Categorías: Todo - advantages - disadvantages - addiction - protection

por Charleigh Rogers hace 8 años

541

Video Games mind-map

Video games offer various benefits, such as improving problem-solving skills and hand-eye coordination, and providing entertainment and stress relief. They can engage children in learning and help them avoid making poor choices with their time.

Video Games mind-map

GENRES

puzzle

education

racing

action adventure

sport

role play

platform

simulation

shooter

Aspects of Rating

content discriptions

alcohol
tobacco
use
refrence
drugs
suggestive themes
cartoon
refrences
sexual
violence
themes
content

mild

gambling
simulated
nudity
full
partcial
humor
mature
crude
lyrics
language
strong
intence violence
fantasy violence
drug refrence
comic mischief
blood and gore
blood
real
animated

VIDEO GAMES

RECOMMENDATIONS FOR APPROPRIATE PLAY

smart phones and tablets
memory

stay virus free

be aware of bad or sketchy downloads

parent download lock

wifi and connect

adults

DONT share private info

teens

still get excercise

know the game

make sure it is a good investment(if an expense)

young kids

dont use connect

bad parenting

computer games (PC)
offline for all

check all downloads

online (connect)

(for all)

dont troll, its just mean

watch out for malware

get protective software

if protection is free, is most likely malware

check for live hacking

DONT give out private info

last name

console games
by yourself

have fun!

make sure game is a good investment (applies to most games)

community gaming (global, wifi)

dont hack

cheating other players

bro, just dont

cheating makers of game

seriously dont

limit profanities

DONT give out private information

school

full name

address

EQUITY IN VIDEO GAMES

average men and women
unrealistic expectations

women are unrealistic and over sexualized

men are stronger

influences children real life expectations of the opposite sex and their own bodies
people of color
misrepresented

places such as temples are used as settings, often being destroyed by protagonist

culture is used as a costume

not represented as much as needed

not often the heroes

often side charaters

are also often the first to die in the plot

sometimes portrayed as the villain
women
stories sometimes revolve around the rescue of women

boys may be lead to feel girls are less powerful then them

portraying to young girls they cant be the hero

too often nott the protaginist
overly sexualized

women can be abused for marketing purposes

girls and boys could have unrealistic expectations of woman

DISADVANTAGES

addiction
school work is not a priority
no desire to do physical activities
overplaying can cause injuries
over use of thumb/hand can cause muscle issues
eye strain
back
neck
emotional problems, and violence
violent games can cause an insensitivity twards death

psychological problems

relationship problems

family

friends

RATINGS SYSTEM

rating pending
adults only
matture
teen
everyone 10+
everyone
early childhood

BUSINESS OF VIDEO GAMES

Hardware/ makers
make end result possible

for new technology. money can most definitely be made

produce consoles
production layer
artists
designers

could working under profit-expectant contracts

developers
end users
expect constant improvement
many spent all money on games
distribution layer
entire industry relies on these sellers
many make livings on sales of games
some can fall through
debt
education wasted
financial instability
investors
publishers
the wide fan base willing to pay holds many opportunities
investing in the right games can reap large rewards

you're rich

ultimate goal achieved

a fairly new industry investors want in on
crowd funding
a strong community and support

a near guaranteed, if your idea is good you will receive funding

fans want games to succeed

ADVANTAGES

relieve stress
inhibits creativity and curiosity
improves hand eye cordination
good entertainment
prevents kids from making poor choices with their time
improves puzzle and problem solving skills
by challenging the brain, there is real world use for skills developed

helping you in school

helping you later on in life

helps kids learn
engages kids and intersests them in learning
adds the visual some kids may need