Essay on Games

Games are an essential part of everyone’s childhood. Games are a fun way to keep kids entertained. They provide an interactive and engaging way to learn something new while considering themselves and others. They give children a break from daily study routines. Playing games improves kids’ immunity and helps them stay strong. BYJU’S essay on games allows the little ones to understand the difference between indoor and outdoor games and the importance of playing games.

Essay on Games

Table of Contents

Indoor games, outdoor games, importance of playing games.

The essay on games is an article that explains why playing indoor games is vital for the development of kids in their early years. Indoor games are essential for kids who spend a lot of time indoors. There are many benefits to playing these games, like improving a child’s vision and developing memory skills. These skills help them in academics. While playing indoor games, kids can have a friendly competition.

The importance of indoor games is something that many people have probably not thought about. Indoor games can teach children how to move a coin, improve coordination, and use their imaginations. Examples of indoor games are carrom board, table tennis, chess, scrabble, charades, paper games, ludo, etc.

Outdoor games are essential to children’s health and development. Children who play outdoors experience nature, which is good for their physical, social, and mental health. Outdoor games are a fun way to get out of the house, meet new people, and take an opportunity to bond with new friends.

The little ones need to engage in physical activities to stay healthy. They help children develop problem-solving, teamwork, communication, cooperation, flexibility, and physical activity skills. Outdoor activities can be more beneficial than indoor activities because they provide more exposure to sunlight. Examples of outdoor games are kabaddi, cricket, football, kho kho , etc.

Playing games is an excellent way for kids to learn about the world and make new friends. Games improve kids’ learning experience and interest in studies, which helps them score better grades. Experts say playing games has cognitive benefits and can help increase social skills.

When playing games, kids’ brains grow stronger and wiser. Games teach children how to interact with others and think strategically while they are still young and learning new things. They also provide a safe place for kids to learn and explore without fear of judgement. You can also use games to teach your child how to communicate using a game board or cards.

To conclude, games are an essential part of early childhood, and an essay on games helps children understand the value of playing games. When kids soak in the sun while playing, they become strong, improving their vitamin D levels. In addition, playing games keep the kids engaged and entertained. For more kid-friendly activities, stories , GK questions and other games visit, BYJU’S website.

Frequently Asked Questions on Essay on Games

What are the benefits of playing indoor games.

Indoor games provide kids with a way to exercise their minds while playing. Solving puzzles or educational games help children learn new skills, strengthen maths skills and improve memory. Research is also being conducted to see how playing indoor board games can improve children’s literacy skills.

Why are outdoor games important for children?

Parents should encourage their children to participate in outdoor games to teach them the importance of teamwork and cooperation. Games like kabaddi, cricket, and hockey are fun ways for children to stay active during the summer. They also help children build their physical strength.

Why is BYJU’S essay on games vital for kids?

BYJU’S essay on games is essential for children because it explains the significance of playing and how games allow them to release stress, have fun, and learn valuable skills.

essay for games

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110 Video Game Topic Ideas for Essays & Examples

🔝 top 10 video game topics for 2024, 🏆 best video game topic ideas & essay examples, 🎮 good video game research topics, 🕹️ interesting gaming topics to write about, ❓ video game research questions, ✅ simple & easy video game essay topics.

Looking for video game topics for your project? Look no further! Here, we’ve collected excellent essay topics for true gaming enthusiasts. Whether you’re looking for argumentative essay ideas on video games, research topics, or questions for debate, you will find them here.

  • History of Video Game Consoles
  • Myths of Video Game Violence
  • The Global Phenomenon of Esports
  • VR Gaming and Its Future Possibilities
  • How Video Games Influence Cognitive Skills
  • Therapeutic Mental Health Benefits of Video Games
  • Diversity and Gender Representation in Video Games
  • How Multiplayer Games Impact Social Interaction
  • Healthy Gaming Habits Against Video Game Addiction
  • Aesthetic and Narrative Qualities of Artistic Video Games
  • Product Life Cycle & Marketing of Video Game Industry One of the most important advantages of the concept of life cycle can be seen in the sphere of marketing, where if used as a tool it allows adjusting the strategies, including marketing, based on […]
  • The “Medal of Honor” Video Game Analysis The game is set to depict the Afghanistan invention in 2002 and the battle between the U.S.military and the Taliban. Due to the close resemblance of the game to the Afghanistan war, the game has […]
  • Video Game Addiction and Maslow’s Hierarchy of Needs As to me, I was interested in video games when I was a child because this industry was at its beginning and almost every pupil was involved in it.
  • The Video Game Industry Evolution The first mention of the creation of such games dates back to the 1940s, but it was in 1952 that Alexander Shafto “Sandy” Douglas officially presented his dissertation at the University of Cambridge. One of […]
  • FIFA 10 Football Simulation Video Game A lack of consistency is evident in the various versions of this game as FIFA 10 played on a PC lacks the realism that is exhibited when the game is played on XBOX 360 and […]
  • A Video Game Store’s Business Plan The projected cash flow of the cash in the balance sheet will appear positive for the next five years and will show that the company’s profitability in will be good enough pay for operating expenses […]
  • Sony and Nintendo in the Video Game Industry The firm has manufactured several generations of the home console since the 1980s, beginning with the Nintendo Entertainment System, the Super Nintendo Entertainment System released in the early 1990s, and the Nintendo 64 that was […]
  • The Monopoly Tycoon Video Game Review The game is stylistically similar to the board game Monopoly, and it can be played both online and offline. It is important to note that the game has a multiplayer feature, which can be played […]
  • The NASCAR Video Game Project Management Plan The plan attempts to draw the features and gameplay mechanics by replicating the thought process of a potential player. At this stage, the game should be well-advertised and ready for release.
  • The Motivation of the Video Game Player For instance, the project gave its players the dynamic and fast pace of the game, a vast and detailed map, various locations, several different weapons, and character skins, and this is not all the possibilities.
  • Human Life: Video Game, Simulation, or Reality? Drawing parallels between the real and the virtual world, one can admit the unreality of the existence of the planet and people and compare everything that happens with the simulation in which we are.
  • Does Video Game Violence Lead to Aggression in Children? Among the gaming community, children participate vigorously in absorbing the plethora of entertaining content, including age-restricted ones where the scenes of violence are abundant.
  • A Role-Playing Video Game Ayiti: The Cost of Life This strategy worked but not to the topmost level simply because the burden of the living cost was gradually weighing down the overall income of my family.
  • BioWare Video Game Project Management For example, Dragon Age: Inquisition, the third installment of the company’s flagship series, switched to the Frostbite engine used by most of the EA games and succeeded in delivering the product despite the technical difficulties […]
  • Video Game History: Overview From the 1990s to Nowadays In addition to arcade car behavior, the game was also famous for its beautiful graphics at the time, with each game in the series being a launch title showing the capabilities of the console.
  • Video Game Delivery Project: Strategic Marketing To initiate strategies in marketing of Video Game, the company will decide to develop a web based application by ABC CORP and this application is customized to meet the requirements of the project. The purpose […]
  • The U.S. Video Game Industry This was also based on the views of the company’s developers who assumed that the technological advantages of the the16-bit system were extremely less than that of the 8-bit system.
  • Video Game Company Against Online Piracy The purpose of the said DRM software is to protect the intellectual rights of the company. The fourth major issue is the encompassing goal of the VGC to end all types of piracy.
  • Twitch.tv and Video Game Streaming Career From this point, in spite of the fact that the Twitch.tv platform can be viewed as belonging to the live-streaming industry, the careers of streamers develop according to the traditional principles of the entertainment business.
  • Nintendo in the Video Game Industry Previously, Atari was a major power to reckon with in the industry but was later toppled by Nintendo. Part of Yamauchi’s vision was to introduce new and cheaper video games in the market than the […]
  • Video Game Industry Analysis In 1950, Yamauchi assumed the position of the president in the firm and got on a variety of strategies with the purpose of rationalizing and modernizing the way the firm was controlled.
  • Video Game Effects: Good or Bad? Given the fact that there is indeed a logically sound rationale to such a suggestion, throughout the course of conducting my study, I remained thoroughly observant of the article’s classification-related suggestions, in regards to the […]
  • Game designers have the responsibility to design less video game Secondly, the outcome of the video game is unpredictable as compared to movie in which the audience can predict the point at which the story would end thus making the video games more interesting to […]
  • Striving for the Ultimate Knowledge: Eli’s Mission. Video Game Owing to the peculiarities of the movie plot, the game can be shaped in a most intriguing way, with a lot of turns of the plot which lead to the most effective denouement.
  • Analysis of the Counter-Strike Video Game Phenomenon in Computer Gaming
  • Comparison of Three Companies in Video Game Industry; Nintendo, Sony and Microsoft
  • Analysis of Free Will in The Stanley Parable Video Game
  • Analysis of the Effects of Playing a Video Game Used in Computer Science
  • Analysis of the Characteristics and Player Statistics of Bungie’s Video Game Destiny
  • Are Video Games Truly a Game or a Reality?
  • Analysis of the Topic of the Releases in the Video-Game Industry and the Issues of the Violence
  • Analysis of the Rise of the Video Game Empire in Modern Society
  • Two Aspects of Creating a Video Game
  • Analysis of the Third-Person, Console-Based Video Game, The Last of Us
  • Are Users The Next Entrepreneurs? A Case Study On The Video Game Industry
  • Combating Video Game Addiction : A Global Problem
  • Does Playing Video Game Consoles Bring About Plenty of Advantages?
  • Analysis of the Field Work Project and the Topic of a Video Game Community
  • Does Video Game Violence Affect Children?
  • Do Video Games Contribute For Video Game Violence?
  • Is The Video Game Industry an Oligopoly?
  • Is Video Game Violence the Cause of Juvenile Delinquency?
  • Psychological Effects of Video Game Violence on Children
  • What Is the Defining Business and Economic Characteristics of the Video Game Console Industry?
  • Why Play Station 4 and the Xbox One Are the Kings of the Next Generation Video Game Console?
  • What Makes A Video Game Addictive?
  • Competition Among 3 Main Video Game Companies: Nintendo, Sega, And Sony
  • Brief Note On Video Gaming And The Video Game Industry
  • Effects of Television and Video Game Violence on Children and Teenagers
  • Analysis of the Different Genres of Video Game Systems for Children
  • Overview of the Process and Career in Video Game Design
  • Development of the Elder Scrolls Video Game Series
  • Breaking Gender Stereotypes in Traditionally Masculine Sports: The Inclusion of Women in FIFA 16 Video Game
  • Cancer: Video Game and Playing Violent Video
  • Fighting the Online Video Game Wars in China
  • Government Regulation Of Video Game Violence Is Unconstitutional And Unnecessary
  • Japanese video game industry
  • History of the Video Game Industry
  • Microsoft Xbox Entering the World of Video Game
  • The Merchant of Video Games: Adapting the Merchant of Venice into an Adventure Game
  • What Are Some Revolutionary Breakthroughs in the Video Game Industry?
  • What Does It Take To Make It in the Video Games Industry?
  • Why Has the Video Game Industry Exploded Recently?
  • What Is Wrong With the Video Game Industry in This Generation?
  • Is the Video Game Industry Going Downhill?
  • Who Is the Best Voice Actor in the Video Game Industry?
  • What Will Be the Next Breakthrough or “Big Thing” in the Video Game Industry?
  • Is the Video Game Industry in Trouble Right Now?
  • Who Makes More Money: Hollywood or the Video Game Industry?
  • How Has the Coronavirus Impacted the Video Game Industry?
  • What Is the Biggest Missed Opportunity Yet in the Video Game Industry?
  • Does Video Game Violence Induce Negative Affects on Our Youth?
  • What Are the Changes the Video Game Industry Needs?
  • How Large Is the Video Game Industry?
  • Why Is the Video Game Industry in China Dominated by MMOs?
  • Is There a Bubble Forming in the Video Game Industry?
  • What Do Video Game Players Understand That Most People Don’t?
  • How Easy Is It to Make a Video Game?
  • What’s the Best Advice You’ve Received From a Video Game?
  • What Was the First Video Game?
  • What Is the Most Inappropriate Video Game You Know?
  • What Are the Elements of a Good Video Game?
  • How Much Does It Cost to Develop a Video Game?
  • What Can Video Game Consoles Offer You?
  • Why Video Game Addiction Is One of the Urgent Problems Today?
  • How Does Science Create Video Game?
  • How the 1970s Sparked the Video Game Industry?
  • Why Do Video Game Movies Always Fail?
  • What’s the Most Popular Video Game Genre?
  • The Science Behind Brain-Boosting Games
  • How Gaming Reflects and Influences Society
  • How Video Games Participate in Social Justice
  • Pros and Cons of Gamified Fitness and Wellness Apps
  • Gamification, Its Benefits, and Learning Outcomes
  • Virtual Goods in Video Games and Their Real-World Value
  • What Factors Influence Immersion and Player Engagement?
  • Cloud Gaming and the Potential of Streaming Technology
  • Market Trends and Revenue Models of the Video Game Industry
  • Violence, Microtransactions, and Other Ethical Issues in Video Game Development
  • Problem Solving Essay Ideas
  • Computers Essay Ideas
  • Technology Essay Ideas
  • Cyberspace Topics
  • Developmental Psychology Essay Ideas
  • Software Engineering Topics
  • Online Community Essay Topics
  • Hacking Essay Topics
  • Chicago (A-D)
  • Chicago (N-B)

IvyPanda. (2023, December 27). 110 Video Game Topic Ideas for Essays & Examples. https://ivypanda.com/essays/topic/video-game-essay-topics/

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Essays About Video Games: Top 12 Examples and Prompts

Video games have revolutionized the way we have fun today. If you are writing essays about video games, check out our guide to inspire your writing.  

Few can contest the fact that video games have taken over the world. From the basic, almost “primitive” games of the 1970s like Pong to the mind-bending virtual reality games of the 2020s, they have been a source of entertainment for all. Moreover, they have proven quite profitable; countries like Japan and the United States have made tens of billions of dollars solely from the video game market.

Despite their popularity, much has been debated over the potentially harmful side effects that video games may have, particularly on children. One side argues that playing certain video games can lead to people exhibiting violence in the future, while others believe that video games teach players essential life skills. Regardless, they will continue to be a part of our lives for the foreseeable future. 

For engaging essays about video games, read the essay examples featured below for inspiration.

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1. What electronic games can teach us by Kendall Powell

2. designers are imagining video games without guns by keith stuart, 3. playing video games all summer won’t make you feel worse by nicole wetsman, 4.  violent video games bad by andrea newman.

  • 5. ​​The health effects of too much gaming by Peter Grinspoon

Writing Prompts For Essays About Video Games

1. video games: good or bad, 2. the benefits of video games, 3. what is your favorite video game, 4. do video games cause people to become violent, 5. video games in your life, 6. video games vs. traditional games, 7. is the video game rating system enough.

“In other studies, researchers found that gamers who trained on Tetris were better at mentally rotating two-dimensional shapes than those who played a control game. Students who played two hours of All You Can E.T., an educational game designed to enhance the executive function of switching between tasks, improved their focus-shifting skills compared with students who played a word search game.”

Powell explains a few possibilities of applying video games to education. As it turns out, certain video games can improve players’ skills, depending on the mechanics. Researchers are inspired by this and hope to take advantage of the competitive, motivational nature of gaming to encourage children to learn. New games are designed to help kids improve their focus, coordination, and resilience, and game designers hope they will succeed. 

“Imagine a game where you’re a war reporter seeking to capture the most iconic, representative images in a battle environment: You’d still get the sense of peril that audiences expect from action adventures, but your relationship with the environment would be more profound. It would be Call of Duty from the perspective of a creative participant rather than a violent interloper.”

The graphic nature of some video games is said to make kids violent, so it is only natural that some creators try to change this. Stuart writes that it is possible to maintain the fun that shooter-type games induce without using guns. He gives examples of games where you do not kill your enemy, simply stunning or capturing them instead. He also suggests photography as an alternative to killing in a “shooting” game. Finally, he suggests basing video games around helping others, making friends, and doing more peaceful, creative tasks.

“Any role video games play in skewing well-being that did pop up in the study was too small to have a real-world impact on how people feel, the authors said. People would have to play games for 10 more hours per day than their baseline to notice changes in their well-being, the study found.”

Wetsman counters the widespread belief that video games “destroy your brain.” Research done with a sample of 39,000 players over six weeks has shown that whether one plays video games for long or short periods, their mental health is not impacted much. There are some exceptions; however, there are not enough to conclude that video games are, in fact, harmful.

“Some people believe that the connection between violent games, and real violence is also fairly intuitive. In playing the games kids are likely to become desensitized to gory images;which could make them less disturbing, and perhaps easier to deal with in real life. While video games aren’t about violence their capacity to teach can be a good thing.”

In her essay, Newman writes about the supposed promotion of violence in some video games. However, she believes this violence does not cause people to be more aggressive later. Instead, she believes these games expose children to certain atrocities so they will not be traumatized if they see them in real life. In addition, these games supposedly promote connections and friendships. Finally, Newman believes that these “harmful” can make you a better person.

5. ​​ The health effects of too much gaming by Peter Grinspoon

“Gamers need to be educated on how to protect their thumbs, wrists, and elbows, their waistlines, their emotional state, their sleep, and their eyes. Simple education around taking breaks, stretching, eating healthy snacks, and resting and icing your thumb, wrist, or elbow when it starts hurting can address injuries early, before they become significant. For the eyes, gamers can try the 20-20-20 rule: every 20 minutes, try to look at something 20 feet away for 20 seconds.”

Grinspoon discusses both the benefits and the health risks of gaming. Video games allow people to interact with each other remotely and bond over specific missions or tasks, and some research shows that they have cognitive benefits. However, some gamers may develop vision problems and hand and wrist injuries. Gaming and “staring in front of a screen the whole day” is also associated with obesity. Overall, Grinspoon believes that gaming is best done in moderation.

Looking for more? Check out these essays about hobbies .

Many parents believe that their children’s “bad behavior” is because of video games. Based on your experience and others, decide: are video games good or bad for you? Make sure to read viewpoints from both sides and write an essay based on your position. Would you encourage others to play video games? Discuss these pros and cons for an interesting argumentative essay.

Like anything else, video games have both positive and negative aspects. Explain the good that video games can do for you: the skills they can equip you with, the lessons they can teach, and anything else. Also, include whether you believe their benefits outweigh the disadvantages they may pose. 

For your essay, write about your favorite video game and why you chose it. What is its meaning to you, and how has it affected your life? Describe the gameplay mechanics, characters, storyline, and general impact on the gaming community or society. You can write about any game you want, even if you have not played it; just ensure the content is sufficient.

Many claim that playing violent video games can make you violent in the future. Research this phenomenon and conclude whether it is true or not. Is the evidence sufficient? There are many resources on this topic; support your argument by citing credible sources, such as news articles, statistics, and scientific research.

Video games have been a part of almost all our lives. Recall a treasured experience with video games and explain why it is significant. How old were you? Why do you remember it fondly? How did this experience make you feel? Answer these questions in your own words for an exciting essay.

Essays About Video Games: Video games vs. Traditional games

There are stark differences between video and traditional games, such as board games and card games. For an engaging essay, compare and contrast them and write about which is more entertaining, in your opinion. Be creative; this should be based on your own opinions and ideas.

The video game content rating system is used to classify video games based on their appropriateness for specific ages. However, parents complain that they are not strict enough and allow the display of violent content to children. Explore the criteria behind the rating system, decide whether it needs to be changed or not, and give examples to support your argument.

If you are interested in learning more, check out our essay writing tips !

Tip: If writing an essay sounds like a lot of work, simplify it. Write a simple 5 paragraph essay instead.

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107 Video Game Essay Topic Ideas & Examples

Inside This Article

Video games have become a popular form of entertainment for people of all ages. From action-packed shooters to immersive role-playing games, there is a video game out there for everyone. With such a wide variety of games to choose from, it can be overwhelming to decide on a topic for an essay about video games. To help you get started, here are 107 video game essay topic ideas and examples to inspire your writing:

  • The impact of violent video games on children's behavior
  • The evolution of video game graphics over the years
  • The rise of esports and its influence on the gaming industry
  • The benefits of playing video games for cognitive development
  • The representation of gender and race in video games
  • The history of virtual reality gaming
  • The psychology of loot boxes in video games
  • The role of music in enhancing the gaming experience
  • The ethics of video game journalism
  • The impact of video game addiction on mental health
  • The cultural significance of video game franchises like Mario and Pokemon
  • The future of cloud gaming and streaming services
  • The role of storytelling in video games
  • The influence of video games on popular culture
  • The relationship between video games and education
  • The impact of video game censorship on creative expression
  • The portrayal of mental health issues in video games
  • The role of social media in video game marketing
  • The history of video game consoles
  • The impact of online multiplayer games on social interaction
  • The evolution of game mechanics in the survival horror genre
  • The representation of LGBTQ+ characters in video games
  • The influence of Japanese culture on video game aesthetics
  • The role of nostalgia in the popularity of retro gaming
  • The impact of microtransactions on player experience
  • The relationship between video games and violence in society
  • The role of artificial intelligence in game development
  • The impact of video game streaming platforms like Twitch
  • The representation of disability in video games
  • The influence of game design on player engagement
  • The evolution of mobile gaming
  • The role of virtual economies in online multiplayer games
  • The impact of video game sound design on immersion
  • The portrayal of mental illness in video games
  • The influence of Eastern philosophy on game narratives
  • The role of user-generated content in game communities
  • The impact of fan culture on video game development
  • The representation of indigenous cultures in video games
  • The influence of literature on game storytelling
  • The role of game difficulty in player satisfaction
  • The impact of video game piracy on the industry
  • The portrayal of war in military shooter games
  • The relationship between video games and sports
  • The influence of board games on video game design
  • The role of player choice in game narratives
  • The impact of virtual reality on therapy and rehabilitation
  • The representation of historical events in video games
  • The influence of film on game aesthetics
  • The role of gender stereotypes in video game marketing
  • The impact of game mods on player creativity
  • The portrayal of mental health professionals in video games
  • The influence of tabletop role-playing games on video game mechanics
  • The role of game mechanics in promoting teamwork and cooperation
  • The impact of game development crunch on industry workers
  • The representation of animals in video games
  • The influence of science fiction on game narratives
  • The role of player agency in game storytelling
  • The impact of game difficulty on player motivation
  • The portrayal of addiction in video games
  • The influence of mythology on game aesthetics
  • The role of puzzles in game design
  • The impact of game reviews on player purchasing decisions
  • The representation of mental illness in horror games
  • The influence of architecture on game environments
  • The role of game soundtracks in enhancing the player experience
  • The impact of game tutorials on player learning
  • The portrayal of robots and AI in video games
  • The influence of fashion on character design in games
  • The role of humor in game narratives
  • The impact of game localization on cultural representation
  • The representation of environmental issues in video games
  • The influence of psychology on game design
  • The role of game narratives in exploring complex themes
  • The impact of game communities on player engagement
  • The portrayal of mental health struggles in indie games
  • The influence of mythology on game storytelling
  • The role of player feedback in game development
  • The impact of game accessibility on player inclusivity
  • The representation of gender identity in video games
  • The influence of surrealism on game aesthetics
  • The role of morality systems in game narratives
  • The impact of game tutorials on player retention
  • The portrayal of mental health professionals in horror games
  • The influence of psychology on game narratives
  • The role of player choice in shaping game outcomes
  • The impact of game aesthetics on player immersion
  • The representation of LGBTQ+ relationships in video games
  • The role of environmental storytelling in game design
  • The impact of game streaming on player engagement
  • The portrayal of mental illness in puzzle games
  • The role of player feedback in shaping game development
  • The impact of game aesthetics on player perception
  • The representation of LGBTQ+ characters in horror games
  • The influence of film noir on game narratives
  • The role of environmental storytelling in shaping game worlds
  • The impact of game tutorials on player skill progression
  • The portrayal of mental illness in narrative-driven games
  • The influence of science fiction on game aesthetics
  • The role of player choice in determining game endings
  • The impact of game aesthetics on player emotional response
  • The representation of LGBTQ+ relationships in indie games
  • The influence of literature on game design
  • The role of environmental storytelling in immersive game worlds
  • The impact of game streaming on player community building
  • The portrayal of mental health struggles in interactive fiction games

Whether you are writing a research paper, a critical analysis, or a personal reflection on video games, these topics provide a diverse range of ideas to explore. From examining the psychological effects of gaming to analyzing the cultural significance of game narratives, there is no shortage of fascinating topics to delve into. So, pick a topic that interests you and start exploring the world of video games through the lens of your essay. Happy writing!

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Video Games Essay | Essay on Video Games for Students and Children in English

February 13, 2024 by Prasanna

Video Games Essay:  Video games are electronic games that requires a user interface, input device (it can be joysticks, controllers, motion-sensing devices, keyboard, etc.) that generates visual feedback for the player or players, an output device that is either a two or three-dimensional display device (like TV monitor, touchscreen, VR headset, etc.).

Video games also are augmented with audio feedback using either headphones or speakers. Other types of augmented feedback systems of video games include haptic technology.

You can also find more  Essay Writing  articles on events, persons, sports, technology and many more.

Long and Short Essays on Video Games for Students and Kids in English

We are providing students with a long essay sample of 500 words and a short essay sample of 150 words on the topic Video Games in English for reference.

Long Essay on Video Games 500 Words in English

Long Essay on Video Games is usually given to classes 7, 8, 9, and 10.

Video games have undeniably become an imperative part of most of our life, either as a form of entertainment and even hobby. Video games came into existence through the invention of the Cathode Ray Tube Amusement Device by Thomas T Goldsmith Jr. and Estle Ray Mann in 1947. And in 1948 they got the patent for their invented device with knobs and buttons used for stimulating airborne enemies. It was not until the 1970s, and 1980s those video games reached the mainstream popularity.

One of the biggest technological evolution examples is that of what is seen in video games. Over the years there had been massive changes and several creations since the first released video game. Before the age of Playstation, Xbox, or even computer games, people used to be engrossed in playing video arcade games and later the 8-bit video games using consoles, joysticks, and other controllers. Now we have video games with much higher graphics, better storyline, and even more options. This makes the gaming experience more thrilling and enjoyable; however, it does not change the fact that video games have turned almost an entire generation into couch potatoes.

It is no news that video games are fascinating and because of the graphics along with sound effects gives the player a real-like experience. The video game industry has also started experimenting with virtual reality resulting in even more realistic games which give the player the sensation of truly witnessing the activities of the game. Bur we all know that technology is both a good and a bad effect. The condition is not much different when it comes to video games as well. There are several benefits of playing video games; similarly, there are also adverse effects of the same.

The positive effects of video games include developing one’s skills, like strategic thinking, quick learning, cooperation, creativity, etc. Simulations which are based on the similar technology behind video games are used for training purposes (like shooting, golfing, driving, etc.). Simulations have helped in reducing the risk of accidents occurring during training by allowing the user to practice longer without the requirement of frequent maintenance.

However, there are also some very destructive negative effects of video games. Firstly, children and young adults often get very addicted to playing video games and end up wasting a lot of time and becoming socially isolated. Another aspect of video games which has affected the players immensely is the increase in the violence and aggressiveness in them while trying to imitate the competitive traits of the game.

As intelligent beings, we must use our wisdom and self-control to spend our time wisely and efficiently while avoiding things that have the potential of causing us harm. The gaming industry should monitor the type of games being manufactured and restricting the game for the age for only which it is suitable. Players too should understand the negative impacts of excessive video game playing and addiction. Hence, it can be concluded that the effect of video games depends a lot on the player.

Short Essay on Video Games 150 Words in English

Short Essay on Video Games is usually given to classes 1, 2, 3, 4, 5, and 6.

The electronic games that involve the user interface interacting with a human that results in generating feedback onto the video device are called video games. The platforms are the electronic devices used for playing various video games. The size of platforms or gaming units can range from large mainframe computers to even small handheld devices. The trend of playing video games became prominent from the late 1970s and has only increased over time with the advancement of technology. At present, the global value of the video game industry is stated to be USD 152 billion approximately.

The large scale engagement of youth and people of other age groups as well has turned video games into a trend factor. However, there has been a lot of debate on the matter of the positive and negative impact of games on people. Thus, both the industry and the user need to monitor the content of the games being made, and the amount of time being spent on it, respectively.

10 Lines on Video Games in English

  • There are several types of video games like arcade games, console video game, computer video games, and mobile games.
  • The evident increase in the commercial importance of the video gaming industry began from the 2010s.
  • The Asian market is the biggest contributor to the growth of the video gaming industry.
  • As of 2018, video games were the third-largest segment drawing revenue in the entertainment market of US, behind broadcast and cable TV.
  • Today, numerous people are involved behind creating video games like developers, publishers, distributors, retailers, third party manufacturers, etc.
  • Studies show that gaming addiction causes several physical and behavioural problems in people, especially in children.
  • There are also competitions held for video games in various stages (local, national and international) to find the best player among all.
  • The growth and expansion of the video gaming industry have opened up several job opportunities as well.
  • Parents should monitor the game playing type and time of their children so that it doesn’t turn into an addiction.
  • Lack of motion because of excessive video game playing can cause diseases like obesity and diabetes, along with muscle pain.

FAQ’s on Video Games Essay

Question 1. Mention some positive effects of playing video games.

Answer: Some positive effects of video game playing includes the following-

  • It improves IQ and reflexes of an individual.
  • It develops skills like decision making, attentiveness, multi-tasking, etc.
  • It improves motor skills of players.

Question 2. Which is the most iconic video game character of all time?

Answer:  Mario

Question 3. What is the first invented video game?

Answer:  Tennis for Two is the first video game, and it was created in 1958.

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Best Video Game Essay Topics for Students

Video Game Essay Topic Ideas

Choosing the right essay topic is crucial, and for students who love video games, it’s an opportunity to combine their passion with academics. In this article, we’ll explore a variety of exciting and various video game essay topic ideas for students of high school and college. This blog includes argumentative, analytical, persuasive and other types of essays related to video gaming.

Video Game Essay Topics for High School Students

  • How Video Games Improve Problem-Solving Skills.
  • Understanding the World of E-sports.
  • The Importance of Balanced Gaming Habits.
  • Exploring the History of Gaming Consoles.
  • Video Games: Entertainment and Cultural Influence.
  • Gender Representation in Video Games.
  • Gamification in Education: Learning through Play.
  • Game Design and the Art of Video Games.
  • Tracing the Growth of the Video Game Industry.
  • Social Connections in Online Gaming Communities.
  • Video Games and Mental Health Benefits.
  • Exploring Careers in Game Development.
  • Ethical Choices in Video Games.
  • The Impact of Music in Video Games.
  • Making Video Games Accessible to Everyone.

Video Game Essay Topics for College Students

  • The Educational Value of Video Games in College Curriculum.
  • The Growth and Impact of E-sports in the Sports Industry.
  • Gaming Habits and Academic Performance: A College Study.
  • Game Engine Comparison: Unity vs. Unreal Engine.
  • Gender Representation in Video Games: A College Perspective.
  • Analyzing Game Narrative Structures in Popular Titles.
  • Moral Choices in Video Games: Implications and Outcomes.
  • The Psychology of Player Motivation in Gaming.
  • Virtual Reality in Higher Education: Opportunities and Challenges.
  • Career Prospects in Game Development: Paths and Insights.
  • Ethical Dilemmas in Video Game Content Creation.
  • The Role of Music and Sound in Video Game Immersion.
  • Indie Game Development: Innovations and Success Stories.
  • Video Game Preservation: Saving Gaming History.
  • AI in Gaming: Enhancing NPC Behavior and Gameplay.

