • Dissertations
  • Proceedings
  • Statistics This link opens in a new window
  • Primary | Secondary
  • Scholarly | General This link opens in a new window
  • Creative Commons
  • Cite This link opens in a new window
  • Quote, Paraphrase, Summarize

Thesis Generator

  • Thesis Generator May be of help--but use with caution.

example of thesis statement video games

Image source: Powernowllc. CC0 1.0.  Wikimedia Commons.

Formulate Questions

Once you have selected an initial topic, the next step is to develop research questions.  You'll do this by using probing questions, such as what, why, when, how, would/could, should.

Phrasing your topic in the form of questions helps direct the research process.

example of thesis statement video games

WHY questions ask for an explanation of something--why something happened, why it did not happen, or why one thing is better than another. For instance, why are video games so popular among young teenage boys?

WHEN questions focus on timing or history.  When did video games start to become popular?  When were video games invented?

WHERE questions focus the topic on a location, either geographical or other.  Where, or in which countries, are video games most popular?

HOW questions focus aspects of the topic, on a process, or on the origin.  How do video games affect users?

example of thesis statement video games

WOULD / COULD questions focus on possibilities.   Would video games be more popular with teenage girls if marketing targeted girls?

SHOULD questions focus on the appropriateness of a particular action, policy, procedure, or decision.  Should the government regulate violent video games?

Source:  Mike Palmquest.   Bedford Researcher .   Colorado State University.

Formulate Your Thesis

A good research question will lead to your thesis statement.

For example, the question...

example of thesis statement video games

...might lead to the following thesis:

"Exposure to violent video games negatively affects teenagers in a variety of ways:  It increases aggressive behavior, physiological arousal, aggressive-related thoughts and feelings, and also decreases prosocial behavior."

Strong   thesis statements

  • answer a question
  • are engaging 
  • can be challenged or opposed, thus also defended

example of thesis statement video games

or "why should I care?" test

  • are supported by your paper
  • are neither too broad nor too vague

Source:  Thesis Statements.  George Mason University. 

  • << Previous: Develop
  • Next: Identify Keywords >>
  • Last Updated: Apr 11, 2024 11:23 AM
  • URL: https://libguides.lvc.edu/researchpaper

Effects of Video Games Essay

Introduction, school performance, effects on social relationships.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

  • Overweight and Obese Children in Miami Dade County
  • The Relationship between playing Violent Video Games and Children’s Aggressive Behavior - What do the Evidences Show?
  • Election (1999) Film Review
  • Child Thinking and Learning New Skills
  • The Ecology of the Family
  • Different Behaviors in Children With Autism
  • Childhood Evolution and History
  • Child and Adolescent Behavior: Becoming Attached
  • Chicago (A-D)
  • Chicago (N-B)

IvyPanda. (2019, April 3). Effects of Video Games. https://ivypanda.com/essays/effects-of-video-games/

"Effects of Video Games." IvyPanda , 3 Apr. 2019, ivypanda.com/essays/effects-of-video-games/.

IvyPanda . (2019) 'Effects of Video Games'. 3 April.

IvyPanda . 2019. "Effects of Video Games." April 3, 2019. https://ivypanda.com/essays/effects-of-video-games/.

1. IvyPanda . "Effects of Video Games." April 3, 2019. https://ivypanda.com/essays/effects-of-video-games/.

Bibliography

IvyPanda . "Effects of Video Games." April 3, 2019. https://ivypanda.com/essays/effects-of-video-games/.

  • Essay Samples
  • College Essay
  • Writing Tools
  • Writing guide

Logo

Creative samples from the experts

↑ Return to Essay Samples

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.

Get 20% off

Follow Us on Social Media

Twitter

Get more free essays

More Assays

Send via email

Most useful resources for students:.

  • Free Essays Download
  • Writing Tools List
  • Proofreading Services
  • Universities Rating

Contributors Bio

Contributor photo

Find more useful services for students

Free plagiarism check, professional editing, online tutoring, free grammar check.

We use cookies to enhance our website for you. Proceed if you agree to this policy or learn more about it.

  • Essay Database >
  • Essays Samples >
  • Essay Types >
  • Thesis Example

Video Games Theses Samples For Students

6 samples of this type

Do you feel the need to examine some previously written Theses on Video Games before you start writing an own piece? In this open-access directory of Video Games Thesis examples, you are given a thrilling opportunity to discover meaningful topics, content structuring techniques, text flow, formatting styles, and other academically acclaimed writing practices. Using them while crafting your own Video Games Thesis will surely allow you to finish the piece faster.

Presenting high-quality samples isn't the only way our free essays service can aid students in their writing ventures – our authors can also create from scratch a fully customized Thesis on Video Games that would make a genuine foundation for your own academic work.

How Does Online Gaming Addiction Affect The Social Lives Of People/Teenager? Thesis Examples

Annotated bibliography, example of does online gaming addiction affect the social lives of people/teenagers thesis, does online gaming addiction affect the social lives of people/teenagers.

Rooji, A.V., et al. (2010). Online Video Game Addiction: Identification of Addicted Adolescent Gamers. Society for the Study of Addiction, Vol. 106, pp. 205-212.

Annotating The Article Thesis

Don't waste your time searching for a sample.

Get your thesis done by professional writers!

Just from $10/page

Role Of Smes In Developing Economies Thesis

Executive summary.

