PURPOSE
Computerization in the people’s lives has become a usual thing for as long as computers have been in existence (Anderson, 2004). However, computers have brought with them problems along with their benefits. Although the computer is an instrument with which one can earn a living, the matter is in the way people use it. Additionally, it concerns video games, especially because of the fascinate children and teenagers. Video games have been part of people’s lives as they grow up. Video games started times back when Atari created the first gaming console which was a simple game of tennis. Now the market is filled with various types of video games. Video games have become the second nature of the children in the modern world and are comfortable playing them. As much as children have made video games their second nature, they have many bad and good effects.
The reason why this topic has been selected is that video games have both negative and positive effects. Additionally, video games pose a serious problem in various parts of the world and deserve more attention. There is no place in the world in the world including the United States that children and adult do not play video games every day. Although many players easily limit their play of the video game in a way that does not interfere with their lives, there are others who have gone on to develop an addiction to the playing of the video games and results in suffering detrimental effects. The reason why this topic interests me is although video games are frowned upon by many parents whose children have been addicted to it there is a good side of it. Video games have good effects. Furthermore, video games have the capability of changing one’s brain’s physical structure similar to the way learning to read, playing guitar, or navigating using a map does according to Sherry (2001).
I think from this research I am going to find the negative and positive effects of video games. I am going to find out ways in which video games is similar to exercise and the way it builds muscles. Disregarding the negative effects, I am going to find how the powerful combination of the brain concentration and rewarding surges of the neurotransmitters such as dopamine strengthens neural circuits thus building the brain. Additionally, I will find the extent to which video games “melt the brains of the players” and whether this assertion is true. The issues around video games are important (Egenfeldt-Nielsen et al., 2016).
The issues surrounding video games are important because parents are growing anxious about their children spending too much time playing a video game. Parents believe that video games are endangered a child’s state of mind and develop aggressiveness, narrow their range of interest, and impoverish their emotional sphere. While this might be true, there is a good side of video games. I am going to be taking the meaningful angle with my projects this semester. This means that I will bring to the whole learning about the topic at hand (Greitemeyer & Osswald, 2010).
PROBLEMS TO BE INVESTIGATED
Do video games have any positive impacts?
What are the main issues associated with the playing of video games?
Is the concern of the adverse impacts linked to video games on children founded on facts?
Why is the issue of the effect of video games becoming important?
What does literature say about the good effect of video games?
What are the specific good effects of video games?
What are the financial and social effects of video games?
The key issue in this research is investigating the good effects of playing video games. This is beside the fact that video games have both negative and positive effects and the fact the issue has become important with more children and teenagers increasingly becoming addicted to video games.
METHODS OF RESEARCH
While investigating the good effects of video games, I will use case study. Good effects of video games are a real-life situation. Therefore, a case study is a good research methodology to study the situation with all its complexities thus discovering the factors which will contribute to the outcomes of the research. The case study will be used to study this situation (Swanborn, 2010) comprehensively. The reason for choosing case study as the methodology in this research is because it will be impossible to generalize from the findings from the case study. However, through a case study, I will be able to easily test whether and how theories and scientific models work in the real world (Hancock & Algozzine, 2015). Conducting case studies will give me a chance of drawing from my knowledge and research. Additionally, I will easily practice my skills of analysis and reasoning after which I will draw conclusions on the good effects of video games. I will draw case study from real life, and so it might be complex according to Easton (2010). Additionally, different readers of the case study might draw different conclusions from the case which is expected.