Wednesday, May 6, 2020

Network Management in Organization for Teenagers -myassignmenthelp

Question: Discuss about theNetwork Management in Organization for Teenagers. Answer: Introduction Virtual reality games are becoming more popular day by day among various teenagers. It comprises of graphics and games to provide possible outcome to others. It is considered as a top kind of technology which is used for gaming at next level without any kind of restriction from adults [1]. This kind of games are mainly available in various technologies like Xbox 360, PS3 and PS2. Along this the technology works on Mac and PC irrespective of console of VR game. VR technology comes up with various kinds of advantage like immersive training, system based training, conferencing, movie experience and lastly medical application. Along with advantages there some kinds of issues like accidents, issues related to social and psychological. Discussion Video Games and Their Impacts on Society Gender based violence is a well-known kind of violence in which violence is generally prepared against women. It is mainly achieved by motivation from their gender. It is mainly inclusive of both kind of intimate partners or various kinds of sexual assaults by various strangers. Gender based violence was first encountered in video game named Custers revenge. This game was produced in the year of 1982 by an organization named Mystique. After that a video game was launched by Danish organization a video game. It is considered to be available for free activation of the internet [2]. It mainly focuses on drawing attempts to invite users to strike an adolesce girl. In this particular game a gamer can easily hit the face of the girl until and unless his face is totally bruised. Even after this there is point of in which the gamer can easily point her to knocking her down to ground with punches. This controversial was mainly against gender based violence which mainly focus on the fact gende r based violence is degrading at a much faster rate. Analysis of negativity of the video games : This game creates a scene which must be avoided and condemns various kinds of gamers because of their attitude. Gamers hit the women and by hitting the women for greater number of times the more points can be obtained [10]. Which ultimately makes the gamer stronger as he strikes the woman. Encouraging various kinds of gamers to beat a woman in a video game situation. It is considered to be a peculiar method of communication which is gender based violence. And when the young woman it eventually knocks down on floor the game end up with finishing message that the gamer is 100% hero and he is the winner of the game. Various kinds of video games are available for download on the internet in which abuse of woman is done which is inclusive of torture. Videogames are considered to be equally damaging the various kinds of women and its ability for establishing connection with large number of womens. It is considered to be well established fact that an individual is made subtle by the various kinds of thing around him [3]. Video games can be considered to be an important for changing for outlook of a person towards life. It has been proven that games played by a person or children can easily affect their entire life. In various kind of video games, it is observed that highest money is rewarded as cash only after killing a woman who walking down the street in the game. Findings from the analysis: Video games generally make the nature of people more violent. It happens because it is played in subconscious mind of an individual [5]. Various kinds of violent acts in a video games can easily provoke large number of people to act in an aggressive way when they encounter the real world. Video games are considered to be addictive in nature as it can easily excite an individual when people play it. This ultimately affects their mind and make them violent in unconsciously. When an individual play game a part is generally invested in it. While playing a video game our mind start strategizing as per the needs and this kind of strategies help in controlling things which the gamer believes to be in reality [6]. The line between reality and virtuality is generally blurred as an individual is playing a video game. As soon as one enters into the game it becomes very much scary. While various people around the globe consider video games as the best kind of stress relievers. The fact is not considered to be taken into account that people who video games do not need to be violent in real life [4]. In some of the cases it is observed that child gamers are more matured. So during playing games, their life would not be affected by playing of violent games. Video have been damaging the various kinds of people specially the idea of connection with the large number of women [7]. Video games are considered to be an upcoming threat for future generation of the world. In many cases it is seen that video games are considered to be a technology which access the central part of the brain. Video games results in creation of large number of issues like depression, health issues. Steps taken by the government and the industry: In the last few years government bodies round the globe have coming with various kinds of firing shots on the fact how they interact with various kinds of video game industries. Now a day it has been observed that the industry of video games is focusing on increasing graphic and various kinds of violent content which are found in present game industry [8]. With the development of gaming technology, the IT act focus on stopping of publication of any kind of obscene things in electronic method. Publication and distribution of video games by the help of DVD or blue ray and its distribution of the thing by internet will ultimately fall into the category of publication and its transmissions. There is various section of information technology which provides punishment or fine regarding publishing or transmission of any kind of information in an electronic form. Along with this there are certain number of act which prohibit indecent presentation of any women by the help of advertisement, wr itings [9]. Proper kind of penalty will be provided for the provided if the picture of any woman is represent in indecent form. Conclusion The above discussion relates us to the fact that virtual reality games come up immersive kind of technology. It creates to have long term effect on various social and psychological condition of an individual. A suitable discussion has been provided regarding the effect of video games on individual and group of people. The topic is not focused to small number of people while it is focused to large number of gamers round the globe. The report deals with the various kinds of issues which the future generation will have to tackle if certain prevention is not taken at right time. Various kinds of social and physiological issues related to video games have been discussed in details. Different organization round the globe describes gaming disorder as kind of mental health disorder. The amount or value of sexual violence which is provided in the video game is nothing but a proper misuse of various kinds of freedoms. So it can be easily concluded that video game can easily be affected by regu lation at government and individual or family level. References [1] Freina, L. and Ott, M. A literature review on immersive virtual reality in education: state of the art and perspectives. InThe International Scientific Conference eLearning and Software for Education(Vol. 1, p. 133). " Carol I" National Defence University, 2015, January. [2] Neri, S.G., Cardoso, J.R., Cruz, L., Lima, R.M., de Oliveira, R.J., Iversen, M.D. and Carregaro, R.L. Do virtual reality games improve mobility skills and balance measurements in community-dwelling older adults? Systematic review and meta-analysis.Clinical rehabilitation,31(10), pp.1292-1304, 2017. [3] Bleakley, C.M., Charles, D., Porter-Armstrong, A., McNeill, M.D., McDonough, S.M. and McCormack, B. Gaming for health: A systematic review of the physical and cognitive effects of interactive computer games in older adults.Journal of Applied Gerontology,34(3), pp.NP166-NP189, 2015. [4] Coyle, H., Traynor, V. and Solowij, N. Computerized and virtual reality cognitive training for individuals at high risk of cognitive decline: systematic review of the literature.The American Journal of Geriatric Psychiatry,23(4), pp.335-359, 2015. [5] Donath, L., Rssler, R. and Faude, O. Effects of virtual reality training (exergaming) compared to alternative exercise training and passive control on standing balance and functional mobility in healthy community-dwelling seniors: a meta-analytical review.Sports medicine,46(9), pp.1293-1309, 2016. [6] Park, E.C., Kim, S.G. and Lee, C.W. The effects of virtual reality game exercise on balance and gait of the elderly.Journal of physical therapy science,27(4), pp.1157-1159, 2015. [7] Li, Z., Han, X.G., Sheng, J. and Ma, S.J. Virtual reality for improving balance in patients after stroke: a systematic review and meta-analysis.Clinical rehabilitation,30(5), pp.432-440, 2016. [8] Kosa, M., Yilmaz, M., O'Connor, R. and Clarke, P. Software engineering education and games: a systematic literature review.Journal of Universal Computer Science,22(12), pp.1558-1574, 2016. [9] Gamberini, L., Chittaro, L., Spagnolli, A. and Carlesso, C. Psychological response to an emergency in virtual reality: Effects of victim ethnicity and emergency type on helping behavior and navigation.Computers in Human Behavior,48, pp.104-113, 2015. [10] Schwebel, D.C., Combs, T., Rodriguez, D., Severson, J. and Sisiopiku, V. Community-based pedestrian safety training in virtual reality: A pragmatic trial.Accident Analysis Prevention,86, pp.9-15, 2016.

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