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Classification of Video Games 3 Pages 752 Words

             Video games can be classified into several distinct categories. Though video games are all basically the same thing, a computer program that is made to entertain people. Arguably one of the first video games was Pong on Atari, but since then video games have changed so radically that you can almost forget they are only games when you are playing them. In Today's world Video games range from various console gaming systems like Nintendo 64 and Microsoft's Xbox hooked to televisions to handheld gaming systems that can be carried in your pocket like Nintendo's Game boy. Video games are most often classified into groups that represent what kind of system they are played on, like games that are made for computer systems or games that are made for consoles.              Video games can be put into many different categories based on the way they are played. First person shooter games like Quake are much different then puzzle games like Tetris. The main categories of video games consist of Adventure games, puzzle games, role-playing games, first person shooter games, simulation games, sports games, and strategy games.              Strategy games most closely resemble the game chess where you must manage a small army consisting of different sorts of soldiers (i.e. Pawns and knights). You the player can command a space colony on another planet or Manage a theme park. In strategy games you use your mouse or game pad to manipulate the simulated world the video game creates. For example, in one of the latest strategy games Roller coaster tycoon you can build a theme park and manage every aspect of it from engineering and building of roller coasters and other attractions, to the cleaning of the restrooms with janitors. This is usually done from a third person view meaning you are looking from above.              Adventure games are more like a book, you follow a story in a movie type format. You can follow a prewritten story much like              ...

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Home > GRADUATE > THESES > 3462

Masters Theses & Specialist Projects

Video game genre classification based on deep learning.

Yuhang Jiang , Western Kentucky University Follow

Publication Date

Advisor(s) - committee chair.

Lukun Zheng (Director), Zhonghang Xia, Lan Nguyen and Melanie Autin

Degree Program

Department of Mathematics

Degree Type

Master of Science

Video games have played a more and more important role in our life. While the genre classification is a deeply explored research subject by leveraging the strength of deep learning, the automatic video game genre classification has drawn little attention in academia. In this study, we compiled a large dataset of 50,000 video games, consisting of the video game covers, game descriptions and the genre information. We explored three approaches for genre classification using deep learning techniques. First, we developed five image-based models utilizing pre-trained computer vision models such as MobileNet, ResNet50 and Inception, based on the game covers. Second, we developed two text-based models, using Long-short Term Memory (LSTM) model and the Universal Sentence Encoder model, based on the game descriptions. For the third approach, we constructed a multi-modal fusion model, which concatenates extracted features from one image-based model and one text-based model. We analysed our results and revealed some challenges that exist in the task of genre classification for video games. Some future works are also proposed.

  • Disciplines

Artificial Intelligence and Robotics | Other Physical Sciences and Mathematics | Probability

Recommended Citation

Jiang, Yuhang, "Video Game Genre Classification Based on Deep Learning" (2020). Masters Theses & Specialist Projects. Paper 3462. https://digitalcommons.wku.edu/theses/3462

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What is a classification essay?

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When confronted with a complicated subject, we are often overwhelmed with information. A classification essay is designed to take a complex topic and break it down into more manageable and understandable categories, digestible pieces that a reader can easily break down.

This method of organization can be seen in how we structure and categorize our everyday lives. Take the Jefferson Learning Commons, as an example. The library houses thousands of books, which would be hard to browse if they were thrown haphazardly on shelves. Instead, all the fiction is organized alphabetically by author on the first floor, while the second floor houses all the non-fiction organized by subject. This allows a student to find the book they are looking for without searching every shelf.

Topics: When choosing a topic make sure the topic is complex enough to be divided into categories, while not being so broad that the reader is overwhelmed with categories.

Categories: Since a classification essay breaks a topic or subject into categories, it is important for each category to be distinct from one another. Categories that overlap will be nebulous and difficult for a reader to understand. Topics can be broken down many ways. If one way isn’t working, try brainstorming a new way to divide the topic.

Good Topic: Transportation

Categories:

  • Taxi (Uber or Lyft)
  • Personal Automobile

Each category is distinct from one another, with a single defining feature.

Bad Topic: Video game genres

  • Roleplay (RPG)
  • Japanese RPG (JRPG)

The differences of some categories are very murky. A RPG is defined by things like character creation and level progression. However, these two elements are found in many soulslike games. This makes the topic of video game genres difficult to breakdown into easily definable categories.

