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Digital vs. Physical Games: The Pros and Cons

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essay on online games vs physical games

It seems as if how we play games is changing more and more by the day. Where once we had chunky cartridges to blow into (that also did nothing but get spit all over your game) and discs to get our grubby mitts all over, it seems like the industry is embracing digital in a big way.

With Sony’s reveal of two different versions of the PlayStation 5 , one with a disc drive and one without, it seems like the amount of people swapping to digital over physical might just increase even more. It’s likely that the PS5 will be expensive, so any chance to cut the price down by buying the digital-only version means many will be making the permanent leap.

On top of that, while not yet confirmed, it looks likely Xbox will also sell their own disc-less version for the Xbox Series X for a lower price, as they did with the Xbox One S.

However, there is always the option of picking one or the other, or playing both physically and digitally. If you’re wondering which console you should pick up, here are the pros and cons of both physical and digital games.

Physical Games

Physical Games

PROS: – Once you have a physical game in your hand, it’s yours forever. No license issues or anything of the sort will prevent you from slipping a disc into your console and playing away. The only way to play Angry Birds Star Wars (strange example, sure) is to buy it physically. – Buying physical is typically cheaper, despite the added costs of production. Take, for instance, Call of Duty: Modern Warfare, which has an RRP of £59.99 when purchased from the PlayStation Store. You can find it physically for £40. – Resale value. A lot of publishers hate second-hand sales as that’s a sale they’re seeing no cut of, but it’s something that any collector appreciates. Bought a dud, or just want to raise money for a new game? Put a game on eBay and you will likely recoup most of your costs. – They’re more valuable down the line. If you’ve bought an obscure game, like Mother 3, hang on to it and the chances are that somebody will buy that off you for a premium at some point down the line. You can’t do that with digital games, unless you plan to sell your account. – Sometimes retailers will send out copies early, so while digital players are stuck waiting for a countdown to tick over, you can possibly tuck into a new game much earlier if a retailer jumps the gun.

CONS: – The effort. We are all getting lazier and lazier, so the idea of getting up, ejecting a disc, inserting a disc, and then finding the case for the ejected disc can be a lot to ask when you’re hours deep into a gaming session. How many discs have been lost to the ravages of dust and scratches after being left out due to all the effort? Millions, I bet. – Once the disc breaks, that’s it — you cannot play the game anymore. Careful owners know to look after their physical games, but it all ties back into the previous point about effort. – It’s a lot of plastic. While we’re all moving towards a more environmentally aware world, the amount of plastic needed to produce millions of physical games could hardly be called “essential”. – The clutter. While collectors love to display their games with cabinet, bookshelves, and all sorts, storing physical games for others might be a bit of a headache.

Digital Games

PlayStation Network

PROS: – No need to depend on the mailman for your copy to arrive on time. When that countdown on your pre-order reaches zero, it’s yours to start playing. – A lot of digital games come with pre-loading, which cuts out some of the installation time when they do finally release. With disc, you usually have to copy the application and then do any updates. – There’s always a sale on. While the value and variety of these sales greatly differ, there’s a good chance that you will be able to find a good game in amongst it. And instead of waiting for all those games you bought to arrive through your letterbox, you can play as soon as the download is done. – More variety. Indie developers and publishers don’t have to worry about expensive physical production, meaning that digital storefronts will always outweigh physical for variety. Whether those games are any good is another matter — the PlayStation Store is flooded with bilge . – More convenient. No need to get up and insert the disc, just launch the app and pray there’s no huge update to install.

CONS: – Your license to a game can be revoked and your account deleted at any time if you break a ToS, no matter how innocuous it may be. All of the money you spent on digital games just gone . – No way to resell the games, unless you sell your account. Refunding games is also a mixed experience with different sellers. Sony, for instance, are incredibly reticent to ever give out refunds for a game, no matter how broken they may be. – You have nothing tangible you can hold in your hands. This may be less and less important to younger gamers, but having something physical can mean a lot more than an icon from a dashboard. Also hard to show off your collection, unless you want to stack hard drives on shelves. – Can be a nuisance if you go offline. Different platforms work in different ways, but it’s often the case that you can’t play your games if you’re not connected to the internet, or at least not before following some awkward extra steps.

So, there you have it: the pros and cons for physical and digital game ownership. As we move towards the next generation of console gaming, it will be interesting to see how the tides shift. How about you, what way will you be playing the most?

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Compare & Contrast Essay: Outdoor Activities Vs. Playing Video Games

Video games are often under fire from publicity-hungry senators who want to pander to the older generation. However, as time goes by the people who enjoy video games now will soon be in power. But, until that day we are forced to question whether video games and outdoor activities should be compared and contrasted. This essay compares and contrasts outdoor activities.

Video games

Video games are not designed to burn off a lot of energy. They are not aerobic in any way, nor are they able to increase physical fitness.

Video games are able to stimulate intellect and help to teach people how to focus on one task for hours on end. It gives a psychological reward for extended concentration and effort.

Video games stimulate the competitive urge in people, making them more amenable to real-world competition. Competition is healthy and therefore it is a good thing to stimulate it as much as possible.

Video games force people to use logic and other problem solving elements of their mind. This helps them to become slightly more proficient at problem solving in real life.

Video games help people to come to terms with being on their own for long periods. This is healthy as people who are over dependant on human interaction are often mal adjusted when it comes to independence and having their own direction in life.

Outdoor activities

Outdoor activities are aerobic, even if a person simply takes up walking. This means that energy is burnt off which helps to increase physical fitness.

Outdoor activities are not really set up to help a person concentrate. In fact, they often involve allowing the mind to wander, as this is often part of the relaxing element involved with outdoor activities.

