Wednesday, September 3, 2008

Impact of E-Games to the Students

What is E-Game?
Electronic-GAME is a generic term for any amusement or recreation using a stand-alone video game like PSP’s (PlayStation Portable) desktop computer or the Internet with one or more players. Dota also known as The World of Warcrafts, Tantra Online, RAN Online, Audition, MU Online, Ragnarok, Cabal Online, Rakion, GunBound, NBA Live and Counter Strike are some examples of E-Games.

The modern technology finds its way to interrupt the learning of the students. Some students would say that it’s just their “past time”, “a sport as well”, “hobby perhaps”, but as too much of it, might lead to addiction. Lots of students were engaged to playing online games nowadays. I myself had a near to addiction experience with this particular games. I am also familiar with those students who are used to playing such games; others know their limitation while the others had gone crazy with all those stuffs. Meanwhile, in most cases IT and other Computer related courser students are more often inclined with online games as what I have noticed lately than those who do not distinguish the world of Information Technology. The computer environment not only influences the people who use it, but also has a behavior that affects the whole social setting of the students most preferably. Several of its effects can already be seen in society at large. Although we do not know their scope and their impact in the long run, we believe that we should try to take them into consideration in the design of teaching-learning situations to the students. With the help of the internet and other reliable resources I have researched several aspects that might as well catch the attention of the students who are hooked with E-Games.

 Casual – Eventually, online games require no teacher, it only require skill and clues which are essential in searching for solutions upon playing the game. Some player would love multiple player game just like basketball. It’s like playing within a team wherein there is also a scoring which made it more relaxing and comfortable.

 Entertainment - In the age of Internet, E-Games is an irresistible attraction among all age groups. The desire to play games has turned students to be more techno oriented these days. E-Games are flexible and perceptive; it's easy to use so you can spend your time playing games instead of programming them.

A sophisticated programmed E-Game usually includes the following features:

• Easy, intuitive authoring interfaces.
• An array of different game types.
• Detailed Help files, sample games, and demonstrations.
• Cross-platform playback using the Flash web player.
• No messy software downloads or installation requirements.
• Options to create games from your web browser.
• You can choose from several skins for your games, including a custom skin that allows you to modify the colors.
• Full customization for any of the game types.
• Your own online Arcade system that allows you to group your games into custom multi-player arcades and invite players to compete.

 Interactive - As a form of multimedia entertainment, modern video games contain a unique synthesis of 3D art, Computer Graphic effects, architecture, artificial intelligence, sound effects, dramatic performances, music, storytelling, and, most importantly, interactivity. This interactivity enables the player to explore environments that range from reality to stylized, artistic expressions (something no other form of entertainment can allow) where the actions of the player operating as a single variable. In this respect, every game scenario will play out a slightly different way every time. Even if the game is highly scripted, this can still feel like a large amount of freedom to the student who played the game.

 Convenient - Modern technology has the ability to deliver results or feeds of what student want to see, rather than the viewer seeing only what the broadcaster decides you want to see. The student need not pay for their time playing for there are already Video Game installers that enables the students to play anytime they want.

 Trend of Learning - Commercial E-Games as well as on-purpose educational E-Games can be used as a part of any personalized eLearning process and help the learner to carry out more adapted learning tasks to achieve personalized objectives. It improves the learning capabilities of the student as well as his leadership, management skills, logic and spatial memory (how the brain stores information regarding the location of physical objects in space - the environment around you).

 Connectivity - The digital generation is growing in a world connected synchronically, both types of connection offer access to information and to social relations in highly varied ways because of DSL, Wireless Fidelity and other Internet Providers. For this reason, the new generation tends to approach problems from a different angle; their searches for trends are carried out via Information and Communications Technology (ICTs) which is widely-known to students. And such online games contribute much to the holistic approach of the technology.

 Addiction – Basically a video game overuse is a proposed form of psychological addiction composed of a compulsive use of computer and video games. Sometimes the addiction will manifest itself as part of excessive Internet use. Most notable are massively multiplayer online role-playing games and related to the Internet addiction disorder. Instances have been reported in which students play impulsively, separating themselves from social contact and focusing almost entirely on electronic game achievements rather than educational and life events of the student.

 Violence - The topic of violence in popular media is controversial. This includes video games. Violence in games (some of which they both call "murder simulators") hardens students to unethical acts. It would take effect to their environment and to the people they see everyday which would make them dreadful in some ways that those people around them might not be able to recognize and adjust with their sudden change of behavior. Such hostility won’t give an advantage rather it would put the student to an absolute threat.

 Outlet – Almost all students tend to express their hidden characters on these particular games because they are independent to do so which they can’t afford to do it on their real life. Also, most of the popular E-Games are single player because it’s much harder to build a team that’s why they become independent and it’s their way of conveying their emotions.

 Unhealthy - Electronic Games lessens the improvement of the motor skills (requires an organism to utilize their skeletal muscles effectively in a goal directed manner). Student kept using their mental abilities but their body isn’t moving at all. To the fact that they’d get used to starve themselves just to play the game and play all day long forgetting what would it cost them by staying late and eating nothing.

The evolution of the World Wide Web in favor of the Information Technology plays a great role to the society, so as to the students which are the foremost to explore the World of technology. The world of Electronic- Game isn’t that unpleasant or beautiful, it depends on how the students play with it. It’s a matter of balancing on how we perceive and react to things. Generally, students vary in different ways. Student’s perception poles apart on their principles and environment. Those impacts mentioned above are basic common grounds that a student ought to be aware of, for it will serve as a guidance and sort of a reminder as the students evolved with the fast growing technologies, who are already hooked unto such games, those who are slowly getting obsessed, those who are going to play electronic games in the future and for those who want to know. The thing is that “Too much of everything is bad.” So better be keen and knowledgeable unto these trendy stuffs to be more cautious. I’m not saying that these games will harm the students or so, just a mere fact that will enlighten the minds of the students.

No comments: