Effective Communication in Organizations
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The provided content is a collection of articles, books, and online resources related to training and development, leadership, learning methods, and effective communication. The sources explore various aspects such as managing performance through training and development, the difference between leaders and managers, workplace learning and development, motivational design for learning and performance, approaches to training and development, assistant principal leadership development, student motivation, leading to learning and competitive intelligence, and employability skills development. The content also touches upon communicable and non-communicable diseases with reference. Overall, it appears that the purpose of this assignment is to provide a comprehensive overview of various topics related to organizational performance, leadership, and communication.
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Business Skills
1
1
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Task A
Investment Opportunities in E-Sports
for Norling PLC
2
Investment Opportunities in E-Sports
for Norling PLC
2
EXECUTIVE SUMMARY
Investment company is the business enterprise which invested the money on the behalf of their
clients with whom they share profitability. This is the vast industry which is expanding and enhancing
the money making opportunities. To invest in this market, Norling PLC is planning to invest in the UK
region. The business extending globally so in this, South Korea has organized large platform for e
sports and known as the best established e sports organization. Furthermore, there are merits and
demerits for formulating the e sports team and therefore, some risks which should be considered in
investing money to create a effective team.
3
Investment company is the business enterprise which invested the money on the behalf of their
clients with whom they share profitability. This is the vast industry which is expanding and enhancing
the money making opportunities. To invest in this market, Norling PLC is planning to invest in the UK
region. The business extending globally so in this, South Korea has organized large platform for e
sports and known as the best established e sports organization. Furthermore, there are merits and
demerits for formulating the e sports team and therefore, some risks which should be considered in
investing money to create a effective team.
3
TABLE OF CONTENTS
INTRODUCTION................................................................................................................................5
FINDINGS AND ANALYSIS..............................................................................................................5
E-Sports...........................................................................................................................................5
The international picture of the industry like...................................................................................5
The money making opportunities like in relation to the creation of an E-Sports team...................6
The potential costs involved in creating a team...............................................................................6
The potential risks of investing in this type of opportunity.............................................................6
Advise on investing in the creation of a team..................................................................................6
CONCLUSION ...................................................................................................................................7
REFERENCES.....................................................................................................................................8
Task B: Presentation Reflection...........................................................................................................9
Task C: Critical Essay...........................................................................................................................9
4
INTRODUCTION................................................................................................................................5
FINDINGS AND ANALYSIS..............................................................................................................5
E-Sports...........................................................................................................................................5
The international picture of the industry like...................................................................................5
The money making opportunities like in relation to the creation of an E-Sports team...................6
The potential costs involved in creating a team...............................................................................6
The potential risks of investing in this type of opportunity.............................................................6
Advise on investing in the creation of a team..................................................................................6
CONCLUSION ...................................................................................................................................7
REFERENCES.....................................................................................................................................8
Task B: Presentation Reflection...........................................................................................................9
Task C: Critical Essay...........................................................................................................................9
4
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INTRODUCTION
An investment company is an organization whose main business is holding securities for
finance purposes. In this, the business enterprise invest their money on the behalf of their clients who
are liable to share the profits and losses with them (Syrota, 2014). For conducting the present research,
Norling PLC has been chosen. It is an investing company which want to invest their money in new E –
Sports team in UK. Norling PLC thinks that E- sports are profitable investment opportunity. This is
because E – Sports business are growing day by day and the chosen firm wants to invest in this
venture. In this report, the task comprises of findings and analysis of the E- sports and its investing
opportunity related to them. Furthermore, it also constitutes potential risks for this investment.
FINDINGS AND ANALYSIS
E-Sports
E- Sports also known as electronic sports which is refer as the video games such as competitive,
professional and pro gaming. This is defines as the games which is connected to the electronic systems
and it is intermediate by the human- computer interfaces. They come in the form of multiplayer video
games which can create competitions between the professional players (E-sports, 2011). The most
famous video games are played between players which are associated with e sports are real time
strategy, fighting, first person shooter etc. A video game culture has organized the online and offline
competitions which are the part of the such events and spectator-ship. The arcade games are also
popular between the video games players.