Common Essay Topics Related to Video Games

  • The Influence of Video Games on Academic Performance.
  • Video Game Violence: Separating Fact from Fiction.
  • The History and Evolution of Mobile Gaming.
  • The Role of Gaming in Building Teamwork and Collaboration.
  • The Psychology of In-Game Rewards and Achievements.
  • Virtual Reality (VR) Gaming: A Glimpse into the Future.
  • Gaming and STEM Education: Learning Science through Games.
  • The Representation of Diversity in Video Games.
  • The Impact of In-Game Advertising on Players.
  • The Benefits of Gaming for Stress Relief and Relaxation.
  • The Importance of Responsible Gaming.
  • The Art of Game Mods: Customizing and Enhancing Games.
  • E-sports Scholarships and Opportunities for Students.
  • The Environmental Impact of Video Game Consoles.
  • Gamers for Good: How Gaming Communities Contribute to Charity.

Argumentative Topics for Video Game Essays

  • Do Violent Video Games Promote Aggressive Behavior in Players?
  • Should There Be Age Restrictions on Purchasing Violent Video Games?
  • Are Video Games a Viable Educational Tool in Schools?
  • Is Video Game Addiction a Real Concern, and How Should It Be Addressed?
  • Do Video Games Enhance Problem-Solving and Critical Thinking Skills?
  • Should Parents Be More Involved in Monitoring Their Children’s Gaming Habits?
  • Is E-sports a Legitimate Sport and Worthy of Recognition?
  • Does Playing Video Games Improve Hand-Eye Coordination?
  • Are Video Games a Form of Art, and Should They Be Treated as Such?
  • Should the Video Game Industry Be Regulated More Strictly for Content?
  • Do Video Games Have a Positive or Negative Impact on Social Skills?
  • Is There a Link Between Video Games and Obesity in Children?
  • Should Professional Gamers Be Considered Athletes and Eligible for Sports Scholarships?
  • Does Gaming Culture Foster Toxic Behavior and Harassment?
  • Can Video Games Help Alleviate Stress and Anxiety in Players?

Didn’t find any topic of your interest? No worries! We have listed 100+ Argumentative Essay Topics for Students here, you can go through the article and choose the best one as per your needs. This blog has various niche topics and can assist to find the best one for you.

Informative Video Game Essay Topics

  • The History of Video Games: From Pong to Present.
  • A Deep Dive into the World of E-sports.
  • How Video Games are Made: Game Development Explained.
  • Exploring Different Genres of Video Games: Action, RPG, Simulation, etc.
  • The Evolution of Video Game Graphics and Technology.
  • Iconic Video Game Characters and Their Impact on Pop Culture.
  • The Science Behind Gaming: How Game Engines Work.
  • Video Game Consoles: Past, Present, and Future.
  • The Importance of Storytelling in Video Games.
  • The Role of Sound Design and Music in Gaming.
  • The Influence of Video Games on Architecture and Design.
  • Video Game Streaming and Content Creation: A New Career Frontier.
  • The Psychology of Gaming: Why We Love Video Games.
  • The Cultural Significance of Video Game Events and Conventions.
  • The Rise of Gamification in Education and Training.

Compare & Contrast Video Game Essay Topics

These compare and contrast essay topics are chosen by our experts and are specifically related to video gaming. These are general and easy to write on.

  • Console Gaming vs. PC Gaming: Which Is Better?
  • Single-Player vs. Multiplayer Games: Which Do You Prefer?
  • Mobile Games vs. Console Games: Pros and Cons.
  • Classic Games vs. Modern Games: What’s Changed?
  • First-Person vs. Third-Person Shooter Games: Which is More Immersive?
  • Xbox vs. PlayStation: Comparing Gaming Communities.
  • Video Games vs. Board Games: Which Provides More Fun?
  • Old Game Graphics vs. New Game Graphics: A Visual Evolution.
  • RPGs vs. Action Games: Gameplay Differences.
  • Retro Games vs. Modern Games: Nostalgia vs. Innovation.
  • Open-World Games vs. Linear Games: Freedom vs. Guided Storytelling.
  • Strategy Games vs. Puzzle Games: Challenges in Gaming.
  • Video Games vs. Movies: Storytelling Approaches.
  • Online Shooters vs. Battle Royale Games: Teamwork vs. Solo Play.
  • Exclusive vs. Cross-Platform Games: Your Gaming Options.

Analytical Topics for Video Game Essays

  • Strategies for Success in Online Multiplayer Games.
  • Analyzing Game Elements in Role-Playing Games (RPGs).
  • In-Game Purchases and Their Impact on Player Progress.
  • The Design of Levels in Platformer Games: A Critical Look.
  • Difficulty Levels in Video Games: Effects on Player Experience.
  • The In-Game Economy: How It Works and Influences Players.
  • The Significance of Tutorial Levels in Game Learning.
  • Character Development in Video Games: Evolution and Influence.
  • Linear vs. Non-Linear Storytelling in Video Games.
  • Morality Systems in Games: Player Choices and Consequences.
  • AI and Machine Learning in Video Games: Advancements and Applications.
  • User-Friendly Game Interfaces: Design Principles and Importance.
  • Game Analytics: Measuring Success in the Gaming Industry.
  • Visual Design and Its Impact on Player Immersion.
  • Cultural Adaptation in Video Game Localization.

Read more: Best Analytical Essay Topics

Persuasive Essay Topics on Video Gaming

  • Why Schools Should Use Video Games for Learning.
  • The Importance of Age Ratings in Video Game Sales.
  • Video Games: Tools for Enhancing Problem-Solving Skills.
  • How Video Games Can Improve Mental Well-being.
  • Debunking the Myth: Video Games and Real-Life Violence.
  • Promoting Diversity in Video Game Characters.
  • Parents’ Role in Monitoring Kids’ Gaming Habits.
  • Gamification in Education: Making Learning Fun.
  • Addressing Video Game Addiction as a Health Issue.
  • Teamwork and Cooperation in Multiplayer Games.
  • Ethical Game Development: Fair Monetization Practices.
  • The Need for More Research on Video Game Violence.
  • Combatting Toxicity in Online Gaming Communities.
  • Exploring E-sports Career Opportunities.
  • Making Video Games Accessible for Everyone.

Read more: Best Persuasive Essay Topics

Best Video Game Essay Topics in 2023

  • The Impact of Video Games on Society Today.
  • Gaming and Sustainability: How Can Gamers Go Green?
  • NFTs in Gaming: What You Need to Know.
  • Virtual Reality Gaming: The Next Big Thing.
  • Making Games Accessible for Everyone.
  • AI’s Role in Video Game Development.
  • Gaming Habits Post-Pandemic: What’s Changed?
  • In-Game Advertising: Friend or Foe?
  • 5G Technology and Its Effect on Gaming.
  • Video Games and Mental Health: A Closer Look.
  • Augmented Reality Games in Learning and Fun.
  • Collectibles and In-Game Economies: Explained.
  • Gaming Across Cultures: Challenges and Solutions.
  • The Power of Online Gaming Communities.
  • E-sports: The Future of Competitive Gaming.

These gaming essay topics would surely help you select the best topic of your choice, all various topics are suggested by our qualified experts keeping in mind the capabilities of an average student. If you want to hire our assignment writer for your gaming essays, feel free to reach us and get your homework done by experts.

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Content our official list of great video game essay topics

Any essay that you write should be well-written, accurate, and interesting to your audience. That begins with finding a great topic for your essay. Check out our list of the best essay topic ideas. You should be able to write a great essay about gaming with one of these topics. If you struggle with it, you can always order a custom essay on video games.

Topics on Social Issues

The topic of video games comes up quite frequently when various social topics are being discussed. If you are taking classes such as sociology, public health, political science, or journalism, your essay might focus on the many social issues relating to video games. Writing essays on violence in games is always an option, but there are others as well. Here are a few topic ideas:

Persuasive Essays Related to Social Issues

  • Do Violent Games Cause Behavior Problems?
  • Convince readers, in an essay about violence in games, that the average person will not be affected in a negative way.
  • Should video game rating systems be more stringent?
  • Are parents ultimately responsible for what their kids play?
  • As a society, do we unfairly blame video games when we should be focusing on personal responsibility?

Narrative Essays on Video Games And Their Impact on Society

  • Write about a video game that you played as a child that was too violent for you
  • Have you ever been addicted to online gaming? What was that like.
  • Talk about an incident of harassment that you witnessed when playing online video games.
  • Write essays on violence in gaming and the impact of that in early dating relationships

Expository Essays on The Social Impact of Video Gaming

  • Write a  short essay  on the impact of video gaming on health and wellness
  • Compose a research paper that addresses the effects of allowing young children to do violent video games
  • Write a case study about a young adult who has never been exposed to video games vs. one who has been

General Essay Ideas That Relate to Social Issues

  • What should be done about sexism in gaming?
  • How can the gaming industry become more inclusive as a whole?
  • Why is sex and violence such a common theme in video games?
  • Does early exposure to video games impact the ability of children to self-regulate?
  • What are the biggest social problems related to gaming?

Video Game Essay Topics New Technology

If you are an avid gamer, you probably keep up with the latest technologies, reading specialized magazines, and eagerly await the latest and greatest releases. You may have even been part of a beta testing new things or involved in open source gaming projects. Most importantly, you likely have lots of knowledge and opinions on gaming technology. Check out these essay ideas:

Persuasive Essays on Gaming Technology

  • Will virtual reality impact video game technology or is it simply a fad?
  • Which release is causing the most buzz?
  • Streaming will replace consoles, yes or no?

Expository Essay Ideas on Gaming Technology

  • Pick an up and coming technology and explain how it works
  • Explain the history and development behind an upcoming technological advancement in video tech
  • Discuss the trend of gamers as designers

Other Video Technology Essay Ideas

  • Write a compare contrast essay on virtual reality in gaming vs. augmented reality
  • Write a review of a new gaming system that you have recently tried out.

Topics About Educational Games

Persuasive Essays on Video Games in Education

  • Should children spend more time focusing on lectures and hands-on work than gaming?
  • Argue which educational video game parents of toddlers should choose
  • Video games have no place in education. Argue a side
  • Is gaming a possible solution when dealing with disengaged students?

Expository Essay Ideas For Gaming in Education

  • Explain how gaming is used in special education
  • Describe the features that make a game educational vs. entertainment
  • Research and explain the process educators use to integrate gaming into the classroom

Other Educational Essay Ideas

  • Review the most popular educational games that have been released this year
  • Write a paper about the differences between educational games today vs. 10 or 20 years ago
  • Write a case study about a school that incorporated gaming into their classrooms    

Essay Topics For Passionate Gamers

If you don’t find anything that interests you above, don’t fret. You can still improve your writing skills while expressing your passions for gaming. If you have an interest in gaming, you have many options when it comes to writing essays. This is especially true when it comes to classes where you have a bit more flexibility in your writing assignments. Check out these topic ideas:

  • Write a descriptive essay about the first gaming experience you have had
  • What are your predictions about the future of console gaming
  • What is the funniest thing that happened to you in an online gaming experience
  • What 10 worst things that impact the world of video gaming be opinionated!
  • Compare and contrast the first release of a video game with the most current
  • If you could invent a video game, what would it look like
  • Write a review of the most popular game available today

Remember that you must balance your passion for the topic of gaming with good writing skills and factual knowledge. You will still have to research, cite your sources, and do the other work that goes into writing a good paper. As always, if you need help with a gaming essay remember that we are available to help as we are top essay writing service . Happy gaming!

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Essay on Games

Students are often asked to write an essay on Games in their schools and colleges. And if you’re also looking for the same, we have created 100-word, 250-word, and 500-word essays on the topic.

Let’s take a look…

100 Words Essay on Games

Introduction.

Games are fun activities that we engage in during our free time. They are an essential part of our lives as they offer relaxation, exercise, and learning.

Types of Games

There are two main types of games: outdoor and indoor games. Outdoor games like football and cricket require physical activity. Indoor games like chess and carrom boost mental skills.

Benefits of Games

Playing games helps in improving concentration, coordination, and problem-solving skills. They also encourage teamwork and foster a sense of community.

In conclusion, games are not just for fun but also for learning and growth. They help us become better individuals.

250 Words Essay on Games

The evolution of games.

Games have been an integral part of human society since the dawn of civilization. They’ve evolved from simple physical activities to complex virtual environments, reflecting societal and technological advancements.

Games as a Social Construct

Games are more than mere entertainment; they’re social constructs that mirror our societies. Traditional games like chess or Go embody strategic thinking and foresight, while modern digital games often incorporate teamwork and communication, reflecting our interconnected world.

The Psychological Impact of Games

Games have a profound psychological impact. They stimulate cognitive development, enhance problem-solving skills, and foster creativity. Furthermore, they can induce a range of emotions, from joy and excitement to frustration and suspense, making them a powerful medium for emotional expression.

Games and Technology

The advent of technology has revolutionized games. Video games, for instance, have become an immersive medium, offering players endless possibilities. Augmented and virtual reality have further blurred the line between the virtual and real world, creating unprecedented gaming experiences.

The Future of Games

The future of games is boundless. With advancements in artificial intelligence, we can expect games that adapt to players’ skills and preferences, offering personalized experiences. Moreover, as games continue to intersect with education, they could become a key tool for learning.

In conclusion, games are a reflection of our society and psyche. They’ve evolved with us, and as technology continues to advance, they will continue to shape and be shaped by our experiences.

500 Words Essay on Games

Games, a universal aspect of human experience, have been a fundamental part of every culture throughout history. They not only serve as a source of entertainment but also play a pivotal role in the cognitive and social development of individuals. This essay will delve into the multifaceted nature of games, exploring their significance in human life and society.

The Nature of Games

Games are structured forms of play, designed to create an immersive experience. They can be broadly categorized into physical games, like sports or outdoor games, and mental games, such as chess or video games. The defining characteristic of games is their inherent system of rules, which provides a framework for competition or cooperation, challenge and strategy.

Cognitive Development through Games

Games are not merely pastimes; they are potent tools for cognitive development. They stimulate mental abilities like problem-solving, strategic thinking, and decision-making. For instance, chess demands a high level of strategic foresight and planning. Video games, despite often being criticized, have been shown to improve spatial navigation, memory, and perception. They also foster resilience, as players learn to cope with failure and persist in the face of challenges.

Social Significance of Games

Games and mental health.

Recent studies suggest that games can have therapeutic value. They can alleviate stress, improve mood, and contribute to overall mental well-being. For instance, the immersive nature of video games can provide a form of escapism, helping individuals cope with anxiety or depression. Similarly, physical games or sports can reduce stress levels and improve mood through the release of endorphins.

In summary, games are far more than mere entertainment; they are integral to human development and society. They stimulate cognitive growth, foster social skills, and can even contribute to mental health. As we continue to evolve and innovate in the realm of games, from traditional sports to virtual reality gaming, it is essential to recognize and harness their potential for individual growth and societal benefit.

Apart from these, you can look at all the essays by clicking here .

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How to Write an Essay about Video Games: Presenting Effective Arguments in Papers

essay for games

Gaming on video consoles is becoming more and more common. In actuality, the typical gamer plays for roughly six hours each week. There are many who claim that video games are harmful to one’s health since they promote inactive lifestyles like prolonged sitting and isolation from the outside world. On the other hand, some people say that playing video games is a good way to unwind and relax, and they are not wrong. So, what is the real story of video games? Are they good or bad? The controversy of playing video games presents an opportunity for students to either be proponents or antagonists of the issue through essays. Accordingly, this article discusses how a learner can write an essay about video games.

It would be best to do thorough research before writing an essay about video games

Research is often the most challenging aspect of preparing an essay. While writing your video games essay, you’ll have to employ the information you get from research to define video games, describe different genres, and give relevant examples to support your claims. Students must recognize that the amount of research they conduct totally affects how good their essays turn out. Your video game essay will benefit greatly from your careful attention to detail and thorough investigation. Just keep in mind that you are trying to convince your audience to see things from your point of view. This is why having a great deal of background information is essential. Researching your favorite video game would give you an added advantage. Additionally, to support your claims, you must include relevant examples and research-based data.