China is a very attractive gaming destination in the Asia Pacific region. This city attracts a large number of tourists and international visitors. It has also seen a rapid growth in the establishment of large gaming companies, ever since liberalization for gaming operators in 2002. This must have actually spurred economic growth, and boosted SMEs, which are the economic growth power engines. This paper explores the role of SMEs in an emerging economies, the role of manpower in SMEs, as well as understanding the key success factors of the SMEs in China.

Introduction

Kolumnentitel: elektromagnetische wellen thesis example, elektromagnetische wellen.

Kurs Datum Inhaltsverzeichnis EINLEITUNG 1. Wellenarten und Betrachtung 2. 1. Elektromagnetische Wellen und Felder 2. 2. Aufbau EM Welle 2.3. Erzeugung EM Welle 2.4. Besonderheiten EM Welle 2.5. Ausbreitung EM Welle 3. Mobilfunkstrahlung 3.1. Zunahme Mobilfunk und Entwicklung (Handyantenne) 3.2. Bandbreite 3.3. SAR und Richtlinien 4.1 Verursacher und mögliche Auswirkungen 4.2. Vorbeugung gefährlicher Strahlung

Free Thesis On Fable The Wisdom Of Story And The Dissemination Of Human Experience

Password recovery email has been sent to [email protected]

Use your new password to log in

You are not register!

By clicking Register, you agree to our Terms of Service and that you have read our Privacy Policy .

Now you can download documents directly to your device!

Check your email! An email with your password has already been sent to you! Now you can download documents directly to your device.

or Use the QR code to Save this Paper to Your Phone

The sample is NOT original!

Short on a deadline?

Don't waste time. Get help with 11% off using code - GETWOWED

No, thanks! I'm fine with missing my deadline

  • Daytona State College
  • DSC Library

Writing Strategies and Grammar

Paragraph structure.

  • Writing Prompts
  • Common Topics
  • Writer's Block
  • Brainstorming
  • Prewriting/Outlining
  • Thesis Statements
  • Rhetoric Defined
  • Understanding Citations
  • Transitions
  • Revision Process
  • Parts of Speech
  • Improve Grammar
  • Complete Sentences
  • Punctuation
  • Frequently Asked Questions
  • Writing Center Homepage
  • WC Blog This link opens in a new window

While we like to think that every paper and piece of writing is a unique little flower, they all have a general format of beginning, middle, and end. This holds true for academic papers; they require an introduction, body, and conclusion paragraphs. Keep in mind this is not an exact formula, but serves as a means of organization.

Introduction

Your introduction serves the function of introducing your topic, contextualizing your topic, and presenting your main argument in a thesis. It is usually one paragraph, and generally follows the ‘funnel’ effect of the topic: starting broad and becoming narrowed. S tay away from writing cliches like asking rhetorical questions or putting quotes in the introduction paragraph.  While the thesis statement tells the reader what your claim is and how you arrived to it, the introduction paragraph explains why your topic is important. Here’s a typical structure:

Introduction:

Opening Statements: Introduce some facts and background details about your topic.

  • Example:  Video games have often been blamed for causing negative behavior in children and teenagers. Critics claim that gaming leads to addiction, aggression, and laziness.

Specific Stateme nts: Connect your background information to your thesis.

  • Example:  As gaming continues to play a larger role in modern entertainment, the old stigma is beginning to be debunked. Studies have revealed that video games are not the root of these negative behaviors and actually have many benefits for gamers.

Thesis Statement: State your claim and supporting arguments.

  • Example:  Video games have been proven to enhance cognitive, social, and academic skills, and if society accepts this, video games can be further explored for uses beyond entertainment.

Body Paragraphs

Drafting an essay is just a game of organizing information. Each paragraph should discuss a single topic that supports your thesis statement. Paragraph structure can be flexible, but you want to maintain cohesion and make sure you discuss only a single topic per paragraph.

Body Paragraph:

Topic Sentences: Start the paragraph off with a sentence or two that introduces the main idea the paragraph will cover.

  • Example:  Although many people believe video games, particularly the violent ones, lead to aggressive behavior, studies reveal quite the opposite to be true.

Evidence: Provide personal examples or researched facts that support the topic sentence.

  • Example:   “It turns out that playing games promotes a range of cognitive skills. This is particularly true for shooter video games, many of which are violent in nature” (Granic et al. 68).

Elaborate:  Discuss the evidence’s significance to the paragraph. Provide additional evidence or further discuss the topic until you’ve fully answered how it relates to the thesis statement or helps solve the problem introduced by your claim.

  • Example:   A large chunk of society thinks violent video games should be banned, but in reality, they actually can benefit society. While shooting games typically are violent, they don’t have to be if a developer chooses to emphasize the game’s educational potential.

Transition:  Transitions between paragraphs can be the last or first sentence of the current or next paragraph, give the reader a general sense of what’s to come in the next paragraph.

  • Example:   Today, even classrooms utilize video games to help develop students’ cognitive skill.

The conclusion reiterates the relevance of your topic, reviews your evidence, and briefly discusses the future of your topic. Avoid adding any new facts or arguments in the conclusion.

Conclusion:

Opening Statements: Begin with a general concluding statement.

  • Example:  Our society is one that is constantly changing, and as we change, so should our views.

Review Evidence:  Overview how all of your evidence came together to prove your claim.

  • Example:  Gamers aren’t becoming aggressive and lazy as critics claim. Video games, even violent ones, sharpen youth’s intelligence and cognition, and classrooms that use video games as a learning tool see students retain knowledge much easier.

Future Outlook: State your claim and supporting arguments.