Outdoor activities that involve games are just as competitive as video games, and so are good for people on a psychological level. Encouraging healthy competition is what helps people strive to be better.

Outdoor activities do not stimulate logic and problem solving elements in the mind, but does stimulate spatial and lateral thinking elements in the brain. It also helps to build mind to body coordination, whereas video games only stimulate hand-to-eye coordination.

Outdoor activities are far more social than video games, which means they help people to become more sociable. They make it easier for people to come together in groups and take part in social activities.

It seems pretty obvious that a person should indulge in both video games and outdoor activities in equal measure. Just like any form of recreation, too much of one thing can be bad. A healthy mix of outdoor activities and video games is going to be healthy and positive for both adults and children.

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Video Games as a Legitimate Sport Essay

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Memory Training

Cognitive and emotional development, counterargument.

The technological breakthrough that has been taking place over the past few decades has led to massive changes in people’s lives, including the areas such as leisure, sport, and hobbies. Video games have become part and parcel of many people’s pastime; furthermore, modern video games have evolved to the point where they demand to be recognized as a legitimate sport. Since video games include the elements that allow promoting social, emotional, and cognitive development, as well as provide opportunities for sensor development and a better control of one’s sensory experiences, it will be reasonable to claim that video games should become a sport.

The opportunities for memory development and the further enhancement of the relevant skills acquisition must be regarded as the key characteristic that makes video games a legitimate sport. According to the research produced by Basak, Boot, Voss, and Kramer (2008), executive control processes, which are linked directly to memory, deteriorate approximately after 60 years. The use of video games as the means of training the specified ability, in turn, has proven very efficient, which means that the identified activity should be recognized as a legitimate sport. For instance, the outcomes of the research point to the fact that the use of video games allows enhancing participants’ flexibility levels (Basak et al., 2008). As a result, the opportunities for helping them train their analytical skills are created. Indeed, it is essential for a sportsperson to be able to adjust to the ever-changing environment of a competition and be able to perform the tasks of varying difficulty. The application of video games, in turn, will build the foundation for training the habit of using analytical skills in order to assess a sudden change in the environment, define the available opportunities, assess possible risks, and identify the most appropriate solution. The skills listed above align with the criteria set for sportspersons taking part in competitions and other sport-related activities.

The opportunities for training one’s sensory abilities and engaging in the process of active cognitive development should also be considered as a piece of evidence in favor of making video games a sport. According to a recent study, video games create vast opportunities for extensive training of attention and memory, as well as the ability to control one’s actions. Particularly, the authors of the study announce that video games help improve not only visual and attentional skills but also a broader range of abilities, including the ones associated with carrying out “memory, reasoning, and executive control tasks” (Boot, Kramer, Simons, Fabiani, & Gratton, 2008, p. 388). Therefore, the use of video games allows training the skills that can be used for improving the performance of the members of the air force, as the authors explain (Boot et al., 2008). In other words, video games not only provide participants with exciting pastime but also contribute massively to their further development, including emotional, cognitive, and physical domains. The opportunities for training skills and excelling in the further performance can be regarded as a profound basis for listing video games among other kinds of sport. Furthermore, the study revealed that playing video games with the level of complexity increasing gradually, one will be able to improve steadily (Boot et al., 2008). Furthermore, the results of the study indicate that the active use of video games allows for a seamless transfer from the simulated tasks to actual experiences:

All game groups improved significantly. For MOH, firing accuracy improved significantly (45% and 52% pre- and post-practice, respectively, t(18) = 3.36, p <.01) as did the ratio of hits taken to enemies killed (.72 and 1.01 pre-and post-practice, respectively, t(18) = 2.43, p <.05). (Boot et al., 2008, p. 391)

In other words, video game players do not require additional training to deploy the newly acquired skills to resolve a real-life problem. Instead, they engage in the process of task management directly and use the skills that they have recently developed in a very efficient manner (Boot et al., 2008). The specified observation can be viewed as a direct argument in favor of including video games in the list of official sports. Furthermore, it can be linked to the idea of helping participants experience a wide range of emotions and, thus, enhance their emotional skills successfully. Specifically, the chance to “experiment with social experiences and simulate alternative emotional consequences” (Granic, Lobel, & Engels, 2014, p. 67), which video games give to people playing them, must be recognized as an essential argument in favor of listing video games among the existing kinds of sports. Indeed, with the recent technological breakthrough and the introduction of extensive opportunities for interactions between players, which can be observed in modern video games, the latter are no longer viewed as the activity that isolates one socially and emotionally from the rest of the community. Quite on the contrary, modern video games create premises for a successful interaction between players and, therefore, the basis for their further professional and personal development, which makes video games indistinguishable from other types of sport.

It should be noted, though, that there are several legitimate arguments that do not allow recognizing video games as a sport immediately. While the identified statements do not have enough validity to prove that video games do not belong to the said category, they point to some of the evident problems with defining the subject matter as a sport. The assumption that any video game involves a certain element of luck tops the list of the arguments against defining video games as a kind of sport. Indeed, due to the specifics of programming, the possibility of a random combination of events that will ultimately lead to the success of a particular player exists in the realm of video games. Therefore, the possibility of one player having an unfair advantage over the rest of the participants makes the idea of turning video games into an actual sport rather questionable.

Despite the fact that the element of luck cannot be controlled in video games, the latter still qualify as a sport since other kinds of sports activities also incorporate the factors that cannot be regulated by referees and other members of the sports jury. For example, personal issues such as the well-being of a player, their health status, and other factors linked to the individual characteristics of the participants imply that modern types of sport also incorporate the element of luck as one of the factors that lead to the ultimate victory of a player. Furthermore, there are other extraneous factors that are linked directly to the possibility of victory, ranging from weather conditions to diet to personal issues. Excluding each of them from sports competitions is impossible, which means that traditional kinds of sport may also be deemed as the activities carried out in the environment that does not necessarily provide equal conditions for each participant. Therefore, the phenomenon of randomness that can be observed in modern video games and that may imply that some of the participants may be provided with more chances to win than others must not be viewed as legitimate. The low probability rates of the specified phenomenon occurring should also be regarded as an argument in favor of making video games a legitimate sport.