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Classifying Videogames as Art and Why It Matters Now

Profile image of Charlie Moss

This dissertation analyses the idea that videogames can be considered art in order to argue that wide-ranging benefits could be seen if the institution recognised them as such. I have explored the idea that the institution is the key to progress the notion of videogames as art and both art museums and universities alike must be behind the progression of what is considered the artistic canon in order to create new opportunities in the field of making art. I have reviewed popular arguments for and against the inclusion of videogames in the institutional artistic canon and then considered videogames in the light of several theorist's ideas of what art is. Primarily I have looked at the ideas behind cluster theory and the theory of mass art as a way of justifying videogames as art. I have followed this with case studies of This War of Mine (2014) and the developer Sam Barlow who has produced many videogames including Aisle (1999), Silent Hill: Shattered Memories (2009), and Her Story (2015). Lastly, I have considered what might be the long-term benefits of classifying videogames as art within the institution, primarily the enfranchisement of young women artists. I do this by reviewing the new National Curriculum in computer programming and considering how, in the light of Virginia Woolf's A Room of One's Own, this new education area will empower young women to be able to create art despite pressures that still persist with regards to the "proper" role of a woman in our society. It is my suggestion that all you need to create a work of videogame art is a basic computer, a standard UK education, and a room of your own - but only if the art institution recognises videogames as a legitimate form of art.

Related Papers

Sorcha Mackenzie

video games classification essay

Rene G . Cepeda

This dissertation studies video games as a medium of artistic expression by engaging three key elements of Marcel Duchamp's 1957 essay The Creative Act: Institution, Intention and Artefact. By first studying how Academia and the Artworld in general have engaged historically with video games. Afterwards, the formal and structural qualities of video games are engaged with, bridging the gap between this new medium and art history through aesthetic theories. Finally, medium specific qualities that complicate their study have been addressed by comparing video games with film and Marcel Duchamp’s ideas on the creative process. It is then concluded that while the field of video games-as-art is still in its infancy and that a majority of video games are not art, it is possible for specific video games to be accepted as artworks.

Daniel Martin Feige

Pippa Tshabalala

Unpublished Masters Thesis under maiden name - Phillipa Stalker. This essay will explore the existing definitions of art games that are currently being used in the art game/art mod genre. It will identify the leading theorists within the field, and take into account their definitions whilst at the same time establishing a set of categories within which can be defined the dominant trends in the development of the field. It will also situate art games within an historical context, both within the commercial computer game field as well as the digital art field and attempt to establish some sort of timeline within which we can see the development and emergence of art games in relation to these two disciplines. Two examples of art games, both from different categories will be examined and critiqued in the context of Artistic Computer Game Modification – A 3D game called Escape From Woomera and an art mod or patch called SOD. The art game as an entity will be examined in relation to ideas of the ‘interactive’ and ‘play’, and the implications and potential for fine art practice will be investigated.

Leonardo Electronic Almanac

Federico Alvarez Igarzábal

This paper argues that the lack of consensus on a definition of "art" is a fundamental problem in the video-games-as-art discussion. A brief review of some influential twentieth-century definitions of "art" reveals that the concept cannot be defined in terms of essential properties, but that it should rather be understood as a Wittgensteinian family resemblance term. The paper, then, proposes Dennis Dutton's cluster theory of art as a way of establishing consensus. Besides treating "art" as a family resemblance term, Dutton's definition reintroduces the notion of "human nature" that twentieth century aesthetics has largely dismissed. The resurfacing of this notion-already posited by philosophers like Aristotle, Kant, and Hume-is owed to evolutionary psychology, a novel approach to the study of human psychology from a Darwinian perspective. Following Dutton, the paper maintains that an evolutionary approach to the study of art enables us to see beyond cultural specificities and delve into the universal phenomena that lie behind them, providing a much-needed common ground for discussion. The paper finally returns to the issue of video games and argues that, in the light of Dutton's account, video games are to be considered an art form. This manuscript was accepted in 2018 for publication in the issue "The Video Games Conundrum" of the Leonardo Electronic Almanac, currently in press. Preprint shared with permission.

Paulius Petraitis

Trevor A Strunk

An extended review of two recent academic monographs on videogames and a statement on the field of digital humanities in general.