  • Example:  Video games have more and more chances to impact society for the better, but we’ll never be able to see those impacts if we are held back by unfounded stigmas.
  • << Previous: Prewriting/Outlining
  • Next: Thesis Statements >>
  • Last Updated: Oct 27, 2023 2:23 PM
  • URL: https://library.daytonastate.edu/Writing

TopSCHOLAR®

  • < Previous

Home > GRADUATE > THESES > 2570

Masters Theses & Specialist Projects

The effects of violence in video games on individual levels of hostility in young adults.

Grant Jones , Western Kentucky University Follow

Publication Date

Spring 2018

Advisor(s) - Committee Chair

Douglas Clayton Smith (Director), Carrie Trojan, Holli Drummond

Degree Program

Department of Sociology

Degree Type

Master of Arts

For a while, video games have been the target of scrutiny with regards to their perceived potential to adversely affect younger individuals. In particular, it is often argued that these video games, particularly those of violent nature, may increase hostility to an extent that it manifests itself in violent behavior. This thesis aims to denote what effects these video games have on young adults, particularly in relation to the respondents’ indicated extent of adverse childhood experiences, trait anger, and competitiveness, all three of which were assumed to have a positive relationship with hostility. A survey was distributed to students attending Western Kentucky University in an attempt to measure what effects these three aforementioned variables have on young adults, in addition to what affects video game playing and violence in video games may have on hostility and aggression. From the data acquired, it was clear that while adverse childhood experiences had no statistical significance in this study and higher competitiveness indicated a very slight decline in hostility, trait anger did in fact appear to raise hostility in the respondents. Additionally, increases in exposure to both video game play and violence in video games were shown to lead to a decrease in hostility. From this, it would appear that trait anger was the only variable to truly increase hostility in young adults, and the often-discussed variables of video game play and violence in video games both appear to decrease hostility in respondents as exposure to either factor increases, thus going against the common assumptions.

  • Disciplines

Other Sociology | Social Psychology | Social Psychology and Interaction | Sociology

Recommended Citation

Jones, Grant, "The Effects of Violence in Video Games on Individual Levels of Hostility in Young Adults" (2018). Masters Theses & Specialist Projects. Paper 2570. https://digitalcommons.wku.edu/theses/2570

Since May 14, 2018

Included in

Other Sociology Commons , Social Psychology Commons , Social Psychology and Interaction Commons

Advanced Search

  • Notify me via email or RSS
  • Colleges, Departments, Units
  • Faculty/Staff SelectedWorks
  • WKU Journals/Peer-Reviewed Series
  • Conferences and Events

Author Corner

  • Author Submissions
  • TopSCHOLAR copyright form
  • Log into SelectedWorks
  • WKU Libraries
  • WKU Homepage
  • WKU Libraries OA Hall of Fame
  • Kentucky Research Commons
  • Digital Commons Repositories

Home | About | FAQ | My Account | Accessibility Statement

Privacy Copyright

  • Northeastern University
  • College of Arts, Media and Design
  • Department of Art + Design
  • Art + Design Theses and Dissertations
  • Game Science and Design Master's Theses

Game Science and Design Master's Theses Collection

http://hdl.handle.net/2047/D20290007

Affection of game elements on acrophobia therapy

The affective effect of objects in game with simple geometric features and motion

Analysis of immersive virtual reality vs. desktop 3D games

Analysis of serious games in biology

ARScape: exploring mobile augmented reality design for escape rooms.

Art styles rendering techniques survey and making a tool to switch art styles in Unity 3D

Augmented reality block building game for enhancing creativity: block sculptures.

Automated playtesting of platformer games using reinforcement learning

Backtracking: an ecological investigation to contextualize rewards in games.

The balance between monetization and player retention for free-to-play real-time strategy mobile games

  • Bibliography
  • More Referencing guides Blog Automated transliteration Relevant bibliographies by topics
  • Automated transliteration
  • Relevant bibliographies by topics
  • Referencing guides

Dissertations / Theses on the topic 'Video games industry'

Create a spot-on reference in apa, mla, chicago, harvard, and other styles.

Consult the top 50 dissertations / theses for your research on the topic 'Video games industry.'

Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.

You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.

Browse dissertations / theses on a wide variety of disciplines and organise your bibliography correctly.

Li, King-lun, and 李景麟. "Nintendo revolution: what is happening in videogame industry and individuals." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2010. http://hub.hku.hk/bib/B44676670.

Nichols, Randall James. "The games people play : a political economic analysis of video games and their production /." view abstract or download file of text, 2005. http://wwwlib.umi.com/cr/uoregon/fullcit?p3201695.

Lee, Alger Y. J. "Innovation and Strategy in Video games development : A multiple case study of Taiwan' Video game industry." Thesis, University of Manchester, 2010. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.509836.

Banks, John A. L. "Participatory culture and enjoyment in the video games industry : reconfiguring the player-developer relationship /." [St. Lucia, Qld.], 2004. http://www.library.uq.edu.au/pdfserve.php?image=thesisabs/absthe18404.pdf.

Söderman, Anton. "Den svenskadataspelsbranschen." Thesis, Uppsala universitet, Företagsekonomiska institutionen, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-261113.

Sandqvist, Ulf. "Digitala drömmar : en studie av den svenska dator- och tv-spelsbranschen 1980-2005." Licentiate thesis, Umeå University, Department of Economic History, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-1470.

This licentiate thesis describes the development of the Swedish computer and video game industry. The main focus is on the Swedish game development industry. Little research on the industry has been done and the purpose is to define the companies involved and to create an initial overview of the development of the industry. This overview will later be used as a platform for the doctorial thesis.