Providing ample opportunities for socioemotional and cognitive development of a player, offering a chance to enhance one’s sensory skills, and introducing options for several players to participate, video games must be recognized as a form of sport. Although the process of engaging in a video game does not involve establishing a physical contact with an opponent, it requires the ability to concentrate and use one’s analytical, cognitive, and other types of skills to the same extent as any other kind of sport does. Furthermore, video games create opportunities for the further development of a player. They build the foundation for training successfully; furthermore, with the recent technological breakthrough, the simulated experiences that players have when engaging in certain video games is very close to the actual ones. In other words, due to the effort and creativity out in their development, modern video games help blur the line between reality and the virtual world. The range of emotions that both the participants of other types of sports and the players of video games experience runs a full gamut. Consequently, video games must be recognized as a legitimate sport. Video games provide a solid basis for successful training, engage both participants and viewers emotionally, and allow maintaining the consistent communication with the opponent, therefore, qualifying for a sport like any other activity that is currently defined as such.

Basak, C., Boot, W. R., Voss, M. W., & Kramer, A. F. (2008). Can training in a real-time strategy video game attenuate cognitive decline in older adults?. Psychology and Aging, 23 (4), 765-777. doi:10.1037/a0013494

Boot, W. R., Kramer, A. F., Simons, D. J., Fabiani, M., & Gratton, G. (2008). The effects of video game playing on attention, memory, and executive control. Acta Psychologica, 129 (3), 387-398. doi:10.1016/j.actpsy.2008.09.005

Granic, I., Lobel, A., & Engels, R. C. (2014). The benefits of playing video games. American Psychologist, 69 (1), 66-78. doi:10.1037/a0034857

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IvyPanda. (2020, September 2). Video Games as a Legitimate Sport. https://ivypanda.com/essays/video-games-as-a-legitimate-sport/

"Video Games as a Legitimate Sport." IvyPanda , 2 Sept. 2020, ivypanda.com/essays/video-games-as-a-legitimate-sport/.

IvyPanda . (2020) 'Video Games as a Legitimate Sport'. 2 September.

IvyPanda . 2020. "Video Games as a Legitimate Sport." September 2, 2020. https://ivypanda.com/essays/video-games-as-a-legitimate-sport/.

1. IvyPanda . "Video Games as a Legitimate Sport." September 2, 2020. https://ivypanda.com/essays/video-games-as-a-legitimate-sport/.

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Physical vs. digital games: should you buy physical games.

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These Wireless Earbuds Make Gaming on a PS5, PS Portal, or PC Better

Do laptop gamers need gaming laptops, you can still enjoy steam remote play, even if your tv doesn't have steam link, quick links, the case for digital, diminishing returns.

Many video games are now available as a digital purchase or physical media, and increasingly, more games are only available digitally. Does it make sense to buy physical games anymore?

PC games are now almost exclusively distributed through Steam, EA, Epic Games, GOG, and other digital stores, partially because most computers don't have disc drives anymore. However, the physical vs. digital debate is still raging on in the game console world. Most major game releases on consoles are available in both formats, but many niche and indie titles are not. Some publishers are also skipping a physical option as a cost-cutting measure, like for Alan Wake 2 .

The notion of "owning" a game in a physical format has also deteriorated over the years. Most physical games serve as license keys that still need to occasionally check in with a remote server . Unless you're buying a PC game without DRM (like games from GOG ), or physical games for legacy consoles, you don't really own your own games.

For the games that are available in both formats---and if your gaming platform of choice gives you the option (sorry, Xbox Series S owners)---the question of buying a digital or physical copy is complicated.

There's a reason digital downloads are now the default for game distribution, rather than just an option. You don't need to go to a store (though many of them will sell you the digital codes ), or wait for a disc or cartridge to be delivered. You just buy the game, and you can play it as soon as it's done downloading. You generally don't have to worry about losing access to the game, unless someone steals your login information -- you're more likely to forget a Nintendo Switch cartridge on an airplane, or lose track of a PS5 game when moving to a new home.

Digital games aren't just replacements for single purchases, though. Publishers are increasingly ramping up game subscriptions, like Game Pass Ultimate and EA Play , which offer unlimited access to a collection of digital games for a base monthly cost. You might roll your eyes at the thought of yet another monthly subscription, but they can be an excellent option for some people -- especially when many publishers are releasing individual games that start at $70 .

Image of games in Game Pass

Digital games also sometimes receive more discounts than physical games, especially after the first few months of release. However, this depends on the exact publisher and platform -- for example, discounts of any kind on Nintendo games are rare.

There's also game availability to consider. Many games might still be playable long after the production run on physical copies has ended but might still be available digitally. This is especially helpful on platforms like the PS5 and Xbox Series X, where the backwards compatibility stretches back farther than the availability of new discs.

Personally, I've come to appreciate digital downloads on most platforms. I bought an Xbox Series X earlier this year, with the intention that I might grab an occasional discounted or used disc game alongside my digital purchases. However, the disc drive has so far been used exclusively for Blu-ray movies. The Game Pass Ultimate subscription includes many of the games I'm interested in, and I've been buying others on my wish list as I receive notifications about discounts.