The international picture of the industry like
E- sports industry is developing day by day because many of the users are connecting to the
video games mostly the young people. This business enterprise is expanding vastly globally also
through different varieties of their video games. The E- sports can be of many types such as spectator
mode, online and local area network. In this, online is very between the customers of the video games.
This is used by the common method that is internet connection (The Gaming Gaffa: How do you run
an eSport team?, 2016). Internationally, e- ports competitors are extending their roots in the country
like Germany. Dota 2, League of Legends are the some of the popular games of the E sports family.
South Korea is the first one to established E sports organizations with official licensing pro games. In
USA, Canadian League of Legends player has became the pro gamer. Along with South Korea,
Europe, North America and china has became the large video game market. On the contrast to this,
Japan is underdeveloped in this video game activity and this is because of the anti- gambling laws in
the country.
5
An investment company is an organization whose main business is holding securities for
finance purposes. In this, the business enterprise invest their money on the behalf of their clients who
are liable to share the profits and losses with them (Syrota, 2014). For conducting the present research,
Norling PLC has been chosen. It is an investing company which want to invest their money in new E –
Sports team in UK. Norling PLC thinks that E- sports are profitable investment opportunity. This is
because E – Sports business are growing day by day and the chosen firm wants to invest in this
venture. In this report, the task comprises of findings and analysis of the E- sports and its investing
opportunity related to them. Furthermore, it also constitutes potential risks for this investment.
FINDINGS AND ANALYSIS
E-Sports
E- Sports also known as electronic sports which is refer as the video games such as competitive,
professional and pro gaming. This is defines as the games which is connected to the electronic systems
and it is intermediate by the human- computer interfaces. They come in the form of multiplayer video
games which can create competitions between the professional players (E-sports, 2011). The most
famous video games are played between players which are associated with e sports are real time
strategy, fighting, first person shooter etc. A video game culture has organized the online and offline
competitions which are the part of the such events and spectator-ship. The arcade games are also
popular between the video games players.
The international picture of the industry like
E- sports industry is developing day by day because many of the users are connecting to the
video games mostly the young people. This business enterprise is expanding vastly globally also
through different varieties of their video games. The E- sports can be of many types such as spectator
mode, online and local area network. In this, online is very between the customers of the video games.
This is used by the common method that is internet connection (The Gaming Gaffa: How do you run
an eSport team?, 2016). Internationally, e- ports competitors are extending their roots in the country
like Germany. Dota 2, League of Legends are the some of the popular games of the E sports family.
South Korea is the first one to established E sports organizations with official licensing pro games. In
USA, Canadian League of Legends player has became the pro gamer. Along with South Korea,
Europe, North America and china has became the large video game market. On the contrast to this,
Japan is underdeveloped in this video game activity and this is because of the anti- gambling laws in
the country.
5
The money making opportunities like in relation to the creation of an E-Sports team
The profitability opportunities which can arise from the E sports team can be due to the brand
image of the team. There are certain model through which company can gets their profits such as team
revenue models. In this model, the sponsorships and endorsements are major point which helps in
money making opportunities (A profitable business: Why game publishers count on e Sports, 2016).
Other aspects can be team organised events, their players appearances etc. The second model is event
revenue models in which stream tickets, registration fees, event tickets and stream ads are the main
components to increased the lucrative profits of the industry. The last model can be event organising,
partnership with media and in content advertising. Although, these model are not liable to incurred to
give profitability opportunities. However, can act as the source of revenues.
The potential costs involved in creating a team
The potential costs involved in creating a team needs different types of variables. For example,
its competitors,number of the tournaments and its ambitions. It also depends on the quality of the
players. The potential costs comprises of salaries of all players which comprises of 5 team members
and their salaries can be estimated as £2786.11 per month (Larson 2016). If the industry is sending
their 4 – 5 players across the countries for the different tournaments then this costs will also handled by
the investing company. Norling PLC has to invest also in accommodation, flights, clothing etc. for
promoting the sponsors. If the Norling PLC want a loyal team of the young talents which wants to
focus on one region that is UK then it will cost a little £696.53 per month.