Andy Clarke

New Art Examiner

“Are video games art?” The frequency with which that question has been posed over the past decade belies the wholly unsatisfactory nature of the responses. Although the classification of what we mean by video games has not remained categorically uncomplicated, the crux of the debate has largely lain, instead, with fairly banal epistemologies of art. At the extremes, art critics have derided video games as lacking the sophistication, depth, or even “soul” of works by such strawmen as Picasso and Van Gogh. Game designers and industry professionals, in turn, have accused such critics of being uninformed outsiders and Luddites unable to appreciate the ways technology has revolutionized art’s expressive potential on a popular level. (…) even though the institutional answer to this is question is patently unsatisfying, the conditions and rhetorics of the display of video games in exhibitions and museums have something important to tell us about ingrained understandings of art, science, culture, and industry, as well as those categories’ shifting hierarchies. In short, though exhibitions can only tell us that games are art in the least-interesting ways possible, they can tell us rather a lot about how they are art when encountered in “display mode.”

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Chapter 6: 21st-century media and issues

6.5.3 Video games in the world of education (prospectus)

Anonymous English 102 Writer

For this essay and the next I will continue to use my topic of communication and literacy within video games. I believe this topic is much more relevant than many would typically think without learning more about it. The type of communication between players and teammates in video games may be different than average everyday communication but it may actually be more efficient than most would realize. This type of communication involves quick, precise descriptions and many snap decisions and judgments. It is in some ways more efficient than ordinary communication but in other ways it is obviously very out of place. There are various situations this kind of communication can be used in and many different variations of it but it can almost always be traced back to a form of oversimplified and sped up communication used to convey information as fast as possible so it can be acted on quickly. Video games can also be more broadly used to assist in education as a whole and not just in the improvement of communication skills. This relationship is often underused or ignored by educators but may be closely related to the future of education if not just an underrated way to keep students engaged and interested in what they are learning.

This unique form of communication has become more and more interesting to me as I researched it further. It is much more closely related to general communication than most people would assume yet it is still very different with its special differences. In my final essay on this topic, I plan to answer several questions on this topic. These questions include: How does video game communication effect real world communication skills? Is video game communication an effective form of improving communication skills? What are the literacy practices of video game players? Can video games be used effectively in an educational setting? I believe these questions are the most accurate depiction of the main idea I am attempting to convey with this topic and essay. The topic of communication in video games is very relevant to me because I play video games frequently and often communicate in this unique way with my friends while we play in an attempt to be more efficient and successful while playing the game. Before doing research on this topic, my stance on these research questions would be that video game communication can be efficient and helpful in its own right but would most likely not be useful in other scenarios. After doing research, however, my opinion on this has changed. I am now definitely swayed more towards the idea that video game communication and the playing of video games can be very beneficial to real world communication skills and that video games can be used for educational purposes.

There are a wide variety of academic fields that are interested in these sorts of topics that have done research on it but of what I have found so far, they mainly seem to be research from an educational source such as a university or an educator do research independently. A significant number of studies I have found so far are research on groups of students being studied on how they react and benefit from playing video games as an educational source. I think articles such as these will be the most beneficial for my final essay because they have extensive research on how video games and literacy are connected in several different ways. There are different articles, however, that can also be helpful such as studies on the connection between video games and communication specifically rather than literacy as a whole. These types of studies are slightly different than the other, but I believe that they will be very beneficial in answering the research question more focused on the communication aspect of video games literacy.

I plan to start my essays first body paragraph on the topic of communication skills in video games and answer the research questions: How does video game communication effect real world communication skills? and, Is video game communication an effective form of improving communication skills? These questions have been the main topic of my previous two essays and because of this I believe it should be the first topic of discussion in my final research essay. For this section I plan on using articles that specifically relate to communication such as “Can game-based learning enhance engineering communication skills?” And other articles like it. This topic is what seemed most interesting to me so far in both other essays and the entire semester but since the research essay will be much longer I need to add several other topics.