Digital games are more accessible, sometimes cheaper, and potentially a much better value if the ones you want are combined in a subscription service. Meanwhile, physical games have become worse over time. Many disc and cartridge-based games require additional files to be downloaded to play, either as " day one updates " or as subsequent patches, eliminating the advantage of not waiting for downloads that used to exist with physical games. Physical games also sometimes require some (or all) of the game's data to be copied to internal storage, so you don't save any internal storage by purchasing disc games.

So, do physical games still make sense to purchase? Well, it depends on the platform and use case. I bought many of my Nintendo Switch games as physical cartridges, partially because Nintendo's online game infrastructure isn't great, but also because Nintendo's first-party games usually have a decent resale value. The option to resell your games is still exclusive to physical copies, though you probably won't come close to getting your money back on individual sales or trades -- especially if you're selling the games online and need to factor in the cost of shipping.

Person playing MarioKart on a Nintendo Switch with the USB wireless dongle of the JBL Quantum TWS Air plugged in

The strongest advantage to physical games at this point might be the ability to share your games with friends and family. If you have a significant other or family member that uses the same gaming platform as you (or you share the same console), buying just one copy instead of multiple copies can save you a lot of money while still allowing save files and other data to stay completely separate.

Much of the demand for physical games at this point isn't based on practicality but on collectability . For some people, there's nothing more fun than having an entire shelf (or multiple shelves) filled with your favorite games, displayed in the real world instead of a console menu. It might not matter that physical games have few advantages over digital copies.

For most people, growing your game collection through digital copies probably makes the most sense, but there are still some cases where physical copies are supreme. No matter what you do, though, make sure you lock down your game platform accounts with two-factor authentication.

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Digital vs. Physical Games Digital vs. Physical Games

The differences, as I see them, between digital and physical games and how to exploit the uniqueness of the two "mediums".

Picture of John Mawhorter

May 14, 2010

essay on online games vs physical games

  Video game designers and often lump games that take place in the so-called real world and those that take place in the digital together when discussing game design theory. While I despise the digital/virtual vs. real/physical distinction, since anyone with half a brain realizes that computers and code also obey the laws of physics, I find that there are some useful (mostly practical) differences between what we can do when creating/enforcing rules in digital games and physical games (board games being somewhere in between).

By the former I mean of course the medium of video games as we know it and by the latter I mean games such as tag, foursquare, football, capture the flag, NASCAR, etc. Within the latter category I'd like to distinguish between games with apparatus and those without (of course another useful but false distinction). NASCAR or Formula One are examples where the apparatus used to play the game is almost as important as the player's ability (the unsung heroes of course, are the mechanics and engineers who build and maintain the car). Tag, of course, requires nothing but a body (this is kind of ableist, is there a disabled version of tag? I imagine wheelchair tag exists) and a space (preferably open).

Here we see the murkiness of the the rules and fun of social games. The rules of tag don't say anything about where it should be played (though many physical games have set boundary sizes or at least recommend space considerations) but for optimal fun you need a space sized to the participants that makes it neither too easy to get away nor too hard.

OK, I’ve digressed a bit from the main point I wanted to make, which was inspired by this article: http://gamecareerguide.com/features/851/public_space_and_the_rhetoric_of_.php

            The guys thesis looks fascinating and he is citing a bunch of interesting theorists (Situationists rock!), but in a certain paragraph I think he loses an important distinction between rules in physical and digital games.

            “Unlike videogames, where the rules that shape gameplay are inscribed in their algorithmic code (Galloway, 2006; Wark, 2007), locative games are determined by the specific characteristics of public spaces in addition to the rules (both algorithmic and non-algorithmic) of the game.

These spaces contain their own rules and regulations that are external to the game, whose rules are fixed, temporary, and make up the structure of the game universe. Game rules constrain play in certain ways, but they also make play possible -- they give it shape and structure, providing a common set of rules for its participants (Huizinga, 1970). In contrast, the rules of social space are discontinuous, constantly changing, and -- crucially -- negotiable. They confront locative gamers with concrete structures and behavioural norms that consciously and unconsciously constrain their actions.

However, as Lawrence Lessig notes, the constraints of the real world can clash, contradict one another, or be altered as the law, marketplace, physical architecture, and our ideas of acceptable behaviour change (2006: 126). This means that they are enforced not through an abstract set of rules, but real regulations imposed on individuals through constantly changing mechanisms of control.”

Now this may be a lot to digest at once. The main error I see here is in seeing game rules as algorithmic in contrast to social rules as constantly changing. Social play of physical games means that rules are enforced not by a hard unyielding computer but by the other participants or referees. The rules of a physical game only exist so far as they are enforced, unlike in digital games. Of course hacking and admins who ban people and exploits and “bad” play all exist in the digital realm as many scholars have noted.

But my point is (as I said earlier this is a practical distinction) that it is easier to enforce rules in digital games, because these rules can be hard coded.

Perhaps this should come with the corollary that it is harder to enforce social rules of play in digital games(where the players aren’t colocated), because these rules are not rules-of-the-game per se but expectations of players and thus difficult to code for/against (admins will almost always be needed).

It is also important to look at the larger (implicit/meta) rules that govern physical and digital games. One thing I feel the game industry could greatly benefit from is forgetting about the laws of physics. In this physical vs. digital divide, why are we so concerned with accurately reproducing the limitations of the physical world? Often, of course, developers pay lip service to the ideals of realism and immersion and then go off and make a game whose physics are perfectly suited to fun gameplay. But often this is by tweaking the real world physics slightly to suit it, rather than reimagining an alternate universe in which the basic laws of the world are so different that there would have to be a new name invented to describe them.

But I’m getting ahead of myself. My point is that one can view the laws of physics as pre-existing rules within which physical games are always enmeshed.

Digital games need not reproduce these constraints, and moreover it is the advantage of the medium that it doesn’t.