The potential risks of investing in this type of opportunity
E- sports is the large business which operates globally and it has just introduced in the market
and has captured lot of the market share. Furthermore, the firm is estimating that more e sports fan and
viewers will grow in coming years. The risk should be estimated by the mood swings of the e sports
fans and what they want (How do I invest in eSports?, 2016). If this not happen then the consumers can
snuff out the false endorsement or inauthentic sponsorship for the particular e sports. The company
should make their E sports according to the tastes and preferences of the lifestyle of the customers.
This because if company taking care of the e sports fans' needs and requirements and able to meet their
expectations then more fans will gets attracted.
Advise on investing in the creation of a team
It will be effective if one has to invest in the e sports team because by estimating the cost and its
effectiveness, it will lead to the profitability. If the investing company like Norling PLC can take the
charge of the teams by giving all the facilities they need. The company should have the full content and
knowledge about the E sports and able to speculate the costs from the different sources like
6
The profitability opportunities which can arise from the E sports team can be due to the brand
image of the team. There are certain model through which company can gets their profits such as team
revenue models. In this model, the sponsorships and endorsements are major point which helps in
money making opportunities (A profitable business: Why game publishers count on e Sports, 2016).
Other aspects can be team organised events, their players appearances etc. The second model is event
revenue models in which stream tickets, registration fees, event tickets and stream ads are the main
components to increased the lucrative profits of the industry. The last model can be event organising,
partnership with media and in content advertising. Although, these model are not liable to incurred to
give profitability opportunities. However, can act as the source of revenues.
The potential costs involved in creating a team
The potential costs involved in creating a team needs different types of variables. For example,
its competitors,number of the tournaments and its ambitions. It also depends on the quality of the
players. The potential costs comprises of salaries of all players which comprises of 5 team members
and their salaries can be estimated as £2786.11 per month (Larson 2016). If the industry is sending
their 4 – 5 players across the countries for the different tournaments then this costs will also handled by
the investing company. Norling PLC has to invest also in accommodation, flights, clothing etc. for
promoting the sponsors. If the Norling PLC want a loyal team of the young talents which wants to
focus on one region that is UK then it will cost a little £696.53 per month.
The potential risks of investing in this type of opportunity
E- sports is the large business which operates globally and it has just introduced in the market
and has captured lot of the market share. Furthermore, the firm is estimating that more e sports fan and
viewers will grow in coming years. The risk should be estimated by the mood swings of the e sports
fans and what they want (How do I invest in eSports?, 2016). If this not happen then the consumers can
snuff out the false endorsement or inauthentic sponsorship for the particular e sports. The company
should make their E sports according to the tastes and preferences of the lifestyle of the customers.
This because if company taking care of the e sports fans' needs and requirements and able to meet their
expectations then more fans will gets attracted.
Advise on investing in the creation of a team
It will be effective if one has to invest in the e sports team because by estimating the cost and its
effectiveness, it will lead to the profitability. If the investing company like Norling PLC can take the
charge of the teams by giving all the facilities they need. The company should have the full content and
knowledge about the E sports and able to speculate the costs from the different sources like
6
advertisements, sponsorship etc. (Dring, 2016). The investment in the e sports can lead to the
opportunities like money making as well as to create more teams from surplus revenues. By involving
in the e sports projects, the company will become very active as an agency which offers e sports related
marketing and social media services to its target market.
CONCLUSION
In this report it has been concluded that E sports is a big industry which has huge number of
fans and day by day, it is increasing. In addition to this, it is also extending their share in marketplace.
To invest in this market or e sports team, Norling PLC is thinking to spend in this market to gain the
money making opportunities. E sports has various types of video games which are done on spectator or
online. Moreover, the company is planning to introduce female characteristics in their games to attract
large number of their fans. The increasing accessibility of online streaming media platforms has led to
the Twitch.tv to become main part of the growth and promotion of e Sports competitions. There are
advantages and disadvantages in investing in the e sports team. However, there are opportunities by
which Norling PLC can make profitability.
7
opportunities like money making as well as to create more teams from surplus revenues. By involving
in the e sports projects, the company will become very active as an agency which offers e sports related
marketing and social media services to its target market.
CONCLUSION
In this report it has been concluded that E sports is a big industry which has huge number of
fans and day by day, it is increasing. In addition to this, it is also extending their share in marketplace.
To invest in this market or e sports team, Norling PLC is thinking to spend in this market to gain the
money making opportunities. E sports has various types of video games which are done on spectator or
online. Moreover, the company is planning to introduce female characteristics in their games to attract
large number of their fans. The increasing accessibility of online streaming media platforms has led to
the Twitch.tv to become main part of the growth and promotion of e Sports competitions. There are
advantages and disadvantages in investing in the e sports team. However, there are opportunities by
which Norling PLC can make profitability.
7
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REFERENCES
Online
A profitable business: Why game publishers count on eSports. 2016. [Online]. Available through:
<http://esportsobserver.com/a-profitable-business-why-game-publishers-and-developers-count-
on-esports/>. [Accessed on 22nd April 2016].
Dring, C., 2016. When will eSports start making money?. [Online]. Available through:
<http://www.mcvuk.com/news/read/when-will-esports-start-making-money/0107583>.
[Accessed on 22nd April 2016].
E-sports. 2011. [Online]. Available through: <http://www.urbandictionary.com/define.php?
term=esports>. [Accessed on 22nd April 2016].
How do I invest in eSports?. 2016. [Online]. Available through:
<http://www.teamliquid.net/blogs/265454-how-do-i-invest-in-esports>. [Accessed on 22nd April
2016].
Larson, N., 2016. How much does it cost to create and manage an eSports team?. [Online]. Available
through: <https://www.quora.com/How-much-does-it-cost-to-create-and-manage-an-eSports-
team>. [Accessed on 22nd April 2016].
Syrota, L., 2014. How much revenue does a major esport team like Evil Geniuses bring in?. [Online].
Available through: <https://www.quora.com/How-much-revenue-does-a-major-esport-team-like-
Evil-Geniuses-bring-in>. [Accessed on 22nd April 2016].
The Gaming Gaffa: How do you run an eSport team?. 2016. [Online]. Available through:
<http://www.redbull.com/uk/en/games/stories/1331593419696/the-gaming-gaffa-how-do-you-
run-an-esport-team>. [Accessed on 22nd April 2016].
8
Online
A profitable business: Why game publishers count on eSports. 2016. [Online]. Available through:
<http://esportsobserver.com/a-profitable-business-why-game-publishers-and-developers-count-
on-esports/>. [Accessed on 22nd April 2016].
Dring, C., 2016. When will eSports start making money?. [Online]. Available through:
<http://www.mcvuk.com/news/read/when-will-esports-start-making-money/0107583>.
[Accessed on 22nd April 2016].
E-sports. 2011. [Online]. Available through: <http://www.urbandictionary.com/define.php?
term=esports>. [Accessed on 22nd April 2016].
How do I invest in eSports?. 2016. [Online]. Available through:
<http://www.teamliquid.net/blogs/265454-how-do-i-invest-in-esports>. [Accessed on 22nd April
2016].
Larson, N., 2016. How much does it cost to create and manage an eSports team?. [Online]. Available
through: <https://www.quora.com/How-much-does-it-cost-to-create-and-manage-an-eSports-
team>. [Accessed on 22nd April 2016].
Syrota, L., 2014. How much revenue does a major esport team like Evil Geniuses bring in?. [Online].
Available through: <https://www.quora.com/How-much-revenue-does-a-major-esport-team-like-
Evil-Geniuses-bring-in>. [Accessed on 22nd April 2016].
The Gaming Gaffa: How do you run an eSport team?. 2016. [Online]. Available through:
<http://www.redbull.com/uk/en/games/stories/1331593419696/the-gaming-gaffa-how-do-you-
run-an-esport-team>. [Accessed on 22nd April 2016].
8
TASK B: PRESENTATION REFLECTION
As I am working as a HR manager at Norling PLC, I have face certain challenges in working
with other team members. The first challenges I have faced is division of Labour in my working. The
issues in this are monotony in work and this is because my employees gets bored by doing same task
again and again. Through this, they feel no responsibility in their work. So I have tried an idea to give
different task to employees on the regular basis. Through this, the mobility of the labour will gets
increased and teams will gets motivated to work effectively. So I have to create a goal which all have
to accomplished for the organization. The other problems which I have faced in division of labour is
retarded personality, loss of job pride in the employees. The second issue which I considered as threat
is team working skills. As there are two teams who are concentrating on the presentation. So there are
different employees with different mindsets. So they work accordingly to their comfort. Furthermore, I
have to develop team working skills in my team so that they can work effectively and efficiently.