You should develop an introduction that captures your reader’s interest

The whole point of the opening paragraph is to capture the interest of the audience. To achieve this, it should pose an intriguing topic or provide a contradiction or paradox. You ought to add a good hook to grab the reader’s attention so they can’t help but keep reading your paper. Given that there are numerous motivations for why individuals engage in video games, the introduction is where you have to specify the reasons. Moreover, it would be best to incorporate your thesis statement in the introduction. A thesis statement is basically the writer’s primary concept, summed up in one or a few sentences. A well-formulated thesis statement expresses the work’s central argument in a way that makes sense in light of the inquiry or issue at hand. It would be the correct response to the question, “What is the primary theme of this essay?” from the instructor. Nonetheless, you should perceive your thesis as an opinion that may be debated at any time, rather than an established fact or objective reality. In other words, now is the time to speak your mind regarding the impact of video games on today’s youth.

You must present your arguments in the body paragraphs

The arguments are what learners utilize to support their thesis. A single contention and one or two examples must each have their own paragraph. It would be best to provide your reasoning for your video game position and be sure to explain why you firmly disagree with the opposing viewpoint. Examples include your own experiences and, where appropriate, references to data from studies, forecasts, and statistics. Students should provide answers to contentious topics like “Do video games promote addiction and violence among players?” The arguments you employ ought to back your main point rather than contradict it.

You may offer vivid illustrations as you write an argumentative essay about video games

Learners should offer evocative examples of the genres and video games under consideration. Instead of stressing about whether the material you discover online or the game’s publishers are legit, dedicate yourself to writing a fun and vibrant paper for the person who reads it. This approach piques the audience’s attention and facilitates their comprehension of the argumentative essay about video games. Additionally, these vivid examples assist you in conveying your ideas in a manner that words can’t. Even if you aren’t convinced that your assignment requires an example, using one might perk up your reader and provide your arguments additional weight.

You should write a conclusion for your essay

The last section is meant to sum up the college essay. You may accomplish this by restating the thesis statement and briefly mentioning the arguments you presented in your body paragraphs. This approach will help the audience understand how you systematically addressed the issue and made conclusions. For instance, suppose you had to respond to the question, “Do games negatively affect us?” A topic like that can’t be satisfactorily answered by psychology, particularly when it involves something as novel as video games. Consequently, it is actually way easier to just pick a side and support your position with some research. In the end, your readers don’t expect the argument to be elaborated upon but rather summarized. No new material should be introduced in the last paragraph.

Identifying the sources you employed would be best

When you are writing an essay about video games, it is essential to cite your sources. That means you got to make a list of every resource you used in your paper. References to diverse books, scientific studies, statistical data, and remarks made by well-known experts are acceptable. It would help to make sure your research is from the past five years.

Proofreading is vital for developing a top-notch paper

Students must make sure that their essays about video games have been edited and proofread prior to submission. So basically, you are going to check your assignment for spelling, punctuation, and grammatical mistakes. Completing an essay that is free of errors increases a learner’s likelihood of academic success. Here are some tips to help you proofread your work:

  • Read the text aloud. This will enable you to detect any mistakes.
  • Take your time proofreading and revising your work. Spend sufficient time on it to ensure you catch any possible oversights.
  • Concentrate on correcting a single mistake at a time. Avoid the hassle of searching for spelling and grammar mistakes at the same time. Prior to checking for punctuation and spelling problems, you may concentrate on grammatical issues.
  • You may also create a list of the most typical errors that students make while writing essays, then review your work for each one.

Using these suggestions will guarantee that your essay is devoid of all types of mistakes that might undermine how persuasive your argument is. Alternatively, you can delegate your “ write my essay ” request to online essay writing services like CustomWritings which may allow you to complete a high-quality paper about video games.

Extra tips for presenting better arguments in essays about video games

Today’s youth often engage in video gaming, and this trend will only spread in the coming years. Composing a paper about video games can help you learn more about the subject while also providing readers with information they can utilize in their lives. Just consider the potential for them to be inspired by and gain new knowledge from your essay about video games. Following this article’s recommendations should take you a step closer to achieving your academic goals.

Nick Sinclair

Nick Sinclair, a gaming aficionado since the Commodore 64 era, studied Creative Computer Games Design in university before founding his own gaming company. Discovering a passion for content creation, Nick now helps gamers squeeze every drop of fun out of their favorite gaming hardware

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Essay On Games

Games are a crucial component of one’s childhood. Games are a fun and easy way to learn life skills, team spirit, build relationships, make friends, and important enough, have fun. Games give kids a respite from their regular study schedules. Kids who play games are found to be more focused, physically strong and resilient, less stressed, and develop teamwork skills. Below are a few sample essays on ‘Games’.

100 Words Essay On Games

200 words essay on games, 500 words essay on games.

Essay On Games

Games are an essential and effective way for children to learn life skills like team spirit, leadership, relationship-building, as well as hone mental skills like problem-solving and decision-making.

Kids who spend a lot of time indoors need indoor games. Playing these activities has various advantages, including strengthening a child's vision and memory. These abilities also aid them in the classroom.

Playing outdoors brings its own advantages for children. It exposes kids to nature, which is beneficial to their physical, social, and emotional health. A great way to socialise, make new acquaintances, and get outside the house is to play some outdoor games. Children must be physically active to maintain good health. Outdoor games assist kids in gaining abilities in flexibility, problem-solving, teamwork, communication, cooperation, and physical activity.

For a childhood to be complete and fulfilling, it must include an adequate amount of play. As the famous saying goes – “All Work And No Play Makes Jack A Dull Boy”. Here are a few reasons why games are essential for children.

Relaxing And Having Fun | When not studying, playing games is a great way to unwind. It is also a surefire way to brighten a child’s day if they’re feeling a low or lethargic. Playing games together with family or friends is a common and effective way to spend quality time with each other. Playing indoor games like Monopoly, Ludo, badminton, and outdoor games like volleyball is a good way to bond with near and dear ones.

Keeps Mentally Sharp | Games help children sharpen their minds, regardless of whether they are board games or outdoor sports. Players’ thought and creativity are typically required in most games. Playing games help kids develop important mental skills like problem-solving, decision-making, logical reasoning, and so on.

Exercise | Some games may demand both mental and physical effort from us. We might need to utilise complex logic to prevail in some games, like chess. The fact that most games entail some type of activity is one element that is constant, regardless of what is expected of the players. Regularly playing outdoor sports helps children to remain physically healthy as well, including maintaining optimum body weight, proper digestion, and the like.

Everyday activities like sports and games can help us build a healthy immune system and an effective brain. My parents have always pushed me to take part in sports and games. My parents think that while sports give me a break from my daily routine, they also have other, more significant advantages.

Adding Spark In Life

Sports, both indoor and outdoor, are fantastic leisure activities. I feel incredibly energised and happy after a little run in the field or a quick chess game with my father. It minimises the drowsiness I get after a long, challenging day. Additionally, keeping my mind alert has some beneficial consequences for my body. It has frequently been simple for me to put in more significant effort while remaining joyful in my work.

Staying Outdoor Or Indoor?

I have fewer opportunities to go out and play now ever since the Covid-19 pandemic has struck. Another significant issue in my neighbourhood is the lack of spacious parks or playing fields. However, it feels fantastic to play outside whenever I have the chance. I have the opportunity to socialise with other children of my age. I also adore how green it is there.

Indoor games are another thing I enjoy because they provide immediate enjoyment. They are also simple to get to. For entertainment, there are many board games in my room. These include Monopoly and Ludo. But I also enjoy puzzles and cognitive games like Sudoku. In addition, occasionally, my mother gives me a brief window of time to use her smartphone.

What Does My Doctor Say?

I'm strongly encouraged to get outside and play by my family doctor. He would ask me to go to the rooftop and do spot jogging or play handball with my family even when there was a lockdown. He claims that our stay requires a little amount of sunshine each day.

Spending an hour outside on a bike or balloon is a wonderfully fun exercise. Additionally, I frequently find new games to play alone or with companions outside. My pals dubbed me creative.

My Favourite Games

I have no particular favourite game. I enjoy climbing trees outside. I always hunt for fresh trees to climb whenever I visit a new garden, park, or other rural location. I also enjoy playing cricket with my mates along the road. It's fun to watch the cricket matches that are shown on TV.

I also enjoy playing games with others that are entertaining. An example is the classic game of hide-and-seek with its variations. We would occasionally count to 100 and other times to 10. We periodically kept a home base where we could play tag and run. I enjoy playing charades and chess even while I'm with my family.

To conclude, games are an integral part of childhood. Kids who do not play a lot should be encouraged to identify the games they enjoy and engage more in them. Children who play in the sun grow more substantially and have higher amounts of vitamin D. Games are an effective way to keep physically and mentally fit.

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Essay on Sports and Games for Students and Children

500+ words essay on sports and games.

sports and games are essential for both physical and mental of the students. Moreover, it increases the immunity of the person. As it increases the blood flow in the body and makes it adaptable for exertion. The main difference between a sport and a game is, we can play games both indoors and outdoors. But we can only play sports outdoors. Furthermore, there are various advantages to sports and games. Some of them are below:

Essay on sports and games

Advantages of sports

Physical Fitness- Sports and games play a major rule in keeping a person fit and fine. Furthermore, it increases the blood flow in the entire body. So this helps in keeping the heart in the best condition. Moreover, the immunity of the body increases by playing outdoor sports. Also, it helps in keeping your body fat percentage low. This makes the appearance of the body better and makes a person good-looking.

Increase mental health- Games like chess , card games increase the mental health of a person . As it develops Spontaneity and the response time of a person. As a result, a person’s mind can make a decision under pressure. Thus this helps in increasing the IQ of a person and its’ presence of mind.

Increase Stamina- Outdoor Sports like Football , cricket, basketball, swimming builds the stamina of a person. As all these sports require a lot of running, the stamina of a person automatically increases. Therefore a person can work for a longer period of time without getting tired.

Builds a sense of teamwork- Some sports need individual participation, while some require teamwork. Thus sports enlists teamwork in a person. Which is essential in every fieldwork. A company can only run by working together and not individually. So it is important for a person to know how to work together in a team. Only then you can achieve the desired goal .

Stress-relieving- Sports can bring a change to your day to day routine. Moreover, it can relieve you from stress as your body will experience a change. It gives your mind a boost of enthusiasm and happiness. As a result, it will fill you with energy for the next day.

Get the huge list of more than 500 Essay Topics and Ideas

Disadvantages of sport and games

Dangerous- Some sports like football, cricket , basketball, swimming can be dangerous. Because any injury can occur while playing these sports. Therefore you should wear proper safety gear before playing it. Moreover, it can be harmful if you are playing it while you are sick.

Exhausting- Sports require energy, so a person needs to have proper meals. Moreover, the body needs rest to recover from the exertion. Therefore you need proper sleep every day if you are indulging in any sport.

Takes time- In order to play any sport, you have to take out time from your busy schedule. This may be very difficult for some people. As they work day and night to fulfill the needs of their family. So a person needs to cut off some things from their busy schedule to take out time to play a sport.

FAQ On the essay on sports and games

Q1. What is the main difference between sports and games?

A1. The main difference between sports and games is, we can play sports only outdoors. But games can take place both indoors and outdoors.

Q2. Write any two advantages and disadvantages of sports.

A2. The advantages of sports are it keeps a person fit and is a stress buster. The disadvantages of sports are it can be dangerous to play, injury can occur while playing and it is can be exhausting.

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The Field of Dreams Approach: On Writing About Video Games

essay for games

Tony Tulathimutte on the future of video game criticism

essay for games

Every year, more and more great essays are published on literary sites concerning video games. In the past year I’ve especially loved entries like Janet Frishberg’s “On Playing Games, Productivity, and Right Livelihood,” Joseph Spece’s “A Harvest of Ice,” and Adam Fleming Petty’s “The Spatial Poetics of Nintendo: Architecture, Dennis Cooper, and Video Games.” But for each great essay there are a handful of others written like apologies, seemingly perennial pleas to take video games seriously as a form of meaningful narrative.

I hoped to have a conversation with a writer about games that went a little deeper. There were two main reasons I turned to the Whiting Award-winning writer Tony Tulathimutte. The first was because of his response in an interview with Playboy , in which he said that his interest in gaming probably “had something to do with my desire to bend or break formal conventions in fiction.” The second was his three thousand word essay about Clash of Clans , “Clash Rules Everything Around Me,” which was exactly the type of essay about gaming I wanted to see more of. Tulathimutte is the author of Private Citizens , which we listed as one of the 25 best novels of 2016 .

What I want is long-form literary criticism. But writers should just write what they want to read. The body of work will be there and the audience will follow it. The ‘ Field of Dreams’ approach.

Graham Oliver: Can we have this conversation without getting stuck trying to legitimize video games as a medium?

Tony Tulathimutte: “Are video games art?” “Have we had the video game Citizen Kane  yet?”

GO: That’s such a boring and overdone conversation. I think it’s more interesting to look at the ways in which video games actually do interact with literature, and not to hold the conversation just as a demonstration of our respect.

TT: Take the respect for granted and go from there. I thought about starting a literary magazine about video games a while back, but the discourse had by then become so toxic that, even with the most anodyne academic essay you could write, the best you could hope for was that it would be ignored. There needs to be more space for this kind of writing, but I just didn’t want to wade into it then. I feel a little better about it now, which is why I did the Clash of Clans  essay.

GO: What is the difference between video game-related essays showing up on a literary site, versus a site where the primary purpose is the intersection of video games and literature? What could that site do that can’t be done (or isn’t being done) otherwise?

TT: Part of it is just volume. You can’t have a general interest magazine like the New Yorker covering video games to the same depth or degree as it does film or music or even theater. Every big magazine at this point covers video games occasionally — I know the New Yorker has written about Minecraft and No Man’s Sky , for instance. New York Magazine just did a big essay on gaming more broadly.

essay for games

But for some reason, there’s no video game editor at the New Yorker , no dedicated departments or verticals, except at newer places like VICE, Vox , The Verge . Unlike music or movies, video games aren’t equally distributed through the culture; it’s more compartmentalized. This owes in part to a marketing apparatus around games that caters to and fosters a specific audience, and because the audience for certain genres — responding to these pressures — became self-selecting, especially with respect to gender. Video games may be art, but they are also a STEM [Science, Technology, Engineering, and Mathematics] industry, which makes them no different from any other STEM field in that regard.

GO: It’s a question of access. I was thinking about your Clash essay; you have this entire paragraph that has to explain this massively popular and mechanically fairly simple game. Does that automatically turn off an audience who are already proficient in those basics? In which case, are you only writing for people who don’t game? I suppose that’s another conundrum of coverage in a general interest publication…

TT: If you read an essay by Susan Sontag or Martin Amis about the great books, or by André Bazin about film, they can assume a certain level of knowledge about the text or film from their audience. I can write that way about games on my own time and my own dime, but there’s no presumed canon or general readership for games, because they’re not taught in schools and not regularly discussed in big publications. So you either write for the diehards — the equivalent of film buffs or bookworms — or for novices.

GO: Is that why we haven’t had novels which interact with video games the way David Foster Wallace did with tennis, or Ann Patchett with opera? Neither of their books included explanatory paragraphs; it’s so ingrained in our culture that it seems almost impossible to have grown up without some idea of what tennis or opera are.

TT: Most people have played a game, and the average gamer spends six hours a week playing them. I think it has less to do with the medium inherently than just the failure of writers who have approached the subject. I haven’t read everything on games, but so far, the fledgling efforts have been too literal or kind of corny. Some writers seem to think that you’re supposed to transpose the form of games into fiction — to provide this very lightly remediated experience of reading a book so that it feels like you’re playing a game.

The last thing you want to do is create a watered-down experience of gaming in a text. A book should still work as a book. It’s the usual difficulty of writing about other mediums; there’s that old chestnut that writing about music is like dancing about architecture. But there are special considerations for how to write about any form in a way that conveys deep presence and vividness comparable to the experience itself.

GO: When you’re writing about games in one form or another, do you find you prefer to write for someone who is like you — very interested in both writing and video games — or is your preference for someone in that liminal space somewhere between them?