No physics simulation will ever be more than a simulation, just as no photograph will ever capture the experience of seeing something. But, as many have realized, that is not really what photography or simulation are about. Of course realism has its place, but not as the sole objective or at least sole ideology. Even if everywhere disobeyed, this central idea about what a physics engine should be is damaging to the creativity of the industry. In some ways physics engines are like still life paintings, great but not if they’re the only picture acceptable to paint.

As I said earlier, board games are the intermediate example. They have rules written on a sheet that can be referred to (easing enforcement) and have game pieces and other (apparatus) objects that helpfully suggest the “correct” form of play. The turn-based nature also helps with enforcement of rules, whereas real-time, fast paced physical games like football in many ways call for a referee (or, as we are seeing with slow introduction of video replays, etc., a digital referee that is “impartial”). Board games often have little to do with the laws of physics (except for holding pieces to the board) in their rules, but as is obvious to anyone who has played through half of a game only to realize they had forgotten an important rule, not as infallibly rule-enforcing as video games.

            In this way they represent the converse rule to consider when creating physical games: It is all about working within/”against” the laws of physics.

So if this is a long, rambly mess without a definite conclusion I apologize, but I was trying to think through some of the important (practical-theoretical as opposed to “truth”-theoretical) distinctions between physical and digital games. I think there are lots of outliers and maybe it would be better to have soft categories, but I think for my and other game designers purposes these distinctions I have made are the ones most important to consider.

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Digital or physical? The case for the environmental impact of our gaming

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essay on online games vs physical games

As an Ecologist by profession, I’m always fascinated by the idea of how I can lessen the negative impacts of my lifestyle on the environment with little to no effort on my part.

Simple alterations in habits or consumer options for my hobbies, without affecting the core of those habits and hobbies I love so much, can over time add up to a lower carbon footprint – allowing me to enjoy the same lifestyle and feel even better about it.

As Internet speed and efficiency continues to improve, and hardware improves alongside it, we’re seeing digital stores on consoles receive more widespread use. We’ve already seen digital gaming open up a whole new wealth of opportunities and markets for the PC platform. Independent games have soared in popularity over the last half-decade, spurred on by the relative ease of online game distribution compared to physical game distribution.

Larger titles that are still a long way from being considered "Triple A", a market that was feared dead towards the end of the last console generation, are finding success through digital platforms — Cities: Skylines being the most recent example, developed by a team of 13 and selling over a million copies at time of writing. Even EA recently reported that 49% of its revenue came from digital sales during their last financial quarter.

Digital gaming has become, by far, the most popular method of purchase for the PC market. Stores like Steam, Origin, Good Old Gaming, Green Man Gaming, and numerous others are all able to sell games to consumers at fantastic prices, without the need to leave home, and provide additional quality-of-life benefits such as removing the need to disc-swap between games, and the ability to preload a game before release and play from midnight on launch day.

Game developers and publishers receive higher profit margins from these digital sales, with the costs incurred from printing, packaging, and global distribution removed from the equation. It’s these reasons that are often cited as the key benefits of digital gaming over buying physical copies, but I feel there’s another important benefit that is often overlooked.

Eco -Friendly Gaming

When development on a video game wraps up, the product is forwarded on for the manufacturing process. A master disc is created, then replicated for each physical copy of the game required. Discs are then transferred to the printing line for artwork, and then to the assembly packaging line. Discs are placed into their plastic boxes with paper covers and (if the publisher is feeling generous) paper instruction booklets, then packed into cardboard cartons, stacked on wooden pallets, and secured with film wrap.

Games are then distributed across the world, flown, shipped, and trucked, to numerous warehouses along the way to each retail store, which consumers then drive to, collect, and return home with.

That’s a lot of energy! All that printing and packaging. All that transportation. All removed from the equation when you buy digitally. If you purchase online, the game’s files are simply delivered across the Internet to your hard drive. Once you’ve finished with a game, digital titles can simply be erased from the hard drive, whereas Blu-ray discs need to be either landfilled or incinerated due to the absence of domestic recycling options for them.

A (not so) Detailed Study

A paper published in 2014 titled The Carbon Footprint of Games Distribution, by Mayers and colleagues, aimed to analyze the impact of a game’s entire lifecycle (including the environmental impact of the development process, and the hours spent playing by the end consumer), and compare the environmental impact of buying physically to digitally.

Should a consumer purchase a single game and make no other use of their journey, there is no environmental benefit to buying at retail over digital.

The study found that for games under 8.8GB in size digital purchases were the most environmentally friendly option, but for larger games the size of the download (and increased energy use as a result) led to buying at retail being the better option. With modern game sizes averaging around 16GB, and some reaching as high as 50GB, this would seem to be a damning report for the environmental impact of digital games, however…

The 2014 report relied on Internet energy data from 2010 (which becomes as much as twice as efficient every two years), using a PlayStation 3 as the only console for testing (a console notorious for not being able to download games in standby mode), and using electricity figures from the original 2007 model of the PlayStation 3. Not only did that console’s 2009 slim redesign almost halve the electricity consumption to around 70 watts whilst idle, today’s PlayStation 4 consumes a mere 8.5 watts in rest mode.

Compared to the study’s 137 watts for a 2007 model PS3 that needs to remain switched on to download games, switching your PS4 into an 8.5 watt rest mode to download games leads to a considerable reduction in energy consumption!

The report also assumes the average homeowner has 1.5 routers consuming electricity, that the distance to drive to a store for physical games is 6.4 miles, that shoppers will not be traveling exclusively to purchase a game, but will also purchase nine other items to lessen the impact of their travel.

Should a consumer only purchase a single game and make no other use of their journey, there is no discernible environmental benefit to buying at retail over digital. All that mileage traveled for a single game decimates any eco-advantage over the electricity consumption of a game download. (Quite an impact if a couple of million gamers do this for a major video game release...) The report also notes that all carbon equivalent emissions incurred through physical production and distribution will be tripled in the United States – relying on far more heart-warming European emissions.