Effectual skills lead to work properly and can create innovative ideas to achieved our tasks. I am also
listening to all employees to their creative thinking which I want to apply in my presentation. Though it
is the longer process to produce a result but it is effective because the team can work more than
effectively then individual. As there different culture so the management between them are not equal
because daily any conflicts occurred which is making problem for myself to manage the team.
In addition to this, the third issue I have faced is in my organization is that I have no proper
knowledge of the company's policies. This means I have not read the regulatory framework of the
Norling PLC in recruiting and selection process. The policy states that I have to take written test of the
selected candidates who are chosen for the organization. But I have not read the policies correctly and
have take interview first which leads to mismanagement. To over come this problem, I will read each
and every policies properly so that no problems should be occurred by my side and recruitment process
goes effectively. In context to this the last problem I have faced is Delivery. As my company is
working as the investment company so I have to faced problems related to the clients ends which is not
giving the profits which are shared between my company and them. Some clients are sharing their
losses with us but not the profits through which my company is on the verge to dissolved. So to
overcome this problem, I am trying to create some policy with my superiors after making decisions
about it. The legal framework and regulation should be abide by all the clients to follow each rules in
the given policies of the chosen investment company.
TASK C: CRITICAL ESSAY
In this essay, it will show about the pros and cons of the video games which are polluting the
minds of the users and enhancing the violence. Therefore, it will show their inauspicious effect on the
9
As I am working as a HR manager at Norling PLC, I have face certain challenges in working
with other team members. The first challenges I have faced is division of Labour in my working. The
issues in this are monotony in work and this is because my employees gets bored by doing same task
again and again. Through this, they feel no responsibility in their work. So I have tried an idea to give
different task to employees on the regular basis. Through this, the mobility of the labour will gets
increased and teams will gets motivated to work effectively. So I have to create a goal which all have
to accomplished for the organization. The other problems which I have faced in division of labour is
retarded personality, loss of job pride in the employees. The second issue which I considered as threat
is team working skills. As there are two teams who are concentrating on the presentation. So there are
different employees with different mindsets. So they work accordingly to their comfort. Furthermore, I
have to develop team working skills in my team so that they can work effectively and efficiently.
Effectual skills lead to work properly and can create innovative ideas to achieved our tasks. I am also
listening to all employees to their creative thinking which I want to apply in my presentation. Though it
is the longer process to produce a result but it is effective because the team can work more than
effectively then individual. As there different culture so the management between them are not equal
because daily any conflicts occurred which is making problem for myself to manage the team.
In addition to this, the third issue I have faced is in my organization is that I have no proper
knowledge of the company's policies. This means I have not read the regulatory framework of the
Norling PLC in recruiting and selection process. The policy states that I have to take written test of the
selected candidates who are chosen for the organization. But I have not read the policies correctly and
have take interview first which leads to mismanagement. To over come this problem, I will read each
and every policies properly so that no problems should be occurred by my side and recruitment process
goes effectively. In context to this the last problem I have faced is Delivery. As my company is
working as the investment company so I have to faced problems related to the clients ends which is not
giving the profits which are shared between my company and them. Some clients are sharing their
losses with us but not the profits through which my company is on the verge to dissolved. So to
overcome this problem, I am trying to create some policy with my superiors after making decisions
about it. The legal framework and regulation should be abide by all the clients to follow each rules in
the given policies of the chosen investment company.
TASK C: CRITICAL ESSAY
In this essay, it will show about the pros and cons of the video games which are polluting the
minds of the users and enhancing the violence. Therefore, it will show their inauspicious effect on the
9
users and viewers. Furthermore in essay, it will provide the critical analysis of the video games that
they are harmful for the users or not.
“Violence sells, but at what cost? Discuss whether violence in video games can be shown to
have an adverse effect on users.”
