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April Anne Pagay

10-Narra

GAMES

Computer games have seriously caught the attention of Mass Media and nowadays every channel
considers its duty to remind people how much damage these games cause to children and adults. The
increasing amount of games with violent scenes sock the society and makes it very aware of them.It is
already common knowledge that violent games cause violence in people. This fact is not even doubted
by the majority of people. Every other person says that the reason lies in games being too close to
reality. The opinion that games make violent actions normal for the player and therefore make the
player pitiless can be often heard. In this case the game is the cause of violence and the act of violence
by itself is a consequence. And can real-life violence exist in the reality of a game? Is the transfer of the
definition of “violence” with all its peculiarities from one world to another justified only according to the
external similarity of these two worlds?
Games originally are entertainment. Contemporary games are very realistic and for this reason they are
a source of great experience for the player and develop the imagination. Games are entertainment and
even more then that. In addition, the statistics of the New York University lead by Green and Bavelier
claim that the player preferring active games get an improvement of some types of brain activity,
related to processing of visual information. In particular, game players cope with problems of
simultaneously tracking several moving objects at the average level of 30% better then people who do
not play active computer video games. The “gaming” violent experience may not be the cause of violent
behavior in reality. None of the playing experience will become the priority in making important
decisions concerning problems in real life. A game is an abstraction. A player gets abstract tasks and acts
according to abstract rules. Games are also the possibility to be however a person wants to be and to
rest from the outside world for some time. But what if a person gets so much excited with the game
scenes that he becomes violent in reality? Then, it proves that the games cause people to become
violent. Let us stop for a moment right at this point. Those who do not participate in this type of activity
usually make the conclusion of presence of violence in the game-world.
Nobody will ever hear this kind of statement from those who play, from those who know the rules of
the game and understand that it is just a virtual world. A psychologically healthy person will never
confuse or connect these two different worlds. A game is a virtual world with visual images very similar
to human. These images represent by themselves nothing but simple playing obstacles. A game may
potentially give the opportunity to “destroy the obstacles” that may not be destroyed according to the
rules but it is more about personal choice whether to do it or not. This leads us to the conclusion that
violence is not a consequence but the cause. People who are originally prone to violence may get
irritated by games and perform violence in the “real world”. But in this case violence in games is a
simple justification of the violent nature of the player.
Kiana Marjorie Raña
10-Narra

USING MOBILE PHONE

At present, mobile phones are popular for everyone in our society. Mobile phones
are common facilities for all ages. They can be used to communication between
two persons or more than two persons everywhere and every time. So, mobile
phones are important equipment for people nowadays. And mobile phones have
many disadvantages. To have good health and live happily in our society, we
should not use mobile phones.
The most important advantage of using mobile phones is that mobile
phones are convenient communication tools that we can use to communicate with
our friends. Besides, you can carry mobile phones everywhere by keeping them in
shopping bags and school bags because mobile phones are small and easy to carry.
Furthermore, mobile phones have a lot of good functions such as cameras, music
players, radio, the Internet, games, dictionaries, sound recorders, video players,
calculators, map, bluetooth devices, notes, calendars and etc.
In contrast, mobile phones have many disadvantages. The first one is they
have effects to our health. Mobile phones have microwave radition, so they will be
dangerous for our ears and brain. Besides, they also affect our children. Children
may use mobile phones in wrong ways. This may cause them to leave school.
Moreover, using mobile phones while driving is one of the main causes of road
accidents. Finally, using mobile phones affects our society. Living together in a
society, we must respect others. So, using mobile phones in public such as in
classrooms, in cinemas, on buses is not good and proper. Although using mobile
phones is disadvantagous, we can protect ourselves from the dangers of the mobile
phones by using them properly.
In summary, using mobile phones is disadvantagous. Using mobile phones
affects our health and society. So we should not use them.
John Richard Jusguan
10-Narra

