Friday, February 14, 2020

Video game addiction Research Paper Example | Topics and Well Written Essays - 2250 words

Video game addiction - Research Paper Example They end up devaluing other activities like swimming, football, dancing, reading novels among other hobbies one can do during free time. Research has proved that compulsive use of computer and video games is a present-day psychological disorder that medical experts are treating patients on daily basis. This paper analyzes the characteristics and consequences of video game addiction to a person and the society at large. Most teenagers usually like spending most of their siesta playing computer games, which form their number one hobby. Others end up becoming game addicts just out of innocent recreation. Gaming often starts from boredom and the latter pleasure ends up being the reward. Playing provides an alternate reality in which problems are solved and success and reward is possible. (Lemmens,Valkenburg and Peter 56).A good example of an addictive game that is very popular is The Massive Multiplayer Online Role Playing Game (MMORPG) .The gamers of MMORPG forms the group of people that is most susceptible to game addiction. The game is very addictive because it has no ending. Addicts form 9.1% of video game players that play these addictive video games on the internet (Kent 18). The level of addiction varies from one person to another. For instance, kids who easily get bored often develop poor relationships with family members and friend. They also feel out of place while at school, (King and Griffiths 201).201).This is because a void is filled and satisfaction of needs not met elsewhere is achieved. In situations where life becomes stressful gaming actually provides a good avenue of evading from responsibilities and life realities. Video gaming is normally a multi-faceted issue and that is what actually causes the addiction. Especially to the game beginners, the games are usually designed in away to make them addictive. These games are very interesting and this increases the amount of hours people spend playing. Most of them are designed to be very difficult and truly challenging while letting the players to attain minor accomplishments that forces them to continue playing. This design is very similar to that of gambling casinos which permits players to get small ‘wins’ so that they keep playing. Video games have several ‘hooks’ that are in built with the intention to make them more and more addictive. To begin with, The High score is the most recognizable hooks that are found in many games. Struggling to reach the highest mark can have a game player gaming for hours so as to score many points enhancing addiction. Beating the game is a hook that is not found in virtual role-playing games though it is almost all vide games. The drive to win the game is fed as a player moves to the next level or unravels the next hidden clue (Kent 221).This causes the player to make as many trials as possible causing addiction. Role-playing is another hook that allows players to actually craft characters within the game and get on on an exploration that is sole to that particular character. Consequently, there will be a serious emotional attachment to that character, and the whole story, further making it difficult to halt play ing. In addition, discovery tactic is a hook that is often found in the role-playing games. A good example is the World of War craft where a good part of this video game is dedicated towards exploring imaginary worlds (Van Rooij et al. 143).The thrill of innovation of even places that

Saturday, February 1, 2020

Characterization and Symbolism Essay Example | Topics and Well Written Essays - 1250 words

Characterization and Symbolism - Essay Example Hawthorne writes â€Å"And Faith, as the wife was aptly named, thrust her own pretty head into the street, letting the wind play with the pink ribbons of her cap while she called to Goodman Brown† (Hawthorne). Following Maus (2002), the symbolic meaning of Faith in the story â€Å"is not only representative of Faith the individual but the faith of the individual--witness Goodman Brown’s reply to the devils comment about his tardiness, which contains both literal and allegorical truth† (78). From the very beginning, readers perceive characters and their actions through their symbolic names. Using symbols names as elements of characterization, Hawthorne portrays the concern is with human motives and human action and with what an act may reveal of character. Ignorance in the search for the self creates tension and attracts readers’ attention to double meaning of the symbols. Hawthorne characterizes Faith as â€Å"Well, shes a blessed angel on earth; and after this one night Ill cling to her skirts and follow her to heaven (Hawthorne). The short story is based on allegorical elements which add emotional tension and pressure. It means that â€Å"the characters and objects in the story represent abstract ideas† (‘More Symbolism’ n.d.). Beauchamp (38) these symbols fresh and vivid, and are used to intensify, to clarify, to enrich the atmosphere; these symbols helps to make readers fed the writers grasp of the characters and situation he is dealing with, gives his grasp of it with precision, vividness, force, economy; and to make such an impact on readers, its content, the stuff of which It is made, cannot be unduly fantastic and remote from readers’ experience. The remarkable feature of Hawthorne’s style is the symbolic use of settings. The setting of ‘dark forest’ can be interpreted as dark human nature and mind. This symbol allows the author to create a unique atmosphere of the short story and feeling of horror. â€Å"He had taken a dreary road,