Games are a growing culture form and today a lot of people are playing different types of computer and video games. Internationally the industry has expanded and some of the successful games have generated spectacular revenues. In Sweden the industry has received attention from different actors like universities, government bodies and media. There are today educations that are focused on game development and there are programs which allocates grants towards game companies. The rapid development in the computers technology has had a great impact on the game industry, which is dependent on hardware development to create games.

The first computer games were made for some of the very first computers in the 1940´s and 1950´s. In the 1970´s a market for games was created when arcade machines and somewhat later home consoles were introduced. The industry has grown and includes today some of the largest companies in the world.

The Swedish industry follows the international pattern but developed a bit later and the first Swedish game companies were founded in the late 1980´s. The industry has expanded, especially between 1998 and 2002. In 2005 the number of people employed in the industry had increased to over 600. During the period under study the industry seems to have had a constant problem with making a profit. Especially in 2002 and 2003 the industry has had economic problems and some of the lager companies were bankrupt.

Kiley, Aleah. "Indie Inclusion?: Analyzing Diversity in the Independent Video Game Industry." Thesis, University of Oregon, 2016. http://hdl.handle.net/1794/20539.

Hadzinsky, Chad. "A Look into the Industry of Video Games Past, Present, and Yet to Come." Scholarship @ Claremont, 2014. http://scholarship.claremont.edu/cmc_theses/842.

Clearwater, David A. "Full spectrum propaganda : the U.S. military, video games, and the genre of the military-themed shooter." Thesis, McGill University, 2006. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=100338.

Cunningham, Isobel. "An investigation into the formation and nature of entrepreneurial teams within the video games industry." Thesis, Ulster University, 2012. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.593629.

Rodgers, Thomas Arthur. "Into the social factory : an investigation into labour & value in the video-games industry." Thesis, University of York, 2016. http://etheses.whiterose.ac.uk/17634/.

McDivitt, Anne. "I Play to Beat the Machine: Masculinity and the Video Game Industry in the United States." Master's thesis, University of Central Florida, 2013. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/5817.

Cruea, Mark Douglas. "The Virtual Hand: Exploring the Societal Effects of Video Game Industry Business Models." Bowling Green State University / OhioLINK, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1320430304.

Ruiz, Victoria Jeronimo, and Arne Samuel Löffler. "Identifying and testing success factors for brand extensions in the Video Game Industry : The differences between segments of players and a model for predicting success in the Tomb Raider Series." Thesis, Internationella Handelshögskolan, Högskolan i Jönköping, IHH, Företagsekonomi, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-18155.

Sandqvist, Ulf. "Digitala drömmar och industriell utveckling : en studie av den svenska dator- och tv-spelsindustrin 1980-2010." Doctoral thesis, Umeå universitet, Institutionen för ekonomisk historia, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-33912.

Carr, Marian. "Looking at the video/computer games industry : what implications does gender socialisation have for women in counter-stereotypical careers?" Thesis, University of Huddersfield, 2015. http://eprints.hud.ac.uk/id/eprint/28330/.

Boyer, Steven Andrew. "L337 Soccer Moms: Conceptions of "Hardcore" and "Casual" in the Digital Games Medium." Atlanta, Ga. : Georgia State University, 2009. http://digitalarchive.gsu.edu/communication_theses/53/.

Schrank, Brian. "Play beyond flow: a theory of avant-garde videogames." Diss., Georgia Institute of Technology, 2010. http://hdl.handle.net/1853/42865.

Zijlstra, Peter, and Christiaan Visser. "Developing Business Models in the Video Game Industry : An evaluation to strategic choices made by small and medium-sized development studios." Thesis, Internationella Handelshögskolan, Högskolan i Jönköping, IHH, Informatik, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-18618.

Rathburn, Evie Amanda. "Evolution of Interactive Entertainment: An Economic History and Analysis of the Videogames Industry in the United States." Scholarship @ Claremont, 2016. http://scholarship.claremont.edu/cmc_theses/1403.

Marais, Marius. "Expanding MIHL subscriber platform services." Thesis, Stellenbosch : Stellenbosch University, 2002. http://hdl.handle.net/10019.1/49728.

Mullee, Sean. "The Effects of Hype on the Free-to-Play Pricing Strategy in the Online Video Game Industry." Miami University / OhioLINK, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=miami1588196222423073.

Alonso, Kevin, and Erik Jigvall. "Thinking Outside the Lootbox : Balancing on the Scale of Gacha." Thesis, Uppsala universitet, Institutionen för speldesign, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-355652.

Dymek, Mikolaj. "Industrial Phantasmagoria : Subcultural Interactive Cinema Meets Mass-Cultural Media of Simulation." Doctoral thesis, KTH, Industriell ekonomi och organisation (Avd.), 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-13084.

Tapani, J. (Juho). "Game usability in North American video game industry." Master's thesis, University of Oulu, 2016. http://urn.fi/URN:NBN:fi:oulu-201611113008.

Klinger, Florian. "The future of the video game industry." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-150475.

Ponza, Elena <1995&gt. "Analysis of Innovation in the Video Game Industry." Master's Degree Thesis, Università Ca' Foscari Venezia, 2020. http://hdl.handle.net/10579/18155.

Eriksson, Gustav, and Erik Almér. "Understanding the business model in the video game industry : A case study on an independent video game developer." Thesis, Internationella Handelshögskolan, Högskolan i Jönköping, IHH, Företagsekonomi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-43808.