So, if you live in the EU, game on a PS3, own multiple routers in your home, and live close to your nearest video game retailer, buy physical copies if you want to be eco-friendly!

Otherwise, perhaps consider buying digitally in the future?

Saving in Standby

One of the most useful features of the new console generation is the amount of customization we have over standby modes. There are various options in the PS4’s Settings menu that allows users to customize the Rest Mode functions. One of the most interesting power saving features is related to USB charging.

Disabling that function reduces the 8.5 watt rest mode to around a 5.5 watt rest mode, and if you still want to charge controllers overnight a recent update sets the console to automatically disable usb charging after 3 hours of entering rest mode. Neat!

The Xbox One has been repeatedly called out for its higher 12.5 watt rest mode, largely due to the Kinect "always listening" for its owner to ask the console to be switched on. Although Microsoft refuses to ship American consoles with this feature disabled by default (like it does in most countries around the world) you can still choose to disable this feature yourself if you find yourself usually using the controller to switch on your console — almost halving the energy consumption.

Of course, by far the most beneficial method for energy saving is to simply power down your consoles completely when they’re not in use, dropping their energy consumption below a single watt. If you’re not downloading something or charging a controller while you’re away or asleep, do you really want to spend money as your console drains energy for no purpose?

The Curious Case of P.T.

Konami have recently raised fears over the ease at which publishers can remove digital games from our online libraries, deleting a popular free demo for reasons that still don’t seem completely clear. Is this a future we can come to expect?

Luckily, not at all. Last year the EU passed new reforms to the Consumer Rights Directive, preventing exactly this event from occurring with paid games. Unless a publisher specifically states that a game is being provided for a limited time (such as an online game like Destiny , or World of Warcraft ) before it goes on sale, it must make that game available for download to all paying customers.

The only thing protecting them with P.T. is the fact that it was a free title. If they pulled this stunt with a paid title, they’d likely lose the court case before it even began.

It seems America doesn’t have similar digital regulations in place yet, so now might be a good time to get a petition going. If you can get your government to issue an official response on a petition to build the Death Star , then hopefully you can get them to update their consumer protection laws for a modern age.

We’re also seeing a lot of digital limitations being challenged. Many gamers love the freedom of sharing their physical games with friends, and see that restriction with digital games as a big sticking point. The PS4’s recent game sharing feature is a fantastic step in the right direction, allowing you to share any of your games with a friend over an Internet connection.

Fears over the lifespan of digital games are also being allayed, as stores such as Good Old Games sell DRM-free titles that are almost impossible to get hold of through physical means, and console stores like the PlayStation Network continue to grow their libraries. Games that were purchased digitally for the PlayStation Portable are widely available to be re-downloaded on a PlayStation Vita at no extra cost.

Cross-buy titles provide even further incentives, allowing players to buy a game on one platform and having it available for free on others, and unlike physical products there’s no fear of losing or damaging any of these games.

Even The Internet Archive has begun embracing the digital format as a method of preserving video game history, allowing you to emulate older games through your browser. The lifespan of digital games are clearly set to outlive physical games, and the fears of "server shutdowns" are falling by the wayside as consumer protection laws are updated as preventative measures.

So while there are still some downsides to buying digitally, even if there is a large environmental upside, they are steadily being addressed as digital consumption becomes more popular.

Balancing love with responsibility

For me, gaming is important. It’s a hobby I’ll always value. But I also aim to ensure that I enjoy my hobbies as environmentally responsibly as possible. We’ve known for a while now that console developers are becoming increasingly aware of the importance of being environmentally responsible , and this push for consoles that can run in energy-efficient standby modes while they download games is a fantastic example of the benefits of newer consoles.

For me, gaming is important.

Ultimately, it’s up to each user to decide how far out of their way they should go to lessen the environmental impacts of their lifestyle. But there are a lot of alterations you can make to reduce the energy consumption of your hobby without any significant impact on your gaming. Dig into those settings menus, check out the energy saving options, and perhaps consider buying more of your games digitally in the future?

You’re not only improving the profits of the developers and publishers, helping to increase the potential audience for independent developers and smaller-budget games, and gaining access to pre-load options and a disc-swap free world, you’re also helping to lower the impact your hobby has on the environment.

essay on online games vs physical games

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A comparative analysis of the effect of physical activity games and digital games on 9th grade students’ achievement in physics

  • Published: 11 July 2020
  • Volume 26 , pages 543–563, ( 2021 )

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essay on online games vs physical games

  • Zehra Yıldırım 1 &
  • Medine Baran   ORCID: orcid.org/0000-0001-5813-6494 2  

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The present study examined the influence of the method of physical activity games and digital games on 9th-grade students’ achievements in a physics lesson. In the study, the semi-experimental design was used. The study group was made up of secondary school 9th-grade students from three different groups at a public school. The 1st experimental group included 27 students who were taught using the method of Physical Activity Games. The 2nd experimental group included 28 students who were taught using Digital Games. As for the third group, the control group, 28 students were selected. Concept Achievement Test with 30 items and Open-Ended Questions Exam with 11 items were used as the data collection tools. The findings revealed that instructions utilizing digital games and physical activity games contributed positively to the students’ academic achievements. Whether it is a digital game or a physical activity game, it was seen that the students in any experimental groups entertained while learning due to either game-based method of teaching that, they eliminated their bias regarding physics lessons and that they did not feel afraid of physics any longer. Consequently, these methods allowed the students to concentrate on the concepts.

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Appendix: sample lesson plans

1.1 appendix 1: sample of physics lesson plan including physical activity games.

