Showing posts with label Choices. Show all posts
Showing posts with label Choices. Show all posts

May 21, 2015

The Beneficial Impacts of Video Games

Good Afternoon Grade Eight Parents!

Games have been a part of all of our lives from kindergarten till to today, from duck-duck goose in grade one, to the game of poker you played last night in Marina Bay Sands. It seems hard to imagine life without these pleasurable pastimes, especially as technology begins to pervade our daily life, and virtual games of all sorts are at our fingertips.

However, the digitization of reality through video games has had its fair share of controversy. Specifically, concerning violent Role Playing Games (or RPGs), which have gained phenomenal success among teenagers. RPGs involve players taking on a character persona in a semi-predetermined storyline. Stimulated violence, as seen through major brands such as “Assassin's Creed”, “Call of Duty”, and “Halo” has however had submerged this form of entertainment in criticism, as the graphic imagery and violence is deemed detrimental to a player's mental wellbeing. However, most fail to acknowledge RPGs as unparalleled facets to improve performance in cognitive tasks , develop their emotional resilience, and attain independence.

In the modern day and age, there are a range of skills and qualities that promise a good future, in what ever field of work you practice. Parents, all the times you tell your children they will not get anywhere in life because they are always playing video games. Nevertheless, it is because of their video games they are learning skills to get them somewhere in life. Science has shown that children who play leisure games with simulated action have sharper vision, better hand eye-coordination skills and can envision shapes and objects more efficiently from different angles. All these qualities, though can be applied anywhere, particularly within STEM fields (Science, Technology, Engineering, and Mathematics). A former student of UWCSEA, Minsoo Kim, once mentioned, “Geometry has become a lot easier for me because in video games like, ‘Call of Duty’ I can rotate my view around a lot and I see objects from different angles, this makes envisioning shapes on a paper much easier.” Minsoo attained great marks in his Mathematics course. Moreover, Minsoo mentions that in the 21st century being a videogamer already provides jobs itself. One of the most successful team of professional video gamers (Team Newbee, from China) have earned approximately, USD $1,005,661 (one million, five thousand, six hundred, sixty one dollars) each from playing Dota 2. To conclude, it is not a prosperous industry, but a platform for personal development of players.

Emotional Resilience, an immensely valuable quality in people, it is the ability think and adapt to situations under pressure or during crises. For example League of Legends, a online-battle game which is popular within our UWC community, requires quick decision making skills and reaction times to attack and defend your persona. According to Russell Koh, an avid player, “Though Leauge of Legends is only an online game, I have improved my real-life reaction time, and also, I interpret information better to make informed choices, because in the game you have to also keep in mind what character the other player is using and how you can beat them.” Moreover, LoL requires many skills such as: collaboration, with your team of five you must all play specific roles and support each other to ensure success; (PAUSE) critical thinking, to create strategies and last minute battle plans to win matches; and creativity, to set up game plays that will surprise the opposition. Games with fighting often improve team-work skills, but they also teach players how to be independent and persevering individuals.

Independence is something that is not easily taught, but somehow is easily learned. Socrates, a famous philosopher said, “To find yourself, think for yourself.” Often violent role playing games require independence, self-awareness, and self-reliance. For example, in numerous New York State high schools, a water balloon war takes place before the school year ends. In the game, players are given targets to catch in order to get a new target, so on and so forth, and finally after defeating all other from different teams, win the game. These catches often require strategic thinking and to be performed alone. In a particular case, one student traveled all the way to Newark Airport to catch his target before he boarded on a plane. This shows the passion the game builds, and the freedom of control you have on your choices of attack, defense, and extent of will in the game. Coming back to the quote I previously mentioned, games that require one’s own ideas and thinking will later help your children discover their talents and strengths. They may develop into great leaders, strategizers and creative minds.