The second body paragraph will be more focused towards video games relationship to education and literacy as a whole rather than only communication. This paragraph will include articles more geared towards research on how playing video games has an effect on student’s education and literacy skills. These studies are typically based on a group of students who are studied while playing video games and participating in school work to see if there is any correlation between the skills in each category. For this paragraph I will need to use articles such as “Video Games and English as a Second Language: The Effect of Massive Multiplayer Online Video Games on The Willingness to Communicate and Communicative Anxiety of College Students in Puerto Rico” As it shows how video games can have an effect of a student’s education. This paragraph will explore the concept of how much video games are overlooked as a potential form of education because of preconceived notions from most educators who design the curriculum for the students that could benefit greatly from video games being integrated in some way to their learning experience. This section of the essay could possibly seem a bit too confident in video games role in education because obviously students cannot learn everything they need to learn from school just from video games but I want to write about mainly how they are simply overlooked and almost always completely dismissed and ignored as an option for educators who may need something to keep the students a bit more engaged and interested in what they are trying to teach.

I also want to add a third body paragraph at some point within the essay about how video games have an effect on social skills as a whole and not just communication. It can often be overlooked how video games develop social skills for young people in a more safe and comfortable environment than school can be at times for some students. With a more secure environment for students and young people such as video games they can feel more confident in improving their social skills and relating better to other people. For this section I will most likely cite the article “Video Games Are Social Spaces: How Video Games Help People Connect” as well as others that I feel have themes that support this idea as well. This paragraph will be somewhat disconnected from the main topic and research questions but I feel it is still an important aspect of the relationship between video games and education.

Annotated Bibliography

Horowitz, Kenneth S. “Video Games and English as a Second Language: The Effect of Massive Multiplayer Online Video Games on The Willingness to Communicate and Communicative Anxiety of College Students in Puerto Rico.” American Journal of Play , vol. 11, no. 3, Jan. 2019, pp. 379–410. EBSCOhost , search.ebscohost.com/login.aspx?direct=true&db=eric&AN=EJ1220304&site=eds-live&scope=site.

This article is an examination of the benefit of playing video games for those people who use English as a second language and wish to improve their skills with it. Horowitz uses research, evidence, and reasoning to write this essay on how playing video games can improve the communication and English skills of Puerto Ricans that wish to become better at using the English language. It describes the internet as a whole as an efficient new way to learn language.

Luu, Sylvia, and Anupama Narayan. “Games at Work: Examining a Model of Team Effectiveness in an Interdependent Gaming Task.” Computers in Human Behavior , vol. 77, Dec. 2017, pp. 110–120. EBSCOhost , doi:10.1016/j.chb.2017.08.025.

This article is a study on how computer games can affect team work and communication using the virtual and online environments. Teams were observed with how well they displayed team qualities like efficiency and communication and how well they used them. It also explores the motivation provided by games for the players to improve upon those skills and why they do it. The efficiency of a group is elevated when all members do their part.

Barr, Matthew. “Video Games Can Develop Graduate Skills in Higher Education Students: A Randomised Trial.” Online Submission , vol. 113, Jan. 2017, pp. 86–97. EBSCOhost , search.ebscohost.com/login.aspx?direct=true&db=eric&AN=ED608315&site=eds-live&scope=site.

This article is a study on how playing video games can improve the development of social skills and so-called graduate skills. Specific games were selected for this study to maximize the effectiveness of the results showing improvement in the desired skills. The study uses a self-reporting scale for how well the people being tested believe they are improving within a flexible self-made schedule of playing the games and recording results.

Roach, Alex, and Yeski Utami. “Using video game to enhance English communication skills.” Proceedings of ISELT FBS Universitas Negeri Padang 5 (2017): 200-204.

Roach and Utami write an article about the use of modern technology in modern education and how video games can possibly be a large part of it. It was believed that the fun aspect of the video games would encourage students to communicate more than they normally would. Students were asked to play two simple video games and then recorded the levels of teamwork and communication and how it benefited both their efficiency in the game and their enjoyment and fun of playing the game.

Bodnar, Cheryl A., and Renee M. Clark. “Can game-based learning enhance engineering communication skills?.” IEEE transactions on professional communication 60.1 (2017): 24-41.

This article is more specifically focused on the communication skills between engineers and engineering students and how playing games could potentially improve their communication skills. The research seeks the answer to how communication within the games can translate to real world oral communication skills between the students. It also compares this method to other previous more well-known methods of communication improvement and how they are different and similar. It explores the educational and communication aspects of playing games.

Squire, Kurt. “Video games in education.” Int. J. Intell. Games & Simulation 2.1 (2003): 49-62.