Méndez, Ortega Carles. "Location of Software and Video Game Industry in Metropolitan Areas." Doctoral thesis, Universitat Rovira i Virgili, 2019. http://hdl.handle.net/10803/667789.

Habbari, Samia, Arreola Alfredo Hidalgo, and Petrova Antoniya Georgieva. "Business Dynamics and Innovation in the Home Video Game Industry." Thesis, Jönköping University, JIBS, EMM (Entrepreneurship, Marketing, Management), 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-12836.

The purpose of this thesis is to present and analyze the innovations in the home video game industry and their impact on the competitive strategies of the companies in the indus-try. The existing literature about business cycles and business dynamics is scarce from busi-ness administrative perspective. This thesis contributes to fill the gap in the academic literature. The choice of the home video game industry has been done, due to its fast growing economic nature and the rapid changes that can be noticed, especially for the last decade. A qualitative research method with secondary qualitative and quantitative data and primary qualitative data through interviews has been used for this thesis. The home video game industry is highly driven by technological product innovations. Incremental innovations do not affect in a significant way the dynamics within the industry. Radical innovations create a competitive advantage through differentiation and they increase market share for the company which followed this strategy. Disruptive innovations open new markets, change the business environment for every firm and generate a shift in consumer preferences. Hence, the company which implements a disruptive innovation gains extensive market share. Innovations are possible due to the strategic orientation a company aims to pursue. If a company pursues a high market orientation and a low inno-vation orientation it manufactures an upgraded product to keep customers satisfied. When the firm pursues a high market and innovation orientation, the final product includes cha-racteristics that the customers desire. While at the same time the product created offers services and features hard to be matched by the competition. Finally, if a firm pursues a high innovation orientation and a low market orientation strategy, it creates an easier and more convenient alternative on the existing products while being cheaper. At the same time this strategic orientation disregards the established customers' desires.The purpose of this thesis is to present and analyze the innovations in the home video game industry and their impact on the competitive strategies of the companies in the indus-try. The existing literature about business cycles and business dynamics is scarce from busi-ness administrative perspective. This thesis contributes to fill the gap in the academic litera-ture. The choice of the home video game industry has been done, due to its fast growing economic nature and the rapid changes that can be noticed, especially for the last decade. A qualitative research method with secondary qualitative and quantitative data and primary qualitative data through interviews has been used for this thesis.The home video game industry is highly driven by technological product innovations. Incremental innovations do not affect in a significant way the dynamics within the industry. Radical innovations create a competitive advantage through differentiation and they increase market share for the company which followed this strategy. Disruptive innovations open new markets, change the business environment for every firm and generate a shift in consumer preferences. Hence, the company which implements a disruptive innovation gains extensive market share. Innovations are possible due to the strategic orientation a company aims to pursue. If a company pursues a high market orientation and a low inno-vation orientation it manufactures an upgraded product to keep customers satisfied. When the firm pursues a high market and innovation orientation, the final product includes cha-racteristics that the customers desire. While at the same time the product created offers services and features hard to be matched by the competition. Finally, if a firm pursues a high innovation orientation and a low market orientation strategy, it creates an easier and more convenient alternative on the existing products while being cheaper. At the same time this strategic orientation disregards the established customers' desires.

GOES, GIL BARRETO DE. "INTERNATIONALIZATION PROCESS IN THE BRAZILIAN VIDEO GAME INDUSTRY: CASE STUDIES." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2014. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=24496@1.

Hammarsten, Oskar, and Sofie Hägerbrand. "The unexplored power of buzz in the video game industry." Thesis, Högskolan i Halmstad, Akademin för ekonomi, teknik och naturvetenskap, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-42316.

Farhana, Mosarrat, and Daniel Swietlicki. "Is it game over for physical retailers? : A study on Swedish video game industry." Thesis, Linnéuniversitetet, Institutionen för marknadsföring (MF), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-95978.

Monjezizadeh, Ladbon, and Alex Untoro. "How the Online Disinhibition Effect Affects the Online Video Game Industry." Thesis, Uppsala universitet, Institutionen för speldesign, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-297939.

LaLonde, Michelle. "Behind the Screens: Understanding the Social Structures of the Video Game Industry." Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/etd/3727.

Rietveld, J. "Value creation from complements in platform markets : studies on the video game industry." Thesis, City University London, 2015. http://openaccess.city.ac.uk/13072/.

Sundström, Johannes, and Nikolas Dresmal. "How Early-Stage Investors Assess Investment Opportunities in the Swedish Video Game Industry." Thesis, Uppsala universitet, Företagsekonomiska institutionen, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-447617.

Ruiz, B. Nadia V. "VIDEO GAME CREATION : Inhibitors and Enablers in Female Inclusion." Thesis, Umeå universitet, Institutionen för informatik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-160713.

Boström, Pontus, and Isabell Hansen. "Community Management - The Role Community Managers Play in the Video Game Industry in Sweden." Thesis, Uppsala universitet, Företagsekonomiska institutionen, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-255725.

Knudsen, Kasper, and Vilhelm Söderström. "When the investors choose : Analysis of business models within the Swedish video game industry." Thesis, Uppsala universitet, Företagsekonomiska institutionen, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-451195.

Gustafsson, Viktor, and Gustav Höglund. "The cooperative future of game development : A phenomenon of collaboration between producers and consumers in the video game industry." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-188581.