Some may argue that games with simulated violence are more detrimental than beneficial to a player’s mental health because with so much exposure to blood and gore they will begin to be unaffected by many of the problems in the real world, and that the inconsequentiality assigned to death and crimes in games players will forget about the ramifications one could face if they reenact anything from their games in real life. This is a valid assertion, but a recent study has shown the opposite, it explains that ‘video games can make children more morally aware’. Researchers believe that when the player is involved with the game they can choose to be a bad character and experience the results being bad has, or play as the good character, and see what the villain has to face in the end, both subconsciously teaching the player to make better choices. This will apply especially from a young age to players.

Video games provide stress-relieving and fun leisure activities for players, but they also help to prepare children to be the best they can be in many aspects, from their hand-eye coordination to their team-work skills. Some of you still may not believe this, but I hope I have swayed some of your opinions, but if I did not that is also okay, you are free to have your own judgment, but at least believe that games with violence do have many beneficial and valuable lessons for your children to learn, and just think, would you have a problem if all the violence was in a book?

By Mehak

To Kill a Mockingbird Vs Parallel: Comparative essay

Everyone makes decisions. Everyone is put into situations where they have to choose one path and what happens next is unknown. In ‘To Kill a Mockingbird’ by Harper Lee we can see the power of choices when the narrator (Scout Finch) tells the story of her father (Atticus Finch) and how his decision to defend a black man, who was charged with raping a white girl, affected him, his family and those around him. Similarly in ‘Parallel’ by Lauren Miller we see how Abby, the teenage protagonist’s life changes drastically as she makes different decisions in different situations that further leads her to a life she wouldn’t have expected. In both these text’s it is obvious that the decisions made, unravel many unknown consequences that we should be aware of.

A common theme that both these books primarily revolve around is the choice’s one makes. In ‘To Kill a Mockingbird’, Atticus Finch is repeatedly seen in a negative light for defending a black man in court. Not only was he disrespected by the neighbours who thought that “lawing for niggers” was a poor decision, but also by the kids in Scout’s school who ran around calling, “Scout Finch’s daddy defends niggers,” Besides that, even one of Atticus’s relatives called him a “nigger lover”. Nevertheless, Atticus was able to push through the insults since he was highly respected and honoured at the Negro church for his stand against racism. From this one decision Atticus made, many different opinions were created, leaving Atticus to settle the consequences.

In a similar manner, at one point in ‘Parallel’, Abby became a part of a huge fight with her best friend Caitlin in the cafeteria. Out of frustration, Abby told everyone that Caitlin had dated a married man, revealing a subject that Caitlin was very conscious about. Consequently Abby was in such a fluster that she, “a) lost her two best friends, b) failed her astronomy midterm and c) asked out a guy who was already dating someone else.” Repeatedly Abby asked herself, “How quickly can a person implode?” and the answer is simple. It just depends on the choices you make. The power of our choices is immense and we should be conscious of that.

It is quite clear that these two books share similar themes yet both authors use contrasting settings to highlight the theme. ‘To Kill a Mockingbird’ is set in the 1960’s and primarily revolves around a family dealing with the consequences of segregation whereas ‘Parallel’ focuses on a teenage girl in the modern world and how her choices affect her. Both of these setting work well in order to express the theme yet in ‘To Kill a Mockingbird’ the setting choice seems slightly more effective. This may be because in ‘To Kill a Mockingbird’ they are dealing with much more mature issues that leave greater impacts on larger communities compared to a teenage girls problems, which usually are much smaller when looked at on a vast scale.

In conclusion, both of these books are able to explain how the choices we make lead to unrevealed consequences, yet ‘To Kill a Mockingbird’ uses a more effective setting to convey this theme. After reading these two texts, the reader may believe that only negative results can be created through our choices but this is false. Positives results can also be created as long as the right decisions are made to lead up to those final results. This also doesn’t mean that every single small decision could cause a difference between life and death, but there is that possibility. This leaves the reader with the question of whether there is any way to know the consequences of our actions but that also is unknown.

By Aditi