Squire’s article is about the increasing prevalence of video games and technology as a new way to administer education. He explains how since the creation of video games they have become increasingly popular and more influential to culture. Considering this rise in influence, Squire believes it is possible for video games to play a bigger role in education than many educators may think. Squire references studies that display the correlation and relationship between video games and a learner’s levels of motivation and engagement with the material they are learning.

Baker, Brandon, “Gaming as a Teaching Tool.” Penn Today , 6 May 2020, penntoday.upenn.edu/news/gaming-teaching-tool.

This source is an internet article discussing the potential role of video games in education and how they are often overlooked. Baker discusses how while video games already do have an extensive history in education they are often overlooked and underappreciated in this field and could be used much more. It also discusses the effects of a course that used video games as an educational tool in the past and how making video games is also educational.

Jones, Carolyn. “A New Venue for Video Games: K-12 Classrooms  .” EdSource , EdSource, 7 May 2018, edsource.org/2018/a-new-venue-for-video-games-k-12-classrooms/597100.

This is another online article that takes a look at the relationship between school education and how video games play a role in them. This article is very much so in support of the use of video games in education and gives examples of how they are helpful. Jones writes about how the creativity of games is influential on the creativity of the students and their learning process.

“The Benefits of Gaming in Education: the Build A World Case.” Acer for Education , 27 Jan. 2017, acerforeducation.acer.com/education-trends/gamification/the-benefits-of-gaming-in-education-the-build-a-world-case/.

Yet another article elaborating on the support for video games to be used in educational settings. Although it has no listed author this article has many good points to make about the use of video games in educational settings in a list style that explores multiple aspects of the arguments individually. The article explores the positive aspects of video game education such as social involvement, critical thinking and technology and how they all benefit education as a whole.

Elassar, Alaa. “Video Games Help Children Improve Literacy, Communication and Mental Well-Being, Survey Finds.” CNN , Cable News Network, 5 Sept. 2020, www.cnn.com/2020/09/05/health/video-games-literacy-creativity-children-trnd/index.html.

This CNN article focuses more specifically on the aspect of video games in education that relates more to communication skills and mental health. Author Alaa Elassar writes about the way playing video games can prepare students better for building real life social skills and communicating more effectively. Elassar writes how many students find video games as a calming escape from stress and responsibility that help them get through the day.

Hulick, Kathryn. “Video Games Level up Life Skills.” Science News for Students , 3 Dec. 2019, www.sciencenewsforstudents.org/article/video-games-level-life-skills.

Another similar article that supports the use of video games to improve social skills such as communication and teamwork. Hulick discusses how video games are very useful for improving one’s resourcefulness and ability to retain other social skills. The article references a study done of students answering questions before and after playing a vdieo game together that concluded that there may be a correlation between video games and skills such as these.

Fishman, Andrew. “Video Games Are Social Spaces: How Video Games Help People Connect.” Video Games Are Social Spaces: How Video Games Help People Connect | ResponseCenter , www.jcfs.org/response/blog/video-games-are-social-spaces-how-video-games-help-people-connect.

This article by Andrew Fishman is written to show readers how video games are often used as a social space for typically young people wishing to socialize in an easier and more convenient way. Fishman writes how these virtual social spaces can be extremely helpful for people of particular communities in advancing their social skills easier than they could in real life. He writes how many parents are wrong to assume that video games are just a waste of time but are rather usually very helpful for young people.

Understanding Literacy in Our Lives by Anonymous English 102 Writer is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License , except where otherwise noted.

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Shariff`s Passion Blog

Just another weblog, classification of video games.

There are many classifications of video games. These classifications are also known as genres. Video games can be classified into several distinct genres. Video games are most often classified into groups that represent what kind of system they are played on, like games that are made for computer systems or games that are made for consoles.

These genre include action, shooter, action-adventure, adventure, role-playing, simulation, strategy, puzzles, cards, and race. Video games can be put into many different categories based on the way they are played. Shooter games like Call of Duty are much different then puzzle games like Tetris.

Action video games are games that usually emphasize physical challenges, including hand-eye coordination and reaction time. In most action games, the player typically controls the character of a protagonist. The character must navigate a level, collecting objects, avoiding obstacles, and battling enemies with various attacks. The player wins the game by finishing a sequence of levels.

Shooter video games also test a players’s speed and reaction time. Shooter games tend to focus on a character using some sort of weapon, usually a gun. The purpose of shooter games is to shoot opponents and proceed through missions.