Roubíčková, Anna. "Postavení videoherního průmyslu mezi kreativními průmysly v České republice." Master's thesis, Vysoká škola ekonomická v Praze, 2015. http://www.nusl.cz/ntk/nusl-205955.

Lundström, Kristofer, and Arvid Smedsaas. "All your returns are belong to us : An exploratory study of how industry characteristics affect investments in the Swedish video game sector." Thesis, Uppsala universitet, Företagsekonomiska institutionen, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-298470.

Södergren, Patrik, and Marcus Nilsson. "Social media use in digital product development : Opportunities and challenges of IT-enabled co-creation in the video game industry." Thesis, Umeå universitet, Institutionen för informatik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-90290.

Bankler, Jon Victor. "A chinese view on indie : How is ‘indie’ defined by professionals within the Chinese indie game industry?" Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-16085.

2018-08-23 14:25, G203, svenska

Högskolevägen 1, 541 28, Skövde

Archontakis, Ioannis Stylianos. "Agile development in the video game industry : Examining the effects of iteration and methods of limiting it." Thesis, Umeå universitet, Företagsekonomi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-156211.

Lee, Ruri. "Business models and strategies in the video game industry : an analysis of Activision-Blizzard and Electronic Arts." Thesis, Massachusetts Institute of Technology, 2013. http://hdl.handle.net/1721.1/81088.

Riboldazzi, Federico <1981&gt. "The influence of career histories on team perfomance in new product development: a study of the video game industry." Doctoral thesis, Alma Mater Studiorum - Università di Bologna, 2011. http://amsdottorato.unibo.it/3763/1/Riboldazzi_Federico_Tesi.pdf.

Riboldazzi, Federico <1981&gt. "The influence of career histories on team perfomance in new product development: a study of the video game industry." Doctoral thesis, Alma Mater Studiorum - Università di Bologna, 2011. http://amsdottorato.unibo.it/3763/.

Evangelisti, Linn, and Johan Sundell. "Playing the Innovation Game : Developing the Community Sensing Capability." Thesis, Uppsala universitet, Företagsekonomiska institutionen, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-355298.

Imagen de una oficina con archivadores que llegan hasta el techo y papeles por el suelo.

Could a video game developer win the Nobel Prize for Literature?

example of thesis statement video games

Profesor de Humanidades, IE University

Disclosure statement

Andrés Porras Chaves does not work for, consult, own shares in or receive funding from any company or organisation that would benefit from this article, and has disclosed no relevant affiliations beyond their academic appointment.

IE University provides funding as a founding partner of The Conversation ES.

IE University provides funding as a member of The Conversation EUROPE.

View all partners

In October 2016, the Swedish Academy announced that it was awarding the Nobel prize for Literature to the singer-songwriter Bob Dylan for “having created new poetic expressions within the great American song tradition”. The decision sent out shockwaves: for the first time, a musician had received the most prestigious literary award on the planet. It sparked debate , with many questioning the decision and even sarcastic suggestions that novelists could aspire to winning a Grammy.

The controversy fed into much needed debates on the boundary between poetry and song, but the question of what constitutes literature is much broader. Does it mean the same as it did in 1901, when the first Nobel prize for literature was awarded?

High and low culture

These questions date back far beyond 2016. In the late 1950s, a group of professors from the University of Birmingham founded a new interdisciplinary area of study, called cultural studies , in order to ask new questions: What was the role of TV and other mass media in cultural development? Is there a justification for distinguishing high and low culture? What is the relationship between culture and power?

These questions are all still relevant to current debates around literature. Often, the word “literary” is a status symbol, a seal of approval to distinguish “high” culture from more vulgar or less valuable “low” forms of culture. Comics, for example, were not invited to join the club until recently, thanks in part to a rebranding under the more respectable guise of “graphic novels”.

According to the Merriam-Webster dictionary, literature displays “excellence of form or expression and expressing ideas of permanent or universal interest”. It seems that an artist like Bob Dylan can take home the Nobel prize thanks to literature’s defining feature of “excellence of form or expression”, which is not strictly limited to the written word.

But how do we account for other language-based forms of expression? If performed works such as theatre or songwriting can be considered literature, where is the limit?

Word play: text-based video games

According to data from video game data consultancy Newzoo , more than 3 billion people play video games worldwide – almost half of the world’s population. In Spain alone, 77% of young people play videogames , making them a massively relevant form of culture. But what does this have to do with “excellence of form or expression”? To answer this question we have to look back several decades.

When the first video games were developed in the 1950s, two distinct genres emerged: one was action oriented (such as the pioneering 1958 game Tennis for Two ), and the other more text based. The original written games, known as “ interactive fiction ”, were made up exclusively of text, and the player’s job was to read and make decisions that would determine the game’s outcome using a keyboard.

Screenshot of the game _Mystery House_ on Apple II. The colour white was created by combining green and purple, producing white in the centre, but into the other two colours at the edges.

The inclusion of images in adventure games would not arrive until 1980, when Mystery House became the first “graphic adventure” game. These would reach their heyday in the 1990s: famous examples include the first two Monkey Island games (1990, 1991), Day of the Tentacle (1993), Full Throttle (1995), and Grim Fandango (1998), though there were many others. Despite technological advances, these games inherited several features from interactive fiction, including the predominant role of text.

The experience of playing one of these titles is not so different from that of a book: reading, pauses, the possibility of backtracking, and so on. The player spends most of their time in dialogue with various characters in search of information, stories, or even banter and jokes that are irrelevant to the game’s progress, much like footnotes or subplots.