TT: I approach it as I do with all my creative writing, which is to write for the audience of Tony. That frees to me to write things irrespective of their publishability. Right now I’m working on a long essay about Metal Gear Solid  — the whole series. That’s between ten and twenty games, depending on which ones you call canon. The dialogue alone stacks up to something like sixty thousand words each. And the companion synopsis is almost three thousand words. I’m just trying to make points about the series that haven’t been made before. Would Kill Screen or The New York Review of Books ever run that? Hell to the fuck no.

essay for games

If writers keep doing this, eventually there will be a readership equipped to deal with it. For the longest time there have been really smart people playing video games and wondering where all the good criticism was. It’s a discoverability issue, to a certain extent. There’s so much good writing out there about games, but most games-writing outlets cater to fairly niche perspectives. Action Button is extremely good, irreverent creative criticism, probably my favorite. Five Out of Ten is academically oriented, Kill Screen is mainstream journalism. What I want is long-form literary criticism. But writers should just write what they want to read. The body of work will be there and the audience will follow it. The Field of Dreams approach.

GO: You said earlier (and you’ve also mentioned it in your Playboy interview) that the discourse around games is toxic and partisan. Are you talking about within or outside of the gaming community?

TT: All of it. Partisan lines have been drawn within it for purposes far beyond aesthetic disagreement. In part because so much of this discourse occurs in a medium where people are not held accountable for their words, i.e. on the internet.

GO: How does that compare to conversations within the literary community? You’ve written before, for instance, about the MFA vs. NYC debate .

TT: I want to do my part to de-estrange gaming discourse. Not de-stigmatize or demystify, but de-estrange. This cancerous shit happens everywhere — it just happens in a spectacularly aggressive and organized way in gaming.

GO: When you’re not actually writing about video games, what place do they hold in your life? Are they the stress relief at the end of the day, the reward after two hours of writing? Or something you try to avoid when you’re in the middle of a big project?

TT: I’ve played video games since I was three years old. I have loved video games a lot longer than I’ve loved literature — which is not to say more. Actually… yeah, probably more. It just so happens that I’m a writer. I don’t feel the guilt that some people do who, even if they enjoy gaming, approach it feeling as if it’s a waste of time, or a form of entertainment which takes them away from their “real life.” You wouldn’t condemn a cineaste or a lover of literature. But a fug of non-respectability still attends video games.

That said, the reward mechanisms in most games are designed to get you hooked in cognitive motivational ways that don’t apply to most literature. So it’s absolutely possible for games to displace other things that you would want to do just as much. I don’t struggle to fit them into my life, but I probably would, if my life consisted of much more than just teaching and writing.

GO: I suppose I was thinking more about the effect on your mental state. For instance, I have to save video games for the end of the day, because I have a hard time going from the almost meditative state of game-playing into writing. How does it fit in, not in the sense of time but in how it interacts with your ability to produce writing afterwards?

TT: If a visual narrative enters my head before I start writing, it’s enormously difficult to pull myself back into writing. A huge amount of psychic inertia has to be overcome to transition from consuming a narrative to assembling one. I have a lot of wacko bird theories as to why. Perhaps language is such an information-poor medium that it demands a sparseness of input, so that you can have room to envision or create new stuff in your head. Maybe the act of viewing, which puts you in the posture of evaluation and judgment, beefs up the inner critic that makes it hard to write. That’s all pure superstition, I have nothing to base that on.

GO: What about when it comes to the type of video game? You’ve mentioned playing DotA 2 in other interviews, which is very different from more narrative-heavy single player games. In the middle of a big writing project, do you find yourself drawn more to one type of game over another?

TT: With the caveat that writers are the worst self-appraisers, I’ll say that I have not noticed any influence from the type of games I’m playing on what I write. I think games engage an entirely different part of my brain, which might also account for the difficulty I have toggling between those two modes. That said, I think longer games can work like long books — immersively — where you have to pinch your nose and take a deep breath before plunging into the Neapolitan books and it just becomes the medium you swim in for months. Some games demand a higher or more frequent degree of engagement to get any kind of nuance at all. You can play a thousand hours of DotA 2 , without coming anywhere near understanding it.

essay for games

GO: How does that compare to the relationship between reading and your own work? Do you avoid other people’s writing when working, or do you keep books on your desk for the sake of referencing them?

TT: I do. I try to keep a messy puddle of books around my work area, in case I want to steal something from somebody else. But I Google as much as I refer to other books. I don’t disconnect from the internet when I’m writing, like some writers who have this almost mystical anathema against technology. I generally find I benefit from my procrastination.

You can have a rom-com game, a campus game, an adultery game, or a boring-but-important game that will get taught in high schools circa 2110.

GO: You referred to language as being information-poor a minute ago, which reminds me of the AGNI essay you wrote on boredom. The thesis of that essay was basically that boredom in literature is okay. Can you also apply that idea to video games? Can there be meaningful or productive boredom while playing, through the act of repetition, for instance? I just played Her Story, which I know you enjoyed, and while it has a super interesting story you have to slog through a certain amount of repetition to get to it.

TT: The democratization of game creation is producing a wider range of games, like the Super 8 camera did with film. You can have vignette-style games like Nina Freeman’s —  Cibele , how do you Do It? , Freshman Year , etc. You can have “walking simulators” that are almost purely meditative, like Gone Home , Firewatch , or Dear Esther . I just saw a piece on a game based on Thoreau’s Walden .

essay for games

The impulses and tendencies that make people want to create literature are present. It will happen more as people are able to do what they want to do, without enormous corporate financial support or even crowdfunding, which, to an extent, just moves the bottom line to having to be crowd-pleasing. Games can be plenty boring in spite of themselves, even if that’s not what they’re trying to do. It’s a cliché by now to point out that the most time investment-heavy games like World of Warcraft consist largely of “grinding.” Or, if you play something like DotA 2 , queuing for a game.

GO: For DotA 2 you also have to spend a lot of time reading up on viable builds. Work that’s not in actually playing the game.

TT: Yes, although I will say that that intellectual work doesn’t feel like tedious labor to me. I have fun looking up builds. The deep strategy and understanding are coextensive with the pleasure of playing the game.

Moments of boredom are built into games for reasons that range from comedy to suspense. I think a lot about the moment in Final Fantasy VI where you’re directed to just wait at the edge of a floating continent for a character to come along. On the one hand you’re sitting watching a clock tick down. On the other hand, it’s extremely tense.

Contrasting aesthetic effects in games to those in other media is not always productive, because it’s like playing Twenty Questions. Can games do X like books? Can games do Y like films? In the same way we should assume games are art, and that there’s an audience out there hungry to make something of them, we should assume that games can do anything. You can have a rom-com game, a campus game, an adultery game, or a boring-but-important game that will get taught in high schools circa 2110.

GO: I go to these academic conferences where a similar conversation is happening among professors who write in the field of gaming studies. Some bring in literary and film theory, and try to lay that on top of video games, while others reject that. The tools and the language are already there from other fields, so it seems easy. On the other hand, it can be kind of reductive, and perhaps prevents you from having the more meaningful conversation.

TT: Right, or even just the conversation you’re trying to have. There are also those efforts to create a language around game studies, partly I think try to legitimatize it in the eyes of the academy. You get people going on about the Ludologists versus the Narratologists, about ludonarrative dissonance, copping these quasi-academic terms. I can see the point of systematizing things, but my favorite criticism helps you not to just describe and understand, but to enjoy stuff more.

GO: How much do you worry about the effect that being an “out” gamer will have on your literary career?

TT: If I were bashful or coy about my love of video games I wouldn’t do this interview. The same goes for pornography or television. Even the language of being “out” implies a political and social pressure or an importance that just doesn’t exist. I’d hate to believe that being a writer means living in a constant state of deposition, publicizing everything you do, think, or feel. The fact that I like video games isn’t interesting. Video games are interesting. I love talking about them with smart people, both within and outside of gaming culture. But I’m also perfectly happy to be left alone with them.

GO: Do you hope there’s a day around the corner where a game developer decides to make a narrative-heavy game like Life is Strange , Her Story , or Kentucky Route Zero , and they look at a list of literary authors to figure out who should write it?

TT: Not at all. I believe that I can do a lot of things in writing, but I haven’t felt an urge to create a video game since the third grade. It’s always good to have some kind of interest that is totally pure, where you’re going to be an eternal fan, because sausage-making can disillusion you fast. If part of the charge of art comes from mystique or sheer baffled admiration, that’s something I want to preserve in at least a few departments of my life.

GO: As a writer, you’re expected to be both a creator and a thoughtful critic as well. It seems like once you publish a book, there is an expectation that you’ll be reviewing or blurbing for other books for the rest of your life. How does your approach to writing about literature differ from your essays on games?

TT: I review books as a practitioner; I know what goes into putting one together, so I can pan one that isn’t well-made. I write about games as an appreciator, in that I want to take something I like and enlarge people’s sense of pleasure or wonder at it. This doesn’t mean that I can’t be critical of a game. I have negative things to say about everything. But because I’m not highly qualified to trivialize or disparage a game on the level of craft — for instance, a sunbeam in a video game might look shitty and aliased because of technological or budgetary constraints that I’m not aware of — my main task is to study its narrative and to add value.

GO: You’ve been thinking about games critically for a long time. I read that you wrote your theses — both in undergrad and for your first master’s degree — on video game interaction. What were you looking at in those?

TT: I majored in something called Symbolic Systems, which would be called cognitive sciences anywhere else. They add linguistics and philosophy to the standard curriculum of formal logic, computer science, and cognitive psychology. I applied the extremely specific language of human-computer interaction studies to video games. So I wrote pretty dry literature surveys of game-writing and interaction theory, and how the latter could be applied to the former.

One was about game controller design, which ended up anticipating the Nintendo Wii controller by a couple of years. I talked about the potential for modular design and gestural input. The second thesis was about menus. They’re the basis of turn-based RPGs, and in games their definitional boundaries are weird. Take the Warp Zone Pipes in Super Mario Brothers . You go over a ceiling and drop into a room where you’re invited to select one of three pipes to go through. It is very clearly a menu, where you’re selecting one of three options, but it’s also a part of the action.

God, I sound so stoned when I talk about this.

essay for games

GO: I hate to keep mentioning Her Story , but I just started it today. In that game, the user interface also has this blurry boundary. You read a ReadMe file to learn how to use the system, but that’s all part of the in-game computer you interact with as part of the story.

TT: Yeah, it’s brilliant. Any computer interaction can be extrapolated into a game premise. Here it’s basically Database Search: The Game, but it’s fun and well written. To analogize with literature, there are plenty of stories whose premise comes from its formal conceit. My favorite is “ Going for a Beer ” by Robert Coover. He takes a simple sentence gimmick — where two things that happen at different times are written as though they’re simultaneous — and it becomes the conceit of the story. The story is, “what if your life was composed of moments with endings and beginnings but no middles?”

GO: Form matching content. That happens in all types of art, right? There was a piece on Hamilton which pointed out that, as the first half progresses, the Marquis de Lafayette’s rhymes get denser and faster, coinciding with him being in America and increasingly speaking English. The music reflects the plot.

TT: Form generating content, I would say. It’s a classical idea. Sometimes it’s done very explicitly, like with Oulipo. It can be super corny, but it’s a dependable source of inspiration.

It’s Tristram Shandy-levels of batshit.

GO: Going back to your idea for a game-writing website, were you imagining a place that just collected the kind of long-form writing you want to see, or were you also imagining a community that would be built around it?

TT: I am not too concerned with building community. The idea was simply to get critical essays on games­ — not fiction, poetry, reviews, or personal essays, but literary analysis. Like the essay I’m working on about the Metal Gear Solid series… So many of the male characters lose their hands and are sterile and have daddy issues and misinterpret the will of one female character, The Boss. Aside from the glaring Freudian overtones, what’s that about? This is not stuff that figures into the plot as it plays out, but is something that I think screams out for conversation.

GO: I was a Nintendo kid and then jumped to PC gaming, so I never got into the Metal Gear  games.

TT: It’s like the Infinite Jest of games. As far as I know, it’s the longest continuous scripted narrative in games. You can make a strained case for things like Zelda or Metroid , but this is the most sustained vision from an auteurist figure, Hideo Kojima, and it’s just bonkers. It’s Tristram Shandy -levels of batshit.

GO: Well, that sells it. I now have to ask the big, speculative question, since you just called it the Infinite Jest of games. What do you think David Foster Wallace’s writing would have been like, had he been obsessed with video games rather than television?

TT: This question is so enormously counterfactual it might as well be a novel. The guy was hugely tech-avoidant. He typed with one finger on an old computer. But games seem very contiguous with his concerns in Infinite Jest . Though who’s to say Virginia Woolf wouldn’t have also gotten equally invested in games? Wallace is a gimme because of the technological overlap, but to me the more interesting speculative question is, What would a game written by P.G. Wodehouse be like? I want to see an essay on  that .

How to Have Fun Destroying Yourself: An Interview with Tony Tulathimutte, Author of Private Citizens

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Persuasive Essay: Video Games

Teenagers today often spend a great deal of time playing video games. These games are fun and engaging and young people often feel like playing games is a great thing to do in their spare time. However, you shouldn’t spend too much time gaming and there are a number of reasons for this: it’s unhealthy, you should spend more time studying, and you need to socialize more.

The primary reason to cut down on gaming time has to be that youths that spend a long time on computers and games consoles are often not getting enough exercise. With high obesity rates, it’s very important for young people to spend as much time being active as possible, especially since studies show that people who are overweight during childhood and adolescence are far more likely to become overweight adults than those of a healthy weight when they’re young. There is just as much, if not more, fun to be had in getting out and about and being active. This doesn’t have to mean going for long runs if that’s not your thing; team sports are both fun and great exercise. Dance or fitness classes are also a good option for those not into sports.

Secondly, getting a good education is that best thing that you can do for your future. If every teenager cut down on their gaming time by 30 minutes per day and used this time to study, the whole of that generation would achieve better results and be more likely to have the career that they want. With education, you get out what you put in, so it’s really up to you to put in the additional effort. If you want to go to a good college, extra study in your own time will be completely vital, but gaming can reduce your concentration span and make this more difficult.

The third main reason that playing video games too often is that it’s no good for your social skills. Some teenagers may argue that because they can now play their games online with friends, they are socializing in their own way. However, you can’t beat face-to-face contact, and if you want to succeed in interviews and build good relationships in later life, you need to develop some proper communication skills. This shouldn’t be a chore, or difficult, because hanging out with friends is far more fun than sitting indoors playing on games all day anyway!

In conclusion, there can be no doubt that spending too much time gaming isn’t good for you. You don’t have to stop all together, but it’s all about moderation. Cut down and allocate your additional free time to doing things that are good for you, and you definitely won’t regret it in later life.

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100 Video Games Argumentative Essay Topics For Students

Dec 27, 2022 | 0 comments

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Dec 27, 2022 | Topics | 0 comments

Video games have become a pervasive part of modern culture, with people of all ages playing various games on various platforms. As such, they have become a popular topic for argumentative essays. Here are potential video games argumentative essay topics you can use in writing your essay on video games:

Video Games Research Paper Topics For Students

Table of Contents

Best Video Games Essay Topics

  • Do video games cause violence?
  • Are video games a form of art?
  • Can video games be used for educational purposes?
  • Do video games have a positive or negative impact on mental health?
  • Are video games harmful to children?
  • Do video games contribute to the objectification of women?
  • Can video games be used to promote social change?
  • Do violent video games desensitize players to violence?
  • Do video games contribute to the development of addictive behaviors?
  • Can video games be used to improve hand-eye coordination and spatial awareness?
  • Do video games contribute to the sedentary lifestyle of young people?
  • Can video games be used to improve problem-solving skills?
  • Do video games contribute to the development of social skills?
  • Can video games be used to improve memory and cognitive function?
  • Do video games contribute to the development of aggressive behavior?
  • Do video games contribute to the development of anti-social behaviors?
  • Do video games contribute to the development of attention deficit disorders?
  • Can video games be used to improve decision-making skills?
  • Do video games contribute to the development of mood disorders?
  • Can video games be used to improve language skills?