Action-adventure games are video games that combines elements of the adventure game genre with various action game elements. It is perhaps the broadest and most diverse genre in gaming.

An adventure game is a video game in which the player assumes the role of protagonist in an interactive story driven by exploration and puzzle-solving. Nearly all adventure games are designed for a single player.

A role-playing game is a game in which players assume the roles of characters in fictional setting.  Role-playing video games typically rely on a highly developed story and setting which is divided into a number of quests.

Simulation video games are games that are designed to closely simulate aspects of a real or fictional reality. Majority of all games fits into this category.

Strategy video games focus on careful planning and skillful resource management in order to achieve a  goal. These are also know as the thinking games.

Puzzle video games require the player to solve logic puzzles or even navigate complex locations.

The last to genres are cards and race which are self explanatory.

In addition, a video game can fit into many different genres. The more genres a game includes, the better the player enjoys the game. For example, a video game called Grand Theft Auto has included basically all the genres within their video games. Because of this, Grand Theft Auto has become the top selling franchise of a video game.

3 thoughts on “ Classification of Video Games ”

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I had no clue that there were so many genres in the video game industry. You definitely gave great descriptions of all the possible genres. I liked when you threw in some examples because it helped in understanding the genres and the differences between them.

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To someone who has no familiarity to video-games, this post offers a very clear and concise summary of some of the genres, so good job piecing together such a nice overview! Unfortunately, being the video-game nerd that I am, I’m all too familiar with these genres already.

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I like how you give a description of all possible kinds of video games instead of talking about just one! You could go into more detail about which one is the most popular on the market right now in each category or talk about new and upcoming ones ready to be released. This topic has a lot more potential to be more in depth especially if you could relate it to something outside the world of video games like how people attack such entertainment as the source of violence like school shootings.

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Examples

Essay on Video Games

In the rapidly evolving digital age, video games have emerged as a dominant form of entertainment and a significant cultural phenomenon. Their influence extends beyond mere amusement, affecting cognitive development, social interactions, and even physical health. This essay aims to explore the multifaceted impact of video games, shedding light on their benefits and challenges while offering a balanced perspective for students participating in essay writing competitions.

Video Games

Video games have undergone a remarkable evolution since their inception in the 1950s. From simple pixelated games to immersive virtual realities, they have transformed into complex narratives that captivate players’ imaginations. This evolution reflects technological advancements and the growing sophistication of gamers’ tastes and demands.

Cognitive Benefits

Research has shown that video games can enhance various cognitive skills. They improve problem-solving abilities, spatial awareness, and multitasking skills. Games that require strategic thinking, such as puzzles or role-playing games, can significantly boost players’ decision-making processes and adaptability to changing situations.

Educational Potential

Educators have begun to recognize the potential of video games as learning tools. Educational games can make learning more engaging and interactive, providing a practical application of concepts in a controlled environment. This approach can cater to different learning styles and paces, potentially transforming traditional educational methodologies.

Social Interaction and Community Building

Online multiplayer games offer vast platforms for social interaction, allowing players to collaborate, compete, and communicate with others across the globe. This virtual socialization can foster teamwork, leadership skills, and a sense of community among players, challenging the stereotype of gaming as an isolating activity.

Physical and Mental Health Impacts

The impact of video games on physical and mental health is a subject of ongoing debate. While excessive gaming can lead to sedentary lifestyles and associated health issues, active games like those using motion sensors can promote physical activity. Moreover, video games can offer therapeutic benefits, such as stress relief and improved mood, and have been explored as treatment aids for anxiety and depression.

Positive Impacts

  • Cognitive Skills: Certain video games, especially those involving strategy and problem-solving, can improve cognitive functions such as memory, attention, and spatial reasoning.
  • Hand-Eye Coordination: Action and simulation games often require precise movements, enhancing hand-eye coordination and fine motor skills.
  • Social Interaction: Online multiplayer games can foster social connections and teamwork, providing opportunities for individuals to make friends and collaborate with others.
  • Stress Relief: Engaging in video games can serve as a stress reliever and a way to unwind from daily pressures.
  • Educational Value: Many educational games are designed to teach specific skills or subjects, making learning more engaging and interactive.
  • Pain Distraction: Some video games have been used in healthcare settings to distract patients from pain or discomfort during medical procedures.