Several classic adventure games even have direct links to literature: The Abbey of Crime (1987) is a Spanish adaptation of Umberto Eco’s The Name of the Rose , while the legendary insult sword fighting of The Secret of Monkey Island was written by science fiction author Orson Scott Card . In Myst (1993), the gameplay itself revolves around two books.

Literature on the screen: “story-rich” games

In more recent years, a new sub-genre of adventure games – known as “story-rich” games – has become popular thanks to independent creators and producers. In Papers, Please (2013), a border policeman in a fictional dictatorial regime deals with terrible moral dilemmas on a daily basis. In Firewatch (2016), players take the role of a forest ranger who investigates a conspiracy by walkie-talkie. In Return of the Obra Dinn (2018), the player must reconstruct a tragedy on the high seas with the help of an incomplete book and a peculiar compass. In all these cases, gameplay and visuals take a back seat to strong narratives.

Screenshot from the video game _Papers, Please_.

A quintessential example is The Stanley Parable (2011), where the player takes the role of a worker in a strangely deserted office. They have to explore several corridors while trying unsuccessfully to interact with their surroundings, accompanied by the voice of an enigmatic narrator. Upon reaching a room with two open doors, the voiceover states that Stanley “entered the door on his left”.

The player can choose to follow the instructions or disobey, provoking the wrath of the narrator much like in the denouement of Miguel de Unamuno’s 1914 novel Fog , where the main character speaks directly to the author.

Each decision then opens up new paths leading to dozens of possible endings, similar to a “choose your own adventure” book. Its fragmentary and disordered story – as well as its playful spirit – is reminiscent of Julio Cortázar’s 1963 novel Hopscotch . The experience of playing the game is marked by postmodern literary features – as described by critics like Mikhail Bakhtin or Linda Hutcheon – including metafiction, intertextuality and parody.

One of its creators – Davey Wreden, a critical studies graduate – also created The Beginner’s Guide (2015), a game in which the player moves through levels of failed video games to learn more about their mysterious creator. In one, the player’s task consists solely of wandering through a virtual cave reading the countless comments left there by other frustrated players.

Screenshot from the videogame _The Beginner's Guide_.

In recent years, the genre of digital or electronic literature has emerged, including books with QR codes, works that can only be read with virtual reality headsets, poetry collections published as apps, and so on. These works are fundamentally based on language, begging the question of why video games cannot also fit into this category.

This debate takes on added relevance today, as digital formats are having an undeniable impact on our reading habits. Just as today we accept oral cultures or popular music as literature, perhaps one day we will do the same with interactive stories like The Stanley Parable . Writing has always tried to break away from established ideas, and we know that literature is not limited to words on paper. Sometimes it pays to disobey the voice in our heads and walk through the door on the right, the one that leads to new, unexplored possibilities.

This article was originally published in Spanish

  • Nobel Prize
  • Video games
  • Nobel Prize for Literature
  • The Conversation Europe

example of thesis statement video games

Research Fellow

example of thesis statement video games

Senior Research Fellow - Women's Health Services

example of thesis statement video games

Lecturer / Senior Lecturer - Marketing

example of thesis statement video games

Assistant Editor - 1 year cadetship

example of thesis statement video games

Executive Dean, Faculty of Health

IMAGES

  1. 45 Perfect Thesis Statement Templates (+ Examples) ᐅ TemplateLab

    example of thesis statement video games

  2. Thesis Statement: Definition and Useful Examples of Thesis Statement

    example of thesis statement video games

  3. 6th Grade Thesis Statement Examples

    example of thesis statement video games

  4. How To Write A Thesis Statement (with Useful Steps and Tips) • 7ESL

    example of thesis statement video games

  5. 45 Perfect Thesis Statement Templates (+ Examples) ᐅ TemplateLab

    example of thesis statement video games

  6. 45 Perfect Thesis Statement Templates (+ Examples) ᐅ TemplateLab

    example of thesis statement video games

VIDEO

  1. The Illusion of Choice In Video Games

  2. Thesis statement example #shorts #education #essay #english #learnenglish #englishessay #writing

  3. Thesis Statement Example #shorts #education #essay #english #learnenglish #essaywriting #writing

  4. Thesis Statement Example #english #shorts #education #essay #learnenglish #essaywriting #

  5. Thesis Statement Example. #shorts #education #english #essay #thesis #englishwriting

  6. How to Write a Thesis Statement?

COMMENTS

  1. Video Games Thesis Statement: [Essay Example], 658 words

    A review published in the American Psychologist highlighted the potential of video games to provide cognitive and emotional benefits, particularly in the realm of mental health. This suggests that video games can have a constructive impact on individuals' well-being, challenging the prevailing narrative of their negative influence.

  2. Effects of Video Games: 15 Articles for a Compelling Essay

    Create a strong thesis statement that clearly indicates your stance on the effects of video games - typically positive or negative. Find popular or scholarly sources that are credible and provide solid ethos , logos , and pathos (note that some sources may lean more towards logos or pathos, and that's fine, so long as you find a balance in ...

  3. Essays About Video Games: Top 12 Examples and Prompts

    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.

  4. Thesis Statement On Video Games

    Thesis Statement On Video Games. Decent Essays. 2202 Words. 9 Pages. Open Document. (1) Thesis: If a common-sense philosophy is employed, video games can be beneficial to a child's development. (2) Basic Research Questions: 1. What are video games and why is this an issue.