Interesting Video Games Argumentative Essay Topics

  • How have video games evolved?
  • How do video games reflect societal values and beliefs?
  • What role do video games play in shaping cultural identity?
  • How have video game graphics improved over time?
  • How have video game storylines evolved?
  • How have video game controls evolved?
  • How have video game genres changed over time?
  • How have video game platforms changed over time?
  • How have video game marketing strategies changed over time?
  • How have video game rating systems changed over time?
  • Do violent video games increase the likelihood of aggressive behavior in players?
  • Do violent video games increase the likelihood of violent thoughts in players?
  • Do violent video games increase the likelihood of violent behavior in players?
  • Do violent video games increase players’ likelihood of aggressive behavior when combined with other risk factors?
  • Do violent video games increase the likelihood of aggressive behavior in players when played for long periods?
  • Do violent video games increase players’ likelihood of aggressive behavior when played by certain individuals, such as those with a history of violence or aggression?
  • How do violent video games compare to other forms of media in terms of their impact on aggressive behavior?
  • How do violent video games compare to other forms of media in terms of their impact on violent thoughts?
  • How do violent video games compare to other forms of media in terms of their impact on violent behavior?
  • How do the themes and storylines of violent video games impact players?

Simple Video Games Argumentative Essay Topics

  • Do early exposure to video games have a lasting impact on players?
  • Does early exposure to video games impact the development of cognitive and social skills in children?
  • Does early exposure to video games impact the development of aggressive behavior in children?
  • Does early exposure to video games impact the development of attention deficit disorders in children?
  • Does early exposure to video games impact the development of mood disorders in children?
  • What are the potential future developments in the video game industry?
  • How will advances in technology impact the future of video games?
  • How will the rise of mobile gaming impact the future of the video game industry?
  • How will the rise of virtual and augmented reality impact the future of video games?
  • How will the rise of streaming services impact the future of video games?
  • How will the rise of e-sports impact the future of video games?
  • How will the rise of social media and online communities impact the future of video games?
  • How will the changing demographics of video game players impact the future of the industry?
  • How will the changing role of video games in popular culture impact the future of the industry?
  • How will the increasing trend toward free-to-play games impact the future of the industry?
  • How will the increasing trend toward in-game microtransactions impact the future of the industry?
  • How will the increasing trend toward digital downloads impact the future of the industry?
  • How will the increasing trend toward subscription-based models impact the future of the industry?
  • How will the increasing trend toward cross-platform play impact the future of the industry?
  • What are the potential negative impacts of video games on public health?

Video Games Argumentative Essay Topics for High School

  • Do video games contribute to developing poor eating habits in young people?
  • Do video games contribute to the development of sleep disorders in young people?
  • Do video games contribute to developing young people’s eye strain and vision problems?
  • Do video games contribute to the development of carpal tunnel syndrome and other hand injuries in young people?
  • Do video games contribute to developing neck and back pain in young people?
  • Do video games contribute to the development of hearing problems in young people?
  • Do video games contribute to the development of obesity in young people?
  • Do video games contribute to the development of stress and anxiety in young people?
  • What are the potential positive effects of video games on public health?
  • Can video games be used as a form of physical therapy?
  • Can video games be used to improve social skills and communication skills?
  • Can video games be used to improve mental health and well-being?
  • Can video games be used to improve physical fitness and health?
  • How do video games impact youth violence?
  • Do video games contribute to the development of aggressive behavior in young people?
  • Do video games contribute to the development of anti-social behaviors in young people?
  • Do video games contribute to developing attention deficit disorders in young people?
  • Do video games contribute to the development of mood disorders in young people?
  • Do video games contribute to the development of risky behaviors in young people?
  • Do video games contribute to the development of risky attitudes in young people?

Video Games Argumentative Essay Topics for College

  • Do video games contribute to the development of substance abuse in young people?
  • Do video games contribute to the development of self-harm in young people?
  • Do video games contribute to the development of bullying in schools
  • What are the potential benefits of video games for youth?
  • Can video games improve young people’s teamwork and collaboration skills?
  • Can video games be used to improve leadership skills in young people?
  • Can video games be used to improve creativity and innovation in young people?
  • Can video games improve young people’s critical thinking and problem-solving skills?
  • Can video games be used to improve young people’s social and communication skills?
  • Can video games improve mental health and well-being in young people?
  • Can video games improve physical fitness and health in young people?
  • Can video games be used to improve academic performance in young people?
  • Can video games be used to improve career opportunities and job skills in young people?
  • Do playing violent video games lead to an increase in real-world violent behavior?
  • Do violence in video games contribute to the normalization of violence in society?
  • Do video games affect or can influence players’ attitudes and beliefs?
  • Is it ethically justifiable for video game developers to create and sell violence and violent video games?
  • How do the themes in video games impact players’ attitudes and behaviors?
  • How has the history of video games reflected and influenced societal values and beliefs?

Wrapping Up

In conclusion, video games have become a central part of modern culture, with people of all ages playing various games on various platforms. As such, they have become a popular topic for argumentative essays , with a wide range of potential topics to explore. While there are valid arguments on both sides of many of these topics, it is clear that video games are a complex and multifaceted topic that will continue to be the subject of debate and discussion for years to come.

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Essay-Writing Games

Deanne lachner.

Flat screen tv between computer monitor on desk and books on shelves.jpg

A standard essay contains five paragraphs: an introduction, three supporting paragraphs and a conclusion. Students learn this format as early as elementary school and, with the heavy reliance on standardized testing, they are increasingly taught only this format for writing. Creativity can quickly become stifled by formulaic writing. Bring some fun back into writing by showing your students that essays can vary from the standard format, contain interesting introductions and details that delight readers, and end up being fun--rather than boring--to write. The key to reigniting your students' interest in the essay is to introduce essay-writing games.

Explore this article

  • Draw My Monster: Descriptive Essay
  • Persuade Me: Persuasive Essay
  • Guess Who I Am: Narrative Essay

1 Draw My Monster: Descriptive Essay

Perfect for middle school writers, the "Draw My Monster" game teaches kids the value of details in their descriptive essays. First, have each student draw a monster on a sheet of 8.5-by-11-inch paper. The monster should be drawn in color with the silly eyes, nose, mouth, ears, arms and legs of the student's choice. Tell the students not to show their monsters to anyone else yet. Next, the student must write a descriptive essay about the monster, going into enough detail that when another student reads it, she can recreate the monster on her own. Tell students to describe everything carefully, such as size, color, number of arms and legs, and the expression on the monster's mouth. To practice organization, have students describe the monster from top to bottom. Now comes the fun part--pass the essays around randomly to the other students in the room. Each student will have one essay (not his own), a piece of blank 8.5-by-11-inch paper, and colored crayons or markers. The students are to read the essays and recreate the monsters as described. Once the students are finished, they should find the original writer of the essay, compare monster drawings and see how well they did--both describing the monster and recreating it. Display the work on a bulletin board or wall, placing the essay on top and both the original and recreated monster drawings below it. Choose an outside judge or have students judge which monster drawings are the most similar, presumably because the essay written contains the best detail. Award a prize, such as a free homework pass or a monster pencil and eraser.

2 Persuade Me: Persuasive Essay

Teenagers naturally feel that school is unfair, teachers are mean and parents don't understand them. Here's their chance to persuade one person--their teacher--to change something. Tell the teens that they are going to write persuasive essays about something they'd like to change in the classroom environment. Give them examples of things that are changeable, such as policies, classroom assignments, seating charts and novels studied, for example, and others that aren't, like homework requirements, grades and school rules, for instance. Ask them to write a persuasive essay, with the teacher as the audience, advocating for a specific change in the classroom. Go over the elements of a good persuasive essay before setting them loose to write their own. When the essays are finished, go through them and choose the best 10 (or more--your choice). Ask an independent judge (another English teacher or a writer or businessperson in your community) to choose the essay that makes the most persuasive argument. Copy that essay for all students and use it as a teaching tool in class, analyzing the structure of the essay, its thesis, argument, supporting ideas and conclusion. As a "prize" for the author of the winning essay, institute the change requested in the essay.

3 Guess Who I Am: Narrative Essay

Elementary school students love to talk about themselves--it's their favorite subject. Have them "write what they know" while making a game out of it. Talk about the structure of a narrative essay and then ask each student to write a narrative describing a typical day. Tell them to include many details, but do not write in anyone's names--their own, a brother or sister, best friend--because the class is going to try to guess who wrote each narrative. The more detail they provide, the more likely the class will be able to guess the narrative's author. Once all students have finished their narratives, collect them, shuffle them and pass them back out. Each student will now read a narrative (not his own) and the class will guess who wrote it, based on the detail and the events in that student's typical day. The class must listen to the entire essay before guessing, and when the correct author's name is voiced, that student should stand up. This game works well during the second half of the school year, after the students have gotten to know each other well. They'll love learning new things about their friends while they are learning to write a detailed narrative.

About the Author

Deanne Lachner has been writing and editing fiction and nonfiction for more than 15 years. She has published articles in "Working Women," "Performance Magazine" and the "Direct Selling News." Lachner holds a master's degree in English from Texas Woman's University and is pursuing a second master's degree in instructional design and technology.

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Made by History

How the College Application Essay Became So Important

Board of Admissions examining applicatio

S chool is out and summer is here. Yet future high school seniors and their families are likely already thinking about applying to college — a process that can be as labor-intensive and time-consuming as it is confusing. Students submit SAT scores, grades, references, personal essays, and more, often without a clear sense of what counts most.

The challenges facing college applicants today aren’t new. For over a century, Americans seeking higher education have had to navigate complicated admissions requirements including exams and grades as well as qualitative metrics of assessment, such as references, interviews, and essays.

Collecting so much academic and personal information has given colleges and universities greater control over the kinds of students they admit. In the first half of the 20th century, this information was mainly used to bar some applicants based on race, gender, and religion. Since the social movements of the 1960s and 70s, however, it has been used to do nearly the opposite by expanding access to previously excluded groups. In this process, personal essays have been especially valuable for the unique insights they can offer into applicants’ backgrounds and perspectives. In the context of today’s narrowing national diversity agenda, they are key to promoting inclusion in American higher education.

In the late 19th century, college admission standards were relatively low in America, even at the “Big Three” private universities, Harvard, Yale, and Princeton. In an era when few Americans had more than an eighth-grade education, and even fewer could afford the cost of higher education, there was little competition for admission. Applicants needed only to pass subject matter exams, tests that were rudimentary and could be taken repeatedly until passed. Even those who failed their entrance exams might be admitted if they had elite standing and could pay tuition.

Read More: How to Talk About Race on College Applications, According to Admissions Experts

By the turn of the 20th century, however, demand for higher education was growing. Colleges worked intentionally to admit a broader range of students, dropping archaic requirements like knowledge of Latin and Greek that had previously barred all but the most privileged high school students from applying. More and more qualified applicants competed for fewer available spots, which meant that colleges and universities could be more selective. 

But with more applicants passing exams and earning entry to higher education, private universities became increasingly concerned about the demographics of their student bodies. By the 1910s, as immigration increased, and more public high schools were better preparing students of all backgrounds to meet private entrance requirements, rising numbers of Jewish students were landing spots at the historically Protestant and upper-class universities. With antisemitism on the rise, many private colleges adopted new metrics of admission that could be used to limit the number of “undesirable” students, especially Jewish ones. 

It was at this juncture that selective colleges introduced the application essay to assess students for the amorphous category of "fit." Applications in general became much more involved and intrusive. 

For instance, beginning in 1919, Columbia required prospective students to complete an eight-page form, submit a photo, list their mother’s maiden name, and provide information about their religious background. Even standardized tests could be used to screen students by cultural background. Early entrance exams were heavily biased toward American customs and colloquialisms, putting first-generation immigrants at a disadvantage.

In the wake of World War II, the passage of the GI Bill created a surge in demand for higher education across the country. Between 1950 and 1970, enrollment in colleges and universities in the U.S. nearly quadrupled. 

Although public and private universities expanded in response, they still came under new pressures to bolster selective criteria that would allow them to limit the growth of their student bodies. To ensure spots for students long considered the natural recipients of higher education — especially white, middle-class, Protestant men — private colleges continued to use quotas and other forms of preference such as legacy status to effectively limit the numbers of Jewish students, people of color, and women admitted. Meanwhile, admissions were far from need blind; applying for a scholarship could damage your chance of acceptance.

Public universities like the University of California, Berkeley charted a different course. In the post-war period, the UC system admitted all students who met basic requirements — graduation from an accredited high school along with a principal's recommendation, acceptance by exam, or completion of an Associate’s degree. But public universities now also faced more demand than they could accommodate. Indeed, the 1960s California Master Plan for Higher Education acknowledged that state universities, too, might well have to introduce a selective process for choosing applicants in the face of expanded access across much wider class, geographic, and ethnic backgrounds. 

By the 1960s, a selective application process became common across major private and public universities. But the social movements of the 1960s and 70s forced private universities to drop their formal practices of discrimination and changed the use of personal essays and other qualitative metrics of evaluation in the process. 

For the first time, in the 1960s, admissions officers at historically white and Protestant universities acknowledged that applicants’ academic profiles were deeply shaped by the opportunities — educational, economic, and cultural — available to them, and that these in turn were shaped by students’ race, ethnicity, and sex. 

While special considerations about background had once been used to systematically exclude minorities, in the 1960s they were invoked for the first time to do the opposite, albeit with some striking limitations. 

By looking at applicants from a comprehensive standpoint, which included these markers of identity, even the most selective private universities made major strides in achieving racial diversity in this period. They also dropped quotas and began to admit women on an equal basis with men. Class diversity, however, was another matter — to this day private universities continue to be comparatively socio-economically homogenous despite meaningful shifts in other areas. 

Since the 1970s, the admissions system has only grown increasingly competitive, with more students than ever before applying to college. That forced universities to choose between strong applicants while building their own brands and competitive profiles. This competitive environment has turned the college application essay into a particularly important vehicle in the admissions process for learning about students’ backgrounds and human qualities.

Read More: How the End of Affirmative Action Could Affect the College Admissions Process

In 1975, a small group of mostly East Coast colleges came together to form the Common App — today used by more than 1,000 universities. The Common App led the way in formulating what we now think of as the personal statement, aimed at understanding the inner world of each student.

For more than 50 years now, universities both private and public have evaluated essays for a range of qualities including leadership capacity, creativity, service to the community, and ability to overcome hardship, as part of their admissions decisions. The kinds of questions universities ask, the qualities they seek, and the responses they receive have changed many times and have been shaped by the cultural trends of our times. 

In 2021 for example, following the spread of a global pandemic, the Common App introduced a question about gratitude for the first time. And while the prompts remained unchanged following the 2023 Supreme Court decision in Students for Fair Admissions Inc. (SFFA) v. President & Fellows of Harvard College and SFFA v. University of North Carolina , which formally excluded race as a factor in admissions, universities began to read them for the role of race, ethnicity, and other identities in students’ profiles. In these and many other ways, the essay has only gained value as a way for students to explain the important ways their experiences and identities have shaped their academic profiles.

essay for games

Still, there have been calls to eliminate the college essay from admissions requirements from both the right and the left, as either frivolously inclusive, or potentially exclusionary. Now, at a time when there are major political constraints on supporting diversity and inclusion at the national level, personal essays give admissions committees important flexibility. They also allow colleges to evaluate students for underrated but essential intellectual and personal qualities hard to observe elsewhere, including the capacity for growth, self-reflection, and awareness of the world around them. 

The history of modern admissions shows how institutions of higher education have sought to engineer their classes, often reinforcing harmful racial, class, and gender hierarchies. There is little objectivity in the metric of “fit” that has shaped American admissions practices. But the Civil Rights era has had a powerful and long-lasting legacy in broadening access through an assessment of applicants that is attentive to identity. However flawed the system, the essay offers something no other metric can: an account of a student’s lived experience, in their own words.