Video games has the large business in the whole world and this economic industry is extending
market day by day through increasing their users and gaining more and more profitability. According to
Esser, Smith and Bernal-Merino (2016) asserted that video games is making teenagers and young
people more aggressive and this factor is contributing against the video games (Esser, Smith and
Bernal-Merino, 2016). However, it also shows that these types of video games are helping the
aggressive people to slow down their anger. As the different studies shows that there are video games
which assist in increasing of the violence and lead to the crimes. In contrast to this, Penix-Tadsen
(2016) argued that gamers are too busy in their games and will not cause much trouble to the real
world (Penix-Tadsen, 2016). As the video games users are also known as the addicted towards their
games are have less concerned to cause any troubles to others. In contrast to this, it may be possible
some criminals will take advantages of these games and try to kill anyone. There are some incidents
which are related to these types of violent crime. If this is true, then, yes it is providing adverse effects
on the users. As per the view of Shaw (2015) asserted that if violent visual games can be shown to
cause violence then the legal regulations are focussed more on the reducing access to the video games
which may help the organization at best (Shaw, 2015). However, when laboratory experiments have
not analysed the time when effects of video games are used. So this will lead to the disable of the
violent activity by attracting individual gamers into extended gameplay. This will results in, laboratory
studies may be miserable forecaster of the net effects of violent video games in society. If the social
group is feeling that the violent video games is ferocious then the government should banned that types
of visual games or e-games (Hartmann, Möller and Krause, 2015).
However, it can be critically assessed that convulsive crime rates are soaring when new violent
video games are released then the users are busy playing games at their homes. If the users are busy in
spending time in the video games then they cannot be indulge in other activities which is both
legitimate as well as illicit violent activities. Berle and et.al. (2015) evaluated that there are some video
games which are violent and puts adverse effects on the teenagers and encourage them to this type of
activities on the fun basis which sometimes becomes fatal for the users itself (Berle and et.al., 2015).
So it should be advised that the parents of the teenager should take responsibilities that what games
should be played by their children. Despite of this, the rules and regulation of the video game industry
is usually predicated on the belief that the industry has large and negative social costs through games'
effect on aggression. On contrast to this, some authors has argued that some of the games have also
10
they are harmful for the users or not.
“Violence sells, but at what cost? Discuss whether violence in video games can be shown to
have an adverse effect on users.”
Video games has the large business in the whole world and this economic industry is extending
market day by day through increasing their users and gaining more and more profitability. According to
Esser, Smith and Bernal-Merino (2016) asserted that video games is making teenagers and young
people more aggressive and this factor is contributing against the video games (Esser, Smith and
Bernal-Merino, 2016). However, it also shows that these types of video games are helping the
aggressive people to slow down their anger. As the different studies shows that there are video games
which assist in increasing of the violence and lead to the crimes. In contrast to this, Penix-Tadsen
(2016) argued that gamers are too busy in their games and will not cause much trouble to the real
world (Penix-Tadsen, 2016). As the video games users are also known as the addicted towards their
games are have less concerned to cause any troubles to others. In contrast to this, it may be possible
some criminals will take advantages of these games and try to kill anyone. There are some incidents
which are related to these types of violent crime. If this is true, then, yes it is providing adverse effects
on the users. As per the view of Shaw (2015) asserted that if violent visual games can be shown to
cause violence then the legal regulations are focussed more on the reducing access to the video games
which may help the organization at best (Shaw, 2015). However, when laboratory experiments have
not analysed the time when effects of video games are used. So this will lead to the disable of the
violent activity by attracting individual gamers into extended gameplay. This will results in, laboratory
studies may be miserable forecaster of the net effects of violent video games in society. If the social
group is feeling that the violent video games is ferocious then the government should banned that types
of visual games or e-games (Hartmann, Möller and Krause, 2015).
However, it can be critically assessed that convulsive crime rates are soaring when new violent
video games are released then the users are busy playing games at their homes. If the users are busy in
spending time in the video games then they cannot be indulge in other activities which is both
legitimate as well as illicit violent activities. Berle and et.al. (2015) evaluated that there are some video
games which are violent and puts adverse effects on the teenagers and encourage them to this type of
activities on the fun basis which sometimes becomes fatal for the users itself (Berle and et.al., 2015).