  5. How to Write an Effective Essay on Video Games

    For example, you could explore the impact of a particular game or franchise, analyze the representation of certain groups in video games, or examine the evolution of game mechanics over time. A focused topic will help you develop a clear thesis statement and maintain a cohesive structure throughout your essay. Conducting Thorough Research

  6. How to Write an Essay about Video Games: Presenting Effective Arguments

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

  7. PDF Thesis a Cross-generational Study of Video Gaming

    Video game players are oftentimes stigmatized as being lazy, unhealthy, immature, addicts, and other negative stereotypes. In this thesis, I question how conflicting cultural understandings might influence such stigmatization, thereby impacting the subjective well-being of video game players from different generational/age groups.

  8. Video Games and Their Impact: [Essay Example], 433 words

    In conclusion, video games can be a valuable tool for the cognitive and intellectual development of individuals. They require players to exercise various skills such as attentiveness, fast reaction times, logical thinking, and problem-solving. Additionally, video games can also benefit adults by improving communication, resourcefulness, and ...

  9. PDF Video Games: Their Effect on Society and How We Must Modernize Our

    best suited to students who have grown up with video games, which have influenced how they learn. This is the thesis' primary contention and purpose. Chapter 4 dissects the two most studied controversies which surround video games as a medium: video game violence and video game addiction.

  10. PDF Theoretical Video Game Analysis: The Creation of Experience

    7 of the definition of open-world game and its many iteration will be guided by an early example through Shenmue (Sega Games, 1999).Shenmue was indisputably not the first video game that utilised the open-world environment format, as games such as Ultima I: The First Age of Darkness (1981), developed by Richard Garriot, and Elite (1984), pioneered the characteristics

  11. Video Games: Their Effect on Society and How We Must Modernize Our

    This thesis aims to explore how video games have become an extremely beneficial tool in regards to education, art, medicine, psychology, economics, and beyond. Chapter 1 focuses on how ubiquitous video games have become in America, and what makes video games such a uniquely enjoyable experience to warrant such popularity. Chapter 2 explores how video games have become instrumental in various ...

  12. Formulate Questions/Thesis

    what are the effects of violent video games on teenaged boys?...might lead to the following thesis: "Exposure to violent video games negatively affects teenagers in a variety of ways: It increases aggressive behavior, physiological arousal, aggressive-related thoughts and feelings, and also decreases prosocial behavior." Strong thesis statements

  13. Effects of Video Games

    Studies indicate that video games, especially those that are violent, reshape the behavior of children. Moreover, video games could contain some sort of competition and aggression, which affect the reasoning of children. In the current society, the rate at which conflicts occur in society has increased.

  14. Persuasive Essay: Video Games

    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 ...

  15. PDF Game Development

    This bachelor's thesis is the final project of an Audiovisual Engineer of the. Polytechnic University of Catalonia in an Erasmus program in the Lappeenranta University of Technology under the supervision of the professors of the School of. Business and Management. This student wants to do the Master in video games so by doing this project he ...

  16. Video Games Thesis Examples That Really Inspire

    In this open-access directory of Video Games Thesis examples, you are given a thrilling opportunity to discover meaningful topics, content structuring techniques, text flow, formatting styles, and other academically acclaimed writing practices. Using them while crafting your own Video Games Thesis will surely allow you to finish the piece ...

  17. Violent video games and aggressive behavior: mortality salience and the

    The hostile attribution bias, for example, is commonly seen when examining violent video game effects (Hasan et al., 2012), and seems to mediate much of. the aggressive behavior in the GAM. Nicki Crick and Kenneth Dodge conceptualized the. social information processing (SIP) model in 1990.

  18. Writing Strategies and Grammar

    Example: Video games have been proven to enhance cognitive, social, and academic skills, and if society accepts this, video games can be further explored for uses beyond entertainment. Body Paragraphs. Drafting an essay is just a game of organizing information. Each paragraph should discuss a single topic that supports your thesis statement.

  19. The Effects of Violence in Video Games on Individual Levels of

    For a while, video games have been the target of scrutiny with regards to their perceived potential to adversely affect younger individuals. In particular, it is often argued that these video games, particularly those of violent nature, may increase hostility to an extent that it manifests itself in violent behavior. This thesis aims to denote what effects these video games have on young ...

  20. Game Science and Design Master's Theses

    The intent of this project is to enhance creativity by using AR platform to overlay virtual game object over the real world. This will teach players to take a different approach to connect game objects of different textures to randomly generated objects to create block structures of player imagination. PDF. Document.

  21. PDF In Defense of Video Games: a Review of Psychological Literature a

    correlation between the amount of time playing violent video games and SRMS scores (r = -.32, p<.05). The author concluded that violent video game play might cause low sociomoral maturity, stating, "Based on the results in the present study, it can be speculated that it was the prolonged amount of playing violent video games that might

  22. PDF Violent Video Games and Aggressive Behavior: What, If Any, Is the

    This paper will introduce, summarize, and. analyze the current empirical research on the aggression-video game link. A review of the. literature finds three possible relationships between video game play and aggressive behavior: a. positive association, a negative association, and a "null" relationship.

  23. Dissertations / Theses: 'Video games industry'

    This thesis examines the video game industry within the United States from the first game that was created in 1958 until the shift to Japanese dominance of the industry in 1985, and how white, middle class masculinity was reflected through the sphere of video gaming. ... The studies all investigate the video game industry as a canonical example ...

  24. Could a video game developer win the Nobel Prize for Literature?

    Screenshot from the video game Papers, Please. Papers, Please. A quintessential example is The Stanley Parable (2011), where the player takes the role of a worker in a strangely deserted office ...