Sarah Stoller is a writer and historian. She also tutors college essay writing.

Made by History takes readers beyond the headlines with articles written and edited by professional historians. Learn more about Made by History at TIME here . Opinions expressed do not necessarily reflect the views of TIME editors .

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Write to Sarah Stoller / Made by History at [email protected]

The Sunday Papers

Sunday’s are for being mildly optimistic about the future for a few short hours. Before something bad happens, let’s read this week’s best writing about games (and game related things!)

For The Baffler, Noah Caldwell-Gervais wrote about games that employ repetition, both cynically and transformatively.

This is just the era we live in, our own stagnant age in the Lands Between. With Disney and its subsidiaries sucking all of the air out of the room to repackage the same concept over and over, Hollywood has reached the stale conclusion that the same story can be told repetitively. The embrace of AI across multiple mediums just intensifies this dilution of what feels meaningful. The worst games have always felt like an uncritical amalgamation of what’s familiar and proven, and AI is a tool designed to manufacture nothing but the obvious and average. Books with no point and nothing to say because they have no lived experience behind them; music that sounds familiar but says nothing because the AI that made it has never experienced emotion; animation that is detailed but stilted and lifeless because all the AI knows how to do is copy the humans who have gotten it right. It is a crushing tidal wave of cheap slop, a response to the hunger for more content that makes content both infinite and empty, starving even as it feeds. The incentive to do something new, or take a risk, or ever definitively say “This experience is over now” is vanishingly small against the profits that come from cyclically remonetizing what is already familiar.

Ed Zitron wrote about shareholder supremacy, nihilistic capitalism, and the legacy of Jack Welch. It’s a massive read, but well worth it if, like me, you lack the words and historical context to articulate why these things make you angry. I’m still going to refuse to elaborate on my “men in suits bad” stance, though, because it annoys people.

The unique problem that Sundar Pichai and the rest of the rot barons currently face is that there aren’t any hyper-growth markets left, and they’ve been desperately adapting to that reality since 2015. So many promises — augmented reality, home robotics, autonomous cars, and even then, artificial intelligence writ large — never quite materialized into viable business units, making big tech that little bit more desperate. I have repeatedly and substantively proven that both Meta and Google made their products worse in pursuit of growth, and they’ve done so by following a roadmap drawn by Jack Welch, a sociopathic scumbag that realized that he could turn General Electric into a shambling monstrosity of a company that could shapeshift into whatever the street needed. And I believe that this same financial nihilism is what empowers people like Mira Murati and Sam Altman, but also millions more middle managers and absentee CEOs like the kinds I’ve been writing about for the last three years. Our economy is run by people that have never built anything, running companies that they contort to make a number go up for shareholders they rarely meet — people like David Zaslav, the CEO of Warner Brothers Discovery who intentionally chose to not release Coyote Vs. Acme, a fully-produced and ready-to-debut movie featuring Warner Brothers’ core brands, choosing instead to save money on its tax bill…. And where do you think David Zaslav gets his fucking management philosophy from? Huh? Can you guess? Can you guess who it might be?

For The Guardian, Julian Benson simulated a year in the UK under each party in Democracy 4.

At the start of each party’s term in parliament, I mirror the manifesto costings in tax cuts and spending increases as closely as possible. For the Conservative party, that means cutting national insurance contributions and civil service headcount across the state sector; for Labour, I implement tax policies that target the same people affected by the closure of non-dom loopholes and VAT on private schools; and for the Liberal Democrats, a major tax on banks, corporations, technology companies and the aviation industry coupled with massive investment in state health and welfare services. All the parties rely on £5bn or more raised from cracking down on tax avoidance. While that seems like a policy that would hit onlynthe very wealthy, in reality, according to the IFS , it would hit taxpayers at every level. I recreated this with a tax that hit the Everybody demographic, and I can tell you, they weren’t thrilled about it

Second Wind’s Sebastian ‘Frost’ Ruiz’s Cold Takes are always great, and this one was pleasingly inside-baseball. Here’s the last two minutes or so of Kerrang! TV. I agree with maybe a third of this review of Shadow Of The Erdtree , but god is it cathartic. Music this week is One More Day Won’t Hurt by Soft Play. Have a great weekend!

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International Conference on Victorian and American Myths in Video Games

Ever since Steven Russell, Wayne Wittanen, and J. M. Graetz, three MIT employees who fantasized about bringing Edward E. Smith’s (1890-1965) Skylark novels (1915-1966) to the big screen, developed Spacewar! (1961), one of the first digital games created and a clear inspiration for games that would be designed in the following decades, the game industry has grown exponentially. As Egenfeldt-Nielson et al. have stated (2024), “[i]n the historical blink of an eye, video games have colonized our minds and invaded our screens” (2). Digital games have burst into our television sets, portable computers, tablets, and smartphones, following us wherever we go, be it our homes, a friend’s party, or whenever we commute to work, immersing us in worlds increasingly more complex and realistic. Often (re)discovering and (re)defining symbologies, meanings, constructs, discourses and, as Bogost (2007) points out, conveying various ideologies, perspectives, and points of view, digital games have the potential to significantly operate social changes, as well as disturb and alter attitudes and beliefs about the world (ix). Additionally, instead of breaking with previous means of communication, video games function in a permanent dialect with them, remediating them, and, simultaneously, the myths to which they can allude. In the process, the myths themselves, succinctly defined by Slotkin (1973) as “a narrative which concentrates in a single dramatized experience the whole history of a people in their land” (269; Paul 29), are refashioned, and it is precisely this type of adaptability that explains myths’ longevity and endurance, as Paul (2014) stresses.

Among the myths revisited by digital games are those dominating the social, cultural, political, and religious discourses of nineteenth century England, in the period which came to be known as the Victorian Era. These include archetypal mythifications of the self that fall within the gender ideologies of the time – such as the angel in the house and the gentleman –, as well as preconceived notions of childhood that figured prominently in most artistic works within eighteenth century Romanticism, and which came to define the idealized figure of the Romantic child that so deliciously fascinated Victorian readers and consumers. The obsessive upholding of these myths, together with the sociocultural conventions that were associated with them, made for a particularly repressive society. The myth of the gentleman, “[v]aguely attached to a sense of personal improvement but essentially conservative in its allegiance to the existing social structure” (Moran 43), found its echo in the American myth of the self-made man. As for the angel in the house, conveniently mythicized after the publication of Coventry Patmore’s (1823-1896) poem “The Angel in the House” (1854), it justified and sustained the relegation of women to a secondary and passive role in Victorian society, as a number of prominent thinkers emphasized (such as John Ruskin) or criticized and condemned (namely Stuart Mill). The Romantic child, with its promised purity and divinity, served frequently as a refuge from the chaotic and oppressive daily life and, as such, functioned as a repository for the adults’ anxieties, fears, and fantasies. Neo-Victorian fiction has since demonstrated a peculiar interest in deconstructing and subverting Victorian myths, in an effort to represent marginalized and disempowered voices, new histories of sexuality, postcolonial perspectives, and other generally “different” versions of the Victorian (Llewellyn 165), thus carrying out a critical re-evaluation of this time period.

American myths are also often remediated by a plethora of video games of different genres, which clearly reference in various ways some of America’s foundational mythic narratives, tied to the project of American nation-building and to the discursive construction of a homogenous American national identity (Paul 12). Among these narratives are the myth surrounding Christopher Columbus (1451-1506), and the supposed “discovery” of the American continent by the Europeans in 1492, the myth of the Promised Land, inaugurated by the Pilgrims and the Puritans, the myth of the American West, with agrarianism and expansionism as its two basic tenets (Paul 314), and the myth of the self-made man, indissociable from the expression “from rags-to-riches”. All of them are subsumed under the umbrella myth of the American dream, as argued by Paul (2014), besides appearing under the arc of the dominant ideological paradigm in the history and practice of the field of American studies, namely American exceptionalism, which can be traced back to Alexis de Tocqueville’s (1805-1859) assertion that “the position of Americans was quite exceptional” (36; Paul 16, 13-14). Digital games, however, often establish a not so unproblematic relationship with the myths they refashion, and may celebrate them, validating the exceptionalist discourse and portraying the United States as a “predestined entity and (still) unfinished utopian project” (Paul 12), or even contest them, highlighting the voices of those excluded from the American foundational mythology (Paul 12) or debunking that same mythology entirely. Yet, in most cases, they do so simultaneously.

Hoping to address the ways video games revisit Victorian and American myths, this international conference aims to explore the intersections of game studies, literary studies, film studies, (neo-)Victorian studies, American studies, and myth criticism, among others. Taking place at Colégio Almada Negreiros, NOVA University Lisbon , between April 9-11, 2025 , it invites scholars to submit proposals for 20-minute presentations on the following (or other relevant) topics and fields of study:

  • Game Studies
  • Adaptation Studies
  • Media Studies
  • Digital Humanities
  • Visual Culture
  • Cultural Studies
  • Victorian Studies
  • American Studies
  • Transnational American Studies
  • Neo-Victorianism
  • Utopian and Dystopian Studies
  • Horror Studies and the Gothic
  • YA Studies and girlhood myths
  • Subversion and transgression
  • Steampunk, cyberpunk, and solarpunk
  • Retrofuturism and anachronisms
  • Apocalypticism, eschatology and posthumanism
  • Procedural rhetoric
  • Game-worlds and virtual landscapes
  • Worldbuilding and fantasy
  • Borders and frontiers
  • Player characters and NPC’s (non-player characters)
  • Player agency
  • Video games and/as mythmaking
  • Mytholudics
  • Gendered, ageist and ableist myths in video games
  • Victorian and/or American myths and archetypes
  • Victorian and/or American myths in contemporary discourses

The conference will feature the following Keynote Speakers:

  • Heike Paul (Friedrich-Alexander-Universität Erlangen-Nürnberg)
  • Barbara Braid (University of Szczecin)
  • Dom Ford (University of Bremen)

Proposals including 300-word abstracts (in English or Portuguese) and 150-word bio notes (besides the participant’s name, affiliation/s, and contact information) should be submitted to [email protected] until December 15, 2024. Notification of acceptance will be sent by January 12, 2025.

Find out more at the official website: https://vam2025.fcsh.unl.pt/

Accepted presenters will be required to register and pay the conference fee (please check Registration and fees page)

References:

Bogost, Ian. Persuasive Games: The Expressive Power of Videogames . The MIT Press, 2007.

Egenfeldt‑Nielsen, Simon, et al. Understanding Video Games: The Essential Introduction . Routledge, 2024.

Llewellyn, Mark. “What Is Neo-Victorian Studies?” Neo-Victorian Studies , Vol. 1, No. 1, Fall, 2008, pp. 164-185. < https://neovictorianstudies.com/article/view/315> .

Moran, Maureen. Victorian Literature and Culture . Bloomsbury Publishing, 2007. Paul, Heike. The Myths that Made America: An Introduction to American Studies . transcript, 2014.

Slotkin, Richard. Regeneration through Violence: The Mythology of the American Frontier . 1600-1860 . Middletown, Wesleyan UP, 1973.

Tocqueville, Alexis de. Democracy in America , edited by Daniel Boorstein, Vintage, 1990.

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10 Best Mac Games You Should Play in 2024

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1. Stardew Valley

Stardew Valley

2. Death Stranding Director’s Cut

Death Stranding Directors Cut

Death Stranding involves some combat, but your main task is to deliver the cargo of medicines and other supplies across the rocky countryside. It may sound mundane, but the dramatic sci-fi plot and 3D graphics make cargo delivery fun and rewarding, comfortably securing a spot in the best Mac games in 2024. For instance, you have to smartly control Sam as he walks, jumps, and paddles across the rocky terrain. If you’re a fan of action games, you must try the Death Stranding Director’s Cut sci-fi thriller on your Mac.

10 Best Mac Games You Should Play in 2024

4. Baldur’s Gate 3

 Baldur's Gate 3

5. The Sims 4 

The Sims is a sandbox game that’s full of surprises. It doesn’t give you a specific goal or task but allows you to build your communities of virtual people called ‘Sims’. You’ve got the freedom to simulate all sorts of different human beings, including LGBTQ+ people and disabled folks. Your job is to direct their actions to help them meet their goals. It’s utterly satisfying to watch how your curated groups are living their lives.

10 Best Mac Games You Should Play in 2024

6. Celeste 

Celeste Mac Game

7. Resident Evil 4

Resident Evil 4

To survive this daring rescue, you’ll need to use your limited resources. All kinds of powerful creatures will stand in front of you, making your survival even more challenging. It’s worth knowing that you can play a limited part of the base game for free, but you’ll have to go for the paid version to full complete access. All in all, Resident Evil 4 is one of the best Mac games you need to try right now.

8. Lies of P

Lies of P

9. Papers, Please

Papers, Please

10. Football Manager 2024

For all the football fans out there, Football Manager 2024 delivers the ultimate eSports gaming experience on your Mac. Today, there aren’t a lot of sports games available for Mac, but the Football Manager series is one of the long-standing supporters, and it’s now available on Apple Arcade as well. The game offers smoother animations, realistic physics, and improved lighting effects so you can enjoy a more realistic atmosphere. You get Soccer’s most dominant tactical styles at your fingertips and you can add a unique twist to them to climb the leaderboard.

Football Manager 2024

Kanika Gogia

Kanika has been a loyal iPhone user since 2014 and loves everything Apple. With a Master’s in Computer Applications, passion for technology, and over five years of experience in writing, she landed at Beebom as an Apple Ecosystem Writer. She specializes in writing How To’s, troubleshooting guides, App features, and roundups for Apple users to help them make the best use of their gadgets. When not writing, she loves to try out new recipes and enjoy some family time.

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Home — Essay Samples — Entertainment — Video Games — Video Games and Their Impact

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Video Games and Their Impact

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Words: 433 |

Published: Feb 12, 2024

Words: 433 | Page: 1 | 3 min read

References:

  • Barr, Matthew. “Video Games Can Turn University Graduates into Better Employees.” The Guardian, Guardian News and Media, 2019.
  • Etchells, Pete. “Five Damaging Myths about Video Games – Let’s Shoot ‘Em Up.” The Guardian, 2019.

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Florida prosecutors knew Epstein raped teenage girls 2 years before cutting deal, transcript shows

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FILE - This photo provided by the New York State Sex Offender Registry shows Jeffrey Epstein, March 28, 2017. On Monday, July 1, 2024, Florida Circuit Judge Luis Delgado released the transcripts of a 2006 grand jury investigation that looked into sex trafficking and rape allegations made against Epstein. (New York State Sex Offender Registry via AP, File)

FILE - Florida Gov. Ron DeSantis speaks at the Palm Beach Police Department, Feb. 29, 2024, in Palm Beach, Fla., just before signing a bill to release the transcripts of a 2006 grand jury investigation that looked into sex trafficking and rape allegations made against Jeffrey Epstein. On Monday, July 1, 2024, Florida Circuit Judge Luis Delgado released the grand jury transcripts. (Damon Higgins/The Palm Beach Post via AP, File)

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FORT LAUDERDALE, Fla. (AP) — Florida prosecutors knew the late millionaire and financier Jeffrey Epstein sexually assaulted teenage girls two years before they cut a plea deal that has long been criticized as too lenient and a missed opportunity to imprison him a decade earlier, according to transcripts released Monday.

The 2006 grand jury investigation was the first of many by law enforcement over the past two decades into Epstein’s rape and sex trafficking of teenagers — and how his ties to the rich and the powerful seem to have allowed him to avoid prison or a serious jail term for over a decade.

The investigations uncovered Epstein’s close ties to former President Bill Clinton and Britain’s Prince Andrew , as well as his once friendly relationship with former President Donald Trump and numerous others of wealth and influence who have denied doing anything criminal or improper and not been charged.

Circuit Judge Luis Delgado’s release of approximately 150 pages Monday came as a surprise, since there was scheduled hearing next week over unsealing the graphic testimony. Gov. Ron DeSantis had signed a bill in February allowing the release on Monday or any time thereafter that Delgado ordered. Florida grand jury transcripts are usually kept secret forever, but the bill created an exemption for cases like Epstein’s.