Negative Impacts

  • Sedentary Lifestyle: Excessive gaming can lead to a sedentary lifestyle, contributing to physical health issues such as obesity, cardiovascular problems, and muscular weaknesses.
  • Sleep Disturbances: Late-night gaming sessions can disrupt sleep patterns, leading to sleep deprivation, which can negatively affect mental and physical health.
  • Addiction: Video game addiction can lead to social isolation, neglect of responsibilities, and adverse psychological effects, resembling addiction to substances.
  • Violence and Aggression: Some studies suggest a correlation between violent video games and increased aggressive behavior, although the causation remains debated.
  • Eye Strain and Physical Discomfort: Prolonged screen time can lead to eye strain, headaches, and physical discomfort, often referred to as “gamer’s thumb” or “text neck.”
  • Social Isolation: While some video games promote social interaction, excessive gaming can lead to isolation from real-life social activities, potentially impacting mental health negatively.
  • Escapism and Avoidance: Video games can become a form of escapism, allowing individuals to avoid dealing with real-life problems and responsibilities, which can lead to mental health issues.
  • Reduced Academic or Work Performance: Excessive gaming can interfere with academic or work-related responsibilities, leading to decreased performance and productivity.
  • Emotional Well-Being: While some games offer an enjoyable experience, others may be emotionally distressing or promote negative emotions, affecting mental health negatively.
  • Financial Consequences: In-game purchases and microtransactions can lead to financial strain when not managed responsibly.

Economic Impact

The video game industry has become a significant economic force, with revenues surpassing those of the movie and music industries combined. It has created millions of jobs worldwide in various sectors, including development, marketing, and esports. The industry’s growth has spurred technological innovation, driving advancements in software development, graphics, and artificial intelligence.

Cultural Influence

Video games have transcended entertainment to become influential cultural artifacts. They influence fashion, music, and movies and are a driving force behind major technological and social trends. Games like “Minecraft” and “Fortnite” have become cultural phenomena, influencing everything from playground activities to online communities.

Ethical Considerations and Responsibility

As video games become more lifelike and immersive, ethical considerations come to the forefront. Issues such as the portrayal of gender, race, and violence in games have sparked discussions about the social responsibilities of game developers. Promoting diversity and avoiding stereotypes in games can contribute to broader cultural understanding and sensitivity.

The Future of Gaming

The future of video gaming promises even more immersive experiences with advancements in virtual and augmented reality. The integration of artificial intelligence can lead to more personalized and adaptive gaming experiences, potentially revolutionizing how we interact with digital environments. As technology progresses, the ethical, social, and health-related implications of gaming will continue to be critical areas of research and discussion.

In conclusion, Video games are a complex and dynamic form of entertainment with far-reaching impacts on individuals and society. While they offer numerous benefits in terms of education, cognitive development, and social interaction, they also pose challenges related to health, addiction, and ethical concerns. As the industry continues to evolve, it is imperative for players, developers, and policymakers to balance the positive aspects of gaming with its potential drawbacks. Engaging with video games critically and responsibly can maximize their benefits while mitigating adverse effects, ensuring that gaming remains a positive force in the digital age.

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Video Games: a Sport Or not

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Published: Jan 31, 2024

Words: 689 | Pages: 2 | 4 min read

Table of contents

Introduction, definition and criteria for a sport, video games and their competitive elements, factors that distinguish video games from traditional sports, arguments against video games being considered a sport, counterarguments and rebuttals.

  • Physical exertion
  • Competitive nature
  • Organized structure and rules
  • Skill requirement
  • Blomberg, R. (2019). Video Games Can Never Be Sport. Huffpost. Retrieved from https://www.huffpost.com/entry/video-games-sport-no_n_5bec5f35e4b0a043787eceeb
  • Bromberg, M. (2020). What IS a Sport? And Why Does It Matter? ABC News. Retrieved from https://abcnews.go.com/Entertainment/sport-matter/story?id=67409964
  • WHO (2019). WHO | Physical Activity. WHO. Retrieved from https://www.who.int/news-room/fact-sheets/detail/physical-activity
  • Norris, E. (2021). Esports’ global revenue will break $1 billion in 2020. Medium. Retrieved from https://medium.com/@blakepanzinoesports/esports-global-revenue-will-break-1-billion-in-2020-c8c2f608b368

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