Almost all children like to play video games. At times, parents can be shocked from all the violence and
aggression they suddenly see in the video games. Some people say that these are only games and there
is nothing to worry about. However, others argue that such violence is harmful for the developing
personality of a young person. The question is, what should the parents do when they see their child
playing such game? Should they regard it as a temporary interest and let it be, or should they forbid the
game? It is a controversial subject with no definite answer. Nevertheless, the parents may take into
account the following arguments for and against playing violent video games, when they try to come up
with a right decision.
Moreover, the followers of this theory also believe that playing such video games helps children to
understand and learn to control their emotions. The children, when faced with problems and
disappointments often don’t know how to react. The society puts a heavy weight of expectations on
teens and often they are not able to fulfill the hopes of their parents and teachers. It leads to an array of
mixed emotions and feeling that children don’t know how to deal with. When playing video games that
trigger the outburst of strong emotions, children learn to recognize their own feelings. It teaches them
how to understand and control powerful negative emotions.
Nevertheless, the opponents of violent video games are not convinced by these arguments and claim
that such games have a strong negative effect on the developing minds of children and teenagers. They
say that these games create even more violence and aggression. When a child constantly witnesses
violence, blood and murders in the video games it leaves a certain imprint on his psyche. Such child
would be more prone to aggressive actions against his siblings and friends. Moreover, the opponents
state that children who play such games tend to become less social and their academic progress
declines.
In addition, people who advocate against children playing violent video games argue that such games
lead to violence in real life. Children are not able to separate the virtual and real world fully. That
distinction is very blurry for the undeveloped young mind. They often confuse the two concepts, thus
believing that what it acceptable in virtual world would be also fine in the real one. Therefore, they carry
that aggressive violent attitude into their daily lives, harming the people around themselves. And
afterwards, when they have to pay for the consequences of their actions, they cannot understand what
they have done wrong. Thus, the opponents strongly disapprove the use of violent video games by
children as dangerous and unpredictable.
Although, the two opposing sides of this argument would never agree to compromise, the parents of
young people still must make the decision that would work the best for their children. It is true that
video games are just games, however, it is a fact that they can be harmful if used thoughtlessly and
without parental attention. It would be desirable to try reaching a certain balance in this matter. Games
should be regarded as games, which must be playing sparingly. Moreover, the parents have to
understand that instead of forbidding such video games, they must provide enough alternative, such as
travelling, time outside, family board games, movies, reading, arts and sports.
JASTER ARIOLA
10-NARRA

Computer gaming addiction causes violence among adults and children, where the
latter social category is exposed to making it more than the first one. Violence can be
manifested in various ways, although the most frequently used is attacking, which
means demonstrating disrespect in uniquely rude manners to the people around a
person. One of the main reasons for both social groups is that computer games consist
of harmful content in the form of violence itself. If a person becomes addicted from
such type of games, they start to follow the behavior of the game characters, whose
primary goals are making physical and moral harm to others, killing them with different
weapons, and even being able of conducting the most severe crimes. As the addiction
itself takes a long time, it means that youth or adults spend it by playing games. In other
words, they obtain a particular habit, which in its turn, reduce their repugnance to being
involved in the virtual world of violence.
Consequently, the players overcome the psychological barrier and develop the
desire to harm instead of being an upstanding citizen. When it comes to children at a
young age, they have much exposure to the violence because of unstable character. It is
said that “At school age, teenagers have less experience in life and less knowledge than
adults in identifying reality from a simulation, and these young people may be more
easily drawn to the borderless web game world or even aberration than are adults”
(Harvard Publications, 2017). Undoubtedly, children can hardly differentiate the real and
virtual worlds, and thus, their ability to take responsibility for their actions becomes very
small. It mainly happens in cases when parents do not follow the adequate norms of
upbringing their children, do not pay attention to their development, and, moreover,
have no interest in them. It also correlates with the situation when teenagers have a
particular stress situation, in which they easily fall under the influence of the video
games system.
In conclusion, video games are one of the most popular things to cause addiction,
which has an adverse impact on various things in psychological and sociological
contexts. Being a subject of virtual reality, a game creates an illusion of a world very
similar to the real but comparably useful for the players. Addicted children and adults
consider it as an opportunity to live a better life and thus isolate themselves. However,
within such a result, computer gaming addiction lead to dangerous consequences as
violence, aggression, and crime. These problems prevent the social welfare and growth
as well the personal development, and for this reason, should be addressed.

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