Course Name: Physics.

Class: 9/D (1st Experimental Group).

Lesson Unit: Force, Newton’s Motion Laws and Friction Force.

Duration: 45 + 45 (2 h).

Teaching and Learning Strategies and Methods: The PAG Method of Teaching.

Source Books: Ministry of National Education Physics 9, EBA E-Book.

Tools: Rope, table, racket, table tennis ball, large tennis table.

Activities to be carried out before the lesson:

Determining physical activity based games related to Newton’s Motion Laws.

Providing the materials for the physical activity games determined as appropriate to the subject.

Determining the physical environments for the physical activity games determined as appropriate to the subject.

Informing the students before the lessons about the rules of the games and about how to play them.

1.1.1 Objectives

Being able to interpret the phenomena observed in daily life and the physical activity games with the help of Newton’s Motion Laws.

Being able to solve conceptual problems related to Newton’s Motion Laws.

Games to Be Played

Table Tennis

1.1.2 Introduction

1. Warm-up: Students are asked what Newton’s Motion Laws are and how they can define them. They are asked to give daily life examples of physical activity games. After taking their views about these games, the laws are defined in general.

2. Motivation: Students are asked whether they recognize Newton’s Motion Laws in the physical activity games they play.

3. Revision: You will se Newton’s Motion Laws and conceptual problems.

4. Starting the Lesson: It is stated that Newton’s Motion Laws can be seen in physical activity games.

1.1.3 Development section

Activities: Newton’s Motion Laws are defined, and related daily life examples are given. Whether examples will given regarding the physical activity games they played in lessons previously is discussed. Within the framework of the students’ responses, examples are given in relation to the game of tug of war. The rules of this game are explained, and students are asked to start playing the game. After they finish playing the game of tug of war, Newton’s Motion Laws are revised and explained with the help of sample sections of the game. Newton’s Motion Laws are interpreted via graphs. The lesson goes on with another game. The rules of table tennis are introduced, and students start playing the game after discussing the rules. While students are playing the game, the points that could be explained with Newton’s Motion Laws are mentioned. After the game ends, students are asked for their views. They are also asked to give examples of other physical activity games.

Summary: Examples of games related to Newton’s Motion Laws are given. The definitions related to the subject are elaborated based on the games.

Transition: Students are asked whether they have any questions related to Newton’s Motion Laws and whether they have understood the subject. Examples of other physical activity games are given related to the lesson subject.

1.1.4 Result

General definitions of the subjects are provided. It is mentioned that Newton’s Motion Laws are valid for a number of areas in our daily lives. It is also pointed out that we can easily recognize Newton’s Motion Laws if we observe our environment and games well. Students are informed about the following lesson unit, which will be about the Friction Force.

1 – What are Newton’s Motion Laws?

2 – Please give daily life examples of each of Newton’s laws.

2 – Can you give examples of physical activity games related to Newton’s Motion Laws? Please explain.

1.2 Appendix 2- sample of physics lesson plan including digital games

Class: 9/A (2nd Experimental Group).

Lesson: Force.

Teaching and Learning Strategies and Methods: The DG Method of Teaching.

Tools: Smart whiteboard, tablet pc, laptop computer, simulation, animation.

1 - Determining the simulations, animations and digital games related to the subject of Force.

2 - Providing tablet pc, laptop computer and smart whiteboard for the simulations, animations and digital games determined for the subject,

3 - Installing the simulations, animations and digital games on the tablet pc, laptop computer and smart whiteboard for playing.

4 - Informing the students before the lessons about the rules of the games and about how to play them.

1.2.1 Objectives

Being able to define the concept of Force and its effects.

Explaining the concept of Force with examples.

Giving examples of Forces which require contact and which do not.

Stating what the four basic Forces are.

Force and Motion: Basic Principle Phet Simulation

The Catapult Game

The Fruit-Cutting Game

1.2.2 Introduction

1. Warm-up: Students are asked what the definition of Force is and how to understand its effects. After taking the students’ general views, the definition of Force is provided, and examples are given related to the effects of Force in daily life. Students are asked questions like “Is it possible to apply force on objects without touching them? In this way, they are allowed to recognize the forces with require contact and which do not.

2. Motivation: Students are asked whether they see the effects or characteristics of Force in the games they play on computer.

3. Revision: You will see the definition of Force, the forces which require contact and which do not, and the four basic forces.

4. Starting the lesson: It is stated that Force exists in our daily lives and that Force is obviously present especially in digital games we play. Following this, students are asked to give examples of the related games they play.

1.2.3 Development Section

Activities: Force is defined again, and students are asked to open the catapult game in the tablet pcs given to them. Next, they are asked to do the manoeuvre they want in the digital game. After the game ends, students are asked to define Force based on the digital game they have played. In order to have students envisage the concept of Force better, they are asked whether they know about the digital game of fruit-cutting. They are given information about the general rules of this game and asked to play the game considering the rules. After the fruit-cutting game ends, students are asked whether they have recognized the effects of Force. Students are expected to state that the games of the catapult and fruit-cutting require the application of Force requiring contact. Examples of Forces which require contact and which do not are given to reinforce and support students’ learning. Mentioning the basic forces in nature, general definitions are provided. In addition, examples leading to intellectual associations are given. Force and Motion installed on the smart whiteboard: students who change the variables in the basic principle phet simulation accept the existence of other information given via this simulation about Force and Motion. Students are encouraged to do revisions. Following the end of the digital games and simulations, students are asked to define Force, to talk about the existence of forces which require contact and which do not and to explain the four basic forces.

Summary: Force is defined, and examples are given in relation to forces which require contact and which do not. The existence of four basic forces in nature is mentioned, and general definitions are provided.