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The transcripts show that the grand jury heard testimony that Epstein, who was then in his 40s, had raped teenage girls as young as 14 at his Palm Beach mansion, often paying them so he could commit statutory rape or assault. The teenagers testified and told detectives they were also paid cash or rented cars if they found him more girls.

“The details in the record will be outrageous to decent people,” Delgado wrote in his order. “The testimony taken by the Grand Jury concerns activity ranging from grossly unacceptable to rape — all of the conduct at issue is sexually deviant, disgusting, and criminal.”

In 2008, Epstein cut a deal with South Florida federal prosecutors that allowed him to escape more severe federal charges and instead plead guilty to state charges of procuring a person under 18 for prostitution and solicitation of prostitution. He was sentenced to 1.5 years in the Palm Beach County jail system, during which he was allowed to go to his office almost daily as part of a work-release program, followed by a year of house arrest. He was required to register as a sex offender.

Criticism of the deal resulted in the 2019 resignation of Trump’s labor secretary, Alex Acosta, who was the U.S. attorney for South Florida in 2008 and signed off on the deal. A 2020 Justice Department investigation concluded that Acosta used “poor judgment” in his handling of the Epstein prosecution, but it didn’t rise to the level of professional misconduct.

The chief prosecutor in the Epstein case, former Palm Beach County State Attorney Barry Krischer, did not immediately respond Monday to an email and a voicemail seeking comment about the transcripts’ release.

Current Palm Beach County State Attorney Dave Aronberg, who was not involved in the investigation, said in a statement he is glad the records have been released. He said he has not yet read the transcripts, so could not comment on whether Krischer should have pursued a tougher prosecution of Epstein.

Brad Edwards, an attorney for many of the victims, said in a statement that the transcripts show that Krischer’s office “took the case to the Grand Jury with an agenda — to return minimal, if any, criminal charges against Jeffrey Epstein.”

“A fraction of the evidence was presented, in a misleading way, and the Office portrayed the victims as criminals,” he said. “It is so sad, the number of victims Epstein was able to abuse because the State carried water for him when they had a chance to put him away.”

Epstein’s estate is paying $155 million in restitution to more than 125 victims.

According to the transcripts, Palm Beach Police Detective Joe Recarey testified in July 2006 that the initial investigation began when a woman reported in March 2005 that her stepdaughter who was in high school at the time said she received $300 in exchange for “sexual activity with a man in Palm Beach,” Recarey testified.

Another teenager, whose name was redacted in the transcript, told detectives that she was 17 years old when she was approached by a friend who said she could make $200 by providing a massage at Epstein’s home.

At the house, when Epstein tried touching her, she told him she was uncomfortable. He then told her that he would pay her $200 if she brought “girls” to the house. “And he told her, ‘The younger, the better,’” Recarey said.

Over time she brought six friends to Epstein’s house, including a 14-year-old, and likened herself to Hollywood Madame Heidi Fleiss in October 2005 interviews, Recarey recounted.

When she brought over a 23-year-old friend, Epstein told her that the friend was too old.

“The more you did, the more money you made,” the detective said the teen told him. “She explained that there was going to be a massage or some possible touching, and you would have to provide the massage either topless or naked.”

Another teen testified she visited Epstein’s house hundreds of times in the early 2000s, starting when she was 16. She testified that Epstein paid her $200 each time she gave him a massage while naked, rented her a car and gave her $1,000 the time he raped her.

A 2005 police search of Epstein’s mansion found evidence supporting the girls’ testimony. Also, Epstein’s houseman told detectives that the teenagers who came to the mansion were “very young. Too young to be a masseuse.”

Epstein in 2018 was charged with federal sex trafficking crimes in New York — where he also had a mansion that was a scene of abuse — after the Miami Herald published a series of articles that renewed public attention on the case, including interviews with some victims who had been pursuing civil lawsuits against him. Epstein was 66 when he killed himself in a New York City jail cell in August 2019, federal officials say.

Delgado in his order wrote that the transcripts show why Epstein was “the most infamous pedophile in American history.”

“For almost 20 years, the story of how Jeffrey Epstein victimized some of Palm Beach County’s most vulnerable has been the subject of much anger and has at times diminished the public’s perception of the criminal justice system,” Delgado wrote.

Associated Press reporters Mike Schneider in Orlando, Florida, Curt Anderson in St. Petersburg, Florida, and Stephany Matat in West Palm Beach, Florida, Kim Chandler in Montgomery, Alabama, and Sudhin Thanawala in Atlanta contributed to this report.

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essay for games

Dean Cain On George Clooney’s Biden Essay: ‘Opens The Floodgates For Other People To Speak Out’

  • Fox Across America

Actor and filmmaker Dean Cain joins Fox Across America With guest host Todd Piro to share his reaction to fellow Hollywood star George Clooney penning a guest essay for  The New York Times , in which he calls on President Biden to exit the 2024 presidential race.

“When someone like George steps up and writes this letter, you know, George, is a brave guy. He’s not afraid to go against the grain at all. And this is very much going against the grain. I’m sure he’s consulted with plenty of folks about it and people that he knows, but, you know, him doing that, it kind of breaks open the floodgates because he is a darling of the left and a darling, you know, great actor. I like George very much a great guy, so funny. Great guy. So he’s a darling of the left, and he’s a big he’s a big, big. He’s an A-list, you know, 800 pound gorilla. And if he says something, it opens the floodgates for everybody else to go ahead and say it now. It’s okay to say it now. George said it so we can say it and we won’t get canceled.”

Dean also tells Todd about the new Fox Nation special, “Final Take: Alec Baldwin and the Rust Shooting”. To hear what else they discussed, listen to the podcast!

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Barred Raptors player Jontay Porter will be charged in betting case, court papers indicate

Lawyer said in june athlete was getting treatment, co-operating with law enforcement.

Former Toronto Raptors centre Jontay Porter and Denver Nuggets guard Jamal Murray are shown standing on the court during a March 11, 2024 NBA regular-season game in Colorado.

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Former Toronto Raptors player Jontay Porter will be charged with a federal felony connected to the sports betting scandal that spurred the NBA to ban him for life, court papers indicate.

Federal prosecutors in Brooklyn, N.Y., filed what's known as a criminal information sheet on Tuesday. The document doesn't specify a court date or the charge or charges, but it does show the case is related to an existing prosecution of four men charged with scheming to cash in on tips from a player about his plans to exit two games early.

The Associated Press sent voice and email messages Wednesday to Porter's St. Louis-based lawyer, Jeff Jensen. He said last month Porter had been "in over his head due to a gambling addiction" but was getting treatment and co-operating with law enforcement.

Brooklyn U.S. Attorney Breon Peace's office declined to comment on the new developments.

An NBA investigation found in April that Porter tipped off bettors about his health and then claimed illness to exit at least one game, creating wins for anyone who'd bet on him to underperform expectations. Porter also gambled on NBA games in which he didn't play, once betting against his own team, the league said.

The four men charged last month appeared in court but haven't yet entered pleas. They're charged with conspiracy to commit wire fraud and were released on bonds in various amounts.

  • OPP launch investigation into Jontay Porter betting scandal

A court complaint against those four — Ammar Awawdeh, Timothy McCormack, Mahmud Mollah and Long Phi Pham — accused them of using prior knowledge of an NBA player's plans so that they or their relatives could place winning bets on his performance.

The complaint identified the athlete only as "Player 1," but details — and even a quote from an NBA press release — matched up with the league's probe into Porter.

WATCH | CBC Sports discusses Porter's NBA's ban:

essay for games

Toronto Raptors centre Jontay Porter banned from NBA after betting on games

According to the complaint, the player owed "significant gambling debts" to Awawdeh, who encouraged the athlete to settle them with a "special": intentionally exiting games so that bettors in the know could successfully wager on him falling short of what sportsbooks figured he'd do.

"If I don't do a special with your terms. Then it's up," the player responded in an encrypted message early this year, according to the complaint. "And u hate me and if I don't get u 8k by Friday you're coming to Toronto to beat me up."

The player told some of the four already-charged defendants that he would claim health problems to take himself out of games early on Jan. 26 and March 20, the complaint says.

  • Analysis Lifetime bans and careers in tatters — recent sports betting scandals show fringe players are vulnerable
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Porter played only briefly on those dates before leaving the court, complaining of injury or illness. In both games, his points, rebounds and assists were below the betting line for his performance.

Mollah, McCormack and a relative of Awawdeh had bet the "under" and made out, though a betting company ultimately stopped Mollah from collecting most of his more than $1 million US in winnings on the March 20 game, according to the complaint.

After the NBA and others began investigating, the player messaged Pham, Mollah and Awawdeh that they "might just get hit w a rico" — an apparent reference to the common acronym for a federal racketeering charge — and asked whether they had deleted "all the stuff" from their phones, the complaint notes.

The complaint said the player had spoken with authorities in hopes of earning "leniency at sentencing in the event he is criminally charged," but it didn't say when the conversation or conversations occurred.

Porter's salary for this year was around $410,000. The 24-year-old averaged 4.4 points, 3.2 rebounds and 2.3 assists in 26 games this season, including five starts. He also played in 11 games for the Memphis Grizzlies in the 2020-21 season.

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  • Fourth man charged in gambling scandal that ended Jontay Porter's NBA career
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  • New York man charged in betting scandal that led to ex-Raptor Jontay Porter's NBA ban

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Guest Essay

The Key to Longevity Is Boring

A photo illustration of a bearded man in workout clothing looking at a tablet stretching to infinity and labeled “To Do List” with beams of sunlight coming down on him.

By Brad Stulberg

Mr. Stulberg is the author, most recently, of “Master of Change: How to Excel When Everything Is Changing — Including You.”

The other day, someone at my gym approached me and lamented that he could spend nearly every waking hour of his life executing the countless viral health and longevity recommendations popularized by internet influencers and podcast hosts, and he’d still feel that he is falling behind.

He was alluding to a complicated and often contradictory menu of “biohacks” (shortcuts for improving our biology, all of which lack scientific rigor) and “protocols” (highly specific regimens for exercise, sleep and nutrition). In this era’s search for eternal youth, there are supplements, green powders , cold plunges , the supposed benefits of low-angle morning sunlight , continuous glucose monitors for non-diabetics, box breathing , the proposed benefits of rapamycin (a drug originally used in organ transplants being adapted for longevity), and countless restrictive diets that range from avoiding seed oils to becoming aware of the “hidden dangers” in fruits and vegetables to shunning nearly everything but meat .

While obsessions with health and longevity have long dogged humanity, this latest version is intensified by an ecosystem in which influencers and podcasters profit from our attention and quest for health by getting sponsorships from supplement companies, sleep trackers and other pseudoscientific wellness products. In 2016 the global supplement market amounted to $135 billion. Today it’s ballooned to $250 billion. That figure is projected to hit nearly $310 billion within the next four years.

Some of these interventions have limited uses, while others range from the absurd to the truly harmful. It’s a shame that people are spending their money and energy on such things — even more so because the key to a longer, healthier life is no mystery.

Research has long shown that health and longevity comes down to five fundamental lifestyle behaviors: exercising regularly, eating a nutritious diet, eschewing cigarettes, limiting alcohol consumption and nurturing meaningful relationships.

This stuff is simple, somewhat boring and harder to make money off of than trendy supplements, complex-sounding theories and new gadgets — but it’s what actually works.

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  1. Essay on Games

    The essay on games is an article that explains why playing indoor games is vital for the development of kids in their early years. Indoor games are essential for kids who spend a lot of time indoors. There are many benefits to playing these games, like improving a child's vision and developing memory skills. These skills help them in academics.

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    If you are writing essays about video games, check out our guide to inspire your writing. Few can contest the fact that video games have taken over the world. From the basic, almost "primitive" games of the 1970s like Pong to the mind-bending virtual reality games of the 2020s, they have been a source of entertainment for all. Moreover ...

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    Long Essay on Video Games is usually given to classes 7, 8, 9, and 10. Video games have undeniably become an imperative part of most of our life, either as a form of entertainment and even hobby. Video games came into existence through the invention of the Cathode Ray Tube Amusement Device by Thomas T Goldsmith Jr. and Estle Ray Mann in 1947.

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    Choosing the right essay topic is crucial, and for students who love video games, it's an opportunity to combine their passion with academics. In this article, we'll explore a variety of exciting and various video game essay topic ideas for students of high school and college. This blog includes argumentative, analytical, persuasive and ...

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    Talk about an incident of harassment that you witnessed when playing online video games. Write essays on violence in gaming and the impact of that in early dating relationships. Expository Essays on The Social Impact of Video Gaming. Write a short essay on the impact of video gaming on health and wellness.

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    Introduction. "Video games foster the mindset that allows creativity to grow", said Nolan Bushnell. Video games, a highly debated subject for many parents, have been the subject of social stigmas for a long time. Many believe that video games do more harms than goods, and waste precious time for kids and adults alike, time that could be ...

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    250 Words Essay on Video Games Introduction. Video games, a form of interactive entertainment, have evolved dramatically from their rudimentary origins in the 1970s. They have penetrated almost every aspect of modern society, becoming a significant part of our culture and a powerful force in the entertainment industry. The Evolution of Video Games

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    A review published in the American Psychologist highlighted the potential of video games to provide cognitive and emotional benefits, particularly in the realm of mental health. This suggests that video games can have a constructive impact on individuals' well-being, challenging the prevailing narrative of their negative influence.

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    If video games and the health risks associated with them are a topic you have to write about, we have a variety of video game essay topics you can use as templates for your work that include well-written introductory and concluding paragraphs. Also, these samples of papers of video games essay topics could help with some inspiring topics or ideas.

  12. 100 Words Essay on Games

    500 Words Essay on Games Introduction. Games, a universal aspect of human experience, have been a fundamental part of every culture throughout history. They not only serve as a source of entertainment but also play a pivotal role in the cognitive and social development of individuals. This essay will delve into the multifaceted nature of games ...

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    Identifying the sources you employed would be best. When you are writing an essay about video games, it is essential to cite your sources. That means you got to make a list of every resource you used in your paper. References to diverse books, scientific studies, statistical data, and remarks made by well-known experts are acceptable.

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    100 Words Essay On Games. Games are an essential and effective way for children to learn life skills like team spirit, leadership, relationship-building, as well as hone mental skills like problem-solving and decision-making. Kids who spend a lot of time indoors need indoor games. Playing these activities has various advantages, including ...

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    500+ Words Essay on Sports and Games. sports and games are essential for both physical and mental of the students. Moreover, it increases the immunity of the person. As it increases the blood flow in the body and makes it adaptable for exertion. The main difference between a sport and a game is, we can play games both indoors and outdoors.

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    Every year, more and more great essays are published on literary sites concerning video games. In the past year I've especially loved entries like Janet Frishberg's "On Playing Games, Productivity, and Right Livelihood," Joseph Spece's "A Harvest of Ice," and Adam Fleming Petty's "The Spatial Poetics of Nintendo: Architecture, Dennis Cooper, and Video Games." But […]

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  18. 100 Video Games Argumentative Essay Topics For Students

    100 Video Games Argumentative Essay Topics For Students. Video games have become a pervasive part of modern culture, with people of all ages playing various games on various platforms. As such, they have become a popular topic for argumentative essays. Here are potential video games argumentative essay topics you can use in writing your essay ...

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    Ever since Steven Russell, Wayne Wittanen, and J. M. Graetz, three MIT employees who fantasized about bringing Edward E. Smith's (1890-1965) Skylark novels (1915-1966) to the big screen, developed Spacewar!(1961), one of the first digital games created and a clear inspiration for games that would be designed in the following decades, the game industry has grown exponentially.

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    9. Papers, Please. Launched in 2013, the award-winning critically-acclaimed border inspector game, Papers Please still remains one of the best puzzle games for Mac. You take up the post of immigration inspector in an authoritarian regime. Every day, people will enter your booth and present papers.

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