Transition: Students are asked whether they have questions about force, about the forces which require contact and which do not, and about the four basic forces. Examples of other digital games are given.

1.2.4 Result

General definitions related to the subject are given. The presence of force in all areas of our daily life is mentioned. Up-to-date examples given are supported with digital games, simulations and animations. Students are informed about the following lesson unit, which will be about gravitational force, balanced and unbalanced forces and Newton’s Motion Laws.

1 – What is Force?

2 – What is the unit of Force?

3 – What is Force measured with?

4 – What are examples of force which require contact?

5 – What are examples of force which do not require contact?

6 – What are basic forces in nature? Please define them.

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Yıldırım, Z., Baran, M. A comparative analysis of the effect of physical activity games and digital games on 9th grade students’ achievement in physics. Educ Inf Technol 26 , 543–563 (2021). https://doi.org/10.1007/s10639-020-10280-7

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Received : 01 May 2020

Accepted : 07 July 2020

Published : 11 July 2020

Issue Date : January 2021

DOI : https://doi.org/10.1007/s10639-020-10280-7

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Online Gaming Vs. Outdoor Gaming

Online Gaming Vs. Outdoor Gaming – Which You Like To Play

While some would love to set out to a field and play rough, some wouldn’t mind staying indoors and playing in their own empire. Both these gaming options have become a trend in the present world. Online Gaming is where you play sport games indoors. Outdoor Gaming is the traditional way of playing sports. And then the newest addition, Online Betting. This was originally hosted in betting centres, where people would visit to submit their bet, however today there are trusted betting portals all over the internet for Outdoor gaming. Top Betting Sites are based on bonuses and the highest positive reviews. So rather than heading to the betting centre you can pick your team and bet online.

However, discussing Online and Outdoor gaming , we came across quite a large amount of surprising facts we didn’t expect. Let’s take a look.

Pros of Online gaming

When it comes to advantages of Online gaming, Weather is the least you need to worry about. As long as you’re based indoors, you’re safe from all the rains and thunderstorms. Unless well, there’s a hurricane or electricity runs out cutting off your online presence.

According to GamingScan , Online Gaming is always faster and fun to play regardless of gender and age. It’s less time consuming than Outdoor Gaming. Plus you get to choose your characters, locations, modes, appearances and you pretty much have a firm control over your game. While this free reign provides you all the fun you want, they also help boost you Brain cells.

One of the biggest advantages of online gaming is its ability in improving senses. This doesn’t necessarily mean those who don’t play online games have less intelligence, studies and researches have proved those who engage in Online games have keen knowledge on thinking and their brain cells and neurons are much active compared to those who don’t.

Besides, when you’re alone, gaming is the perfect way to keep company to yourself. Online games require minimum to one player and even those differ from one another. While playing video games, you tend to forget the stresses and anxiety that overpowers you, although it is quite temporary it helps heal for a moment.

Cons of Online gaming

With all the flowers come the thorns as well. Online gaming has its own disadvantages compared to Outdoor activities. The biggest health hazard that has arisen in the present day is Obesity. Studies have shown that those who often engage in Online Gaming are found overweight leading an unhealthy diet. Apart from that, many have illnesses related to eyesight and muscular pains. Due to lack of exercises, these people are also prone different heart conditions.

However on a Psychological note, most children who play Online gaming were found lacking social skills and adults who often play Online games were mostly found depressed with a limited social life.

Pros of Outdoor gaming

Coming to our next topic, Outdoor gaming is so far the healthiest option for gaming. From the early ages, man has been playing outdoor sports as a leisure activity. It helps gain body fitness , develops muscular strengths and healthy physical growth for kids.

Not only does it boost your health. It’s observed that those who play outdoor activities have higher self-confidence compared to online gamers. This is due to the active practices and physical appearances you have to maintain than those who play games online. With this confidence, you learn to overcome your obstacles in life as if it’s a field game and with time it develops.

Some play outdoor games as a relaxation activity. A hard day’s work at an office requires concentration off a computer. By getting this physical exercise people who work 9-5 jobs have a huge chance of reducing their risk of health-related illnesses. While Outdoor games relax one’s mind, it also helps gain strength in day-to-day activities.

Cons of Outdoor Gaming

Although most people see only the health and social benefits of Outdoor gaming, we were able to find some disadvantages which are mostly missed out.

The biggest con of Outdoor gaming is the possible physical injuries that follow. Not every sport could harm you, for an instance Tennis, Badminton and such would cause little to zero harm, but sports like Rugby and Football could leave possible brain and bone injuries. This is not to scare you off from setting your feet out to the field, injuries as such are very rare. If you take correct precautions it would keep you safe.

Playing outdoors could be tricky, at times of flu and spreading diseases. Unless you have a strong immune system to fight off any illness, in seasons of such, you’d have to stay indoors playing online games to stay safe. Especially children are highly prone to different skin diseases.  

Outdoor games can also be a little inconvenient given the fact that it’s played well – outside. Weather could disrupt, so does renovations and close downs. If you play a team sport and if your partners cancel plans, you’d have to back out as well.

When discussing the pros and cons of Online gaming and Outdoor gaming, we realized the fact that, there is no one correct opinion. Both of them has their own unique benefits and disadvantages. While online gaming helps you be keener on work, it also causes different illnesses such as Obesity. Outdoor gaming, on the other hand, is ideal for fitness, health and relaxation but if you’d possibly be prone to physical injuries and outdoor playing could be inconvenient in some cases.

However, choosing your pick of preference is solely in your hands. You can either stay indoors and play online, go outdoors and play on a field or bet for your favourite teams on the internet and win like a pro.

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essay on online games vs physical games

'MARVEL vs. CAPCOM Fighting Collection: Arcade Classics' Brings Seven Timeless Games in an All-in-One Package

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