So it should be advised that the parents of the teenager should take responsibilities that what games
should be played by their children. Despite of this, the rules and regulation of the video game industry
is usually predicated on the belief that the industry has large and negative social costs through games'
effect on aggression. On contrast to this, some authors has argued that some of the games have also
10
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caused extreme violence, for example, scroll shootings (General Video Game Playing as a Benchmark
for Human-Competitive AI, 2015). This is because laboratory evidence has founded that an copiousness
of proofs which are linking the gameplay to aggression. There are various impact on these games
which are on crime. For instance, some of the popular crime games which shows whole crime scenes
with evidences and one of the game is Criminal case. Adachi and et.al. (2016) founded that the social
costs of violent video games may be considerably lower or even non-existent, once one incorporates
the time use effect into the examination (Adachi and et.al., 2016). In addition to this, new laws and
legal frameworks are brought in to cut down the violence of video games which could be potentially
cause crime to increase in the short-run. This will happen only if the peripheral player is being drawn
out of violent activities. So this statement states that violent games are lead to the decrease in violent
crimes. According to the survey, it shows that there is small but consistent correlation between playing
violent video games and aggressive behaviours in the real world. Breuer and et.al. (2015) suggested
that those who play violent video games show higher levels of aggressive behaviour and have more
aggressive thoughts, feel more aggressive and less empathetic and are less helpful compared to those
who played non- violent games (Breuer and et.al., 2015). On the contrary to above, the combined
analysis provides evidence which shows that violent video games are a causal risk factor for increased
aggressive behaviour. In addition, causation cannot be proved, as many argue that people with more
aggressive personality types prefer violent games. Moreover, active user research suggests that
social,cultural and genetic factors have a stronger influence on aggressive behaviour than video games.
For instance, gender, personality and violence in the immediate family environment are important
influences on aggressive behaviour yet active media research does not statistically control for their
impact (Elson and et.al., 2015).
It is concluded that, the video games does not produce or sells violence through video games.
This is because there are different video games other than crime games which helps in building the
confidence. There are some time management games which helps in to manage the time period such as
arcade and puzzle video games. However, there are advantages and disadvantages to play violent video
games.
11
for Human-Competitive AI, 2015). This is because laboratory evidence has founded that an copiousness
of proofs which are linking the gameplay to aggression. There are various impact on these games
which are on crime. For instance, some of the popular crime games which shows whole crime scenes
with evidences and one of the game is Criminal case. Adachi and et.al. (2016) founded that the social
costs of violent video games may be considerably lower or even non-existent, once one incorporates
the time use effect into the examination (Adachi and et.al., 2016). In addition to this, new laws and
legal frameworks are brought in to cut down the violence of video games which could be potentially
cause crime to increase in the short-run. This will happen only if the peripheral player is being drawn
out of violent activities. So this statement states that violent games are lead to the decrease in violent
crimes. According to the survey, it shows that there is small but consistent correlation between playing
violent video games and aggressive behaviours in the real world. Breuer and et.al. (2015) suggested
that those who play violent video games show higher levels of aggressive behaviour and have more
aggressive thoughts, feel more aggressive and less empathetic and are less helpful compared to those
who played non- violent games (Breuer and et.al., 2015). On the contrary to above, the combined
analysis provides evidence which shows that violent video games are a causal risk factor for increased
aggressive behaviour. In addition, causation cannot be proved, as many argue that people with more
aggressive personality types prefer violent games. Moreover, active user research suggests that
social,cultural and genetic factors have a stronger influence on aggressive behaviour than video games.
For instance, gender, personality and violence in the immediate family environment are important
influences on aggressive behaviour yet active media research does not statistically control for their
impact (Elson and et.al., 2015).
It is concluded that, the video games does not produce or sells violence through video games.
This is because there are different video games other than crime games which helps in building the
confidence. There are some time management games which helps in to manage the time period such as
arcade and puzzle video games. However, there are advantages and disadvantages to play violent video
games.
11
REFERENCES
Journals and Books
Adachi, P. J. And et.al.., 2016. From outgroups to allied forces: Effect of intergroup cooperation in
violent and nonviolent video games on boosting favorable outgroup attitudes. Journal of
experimental psychology: general. 145(3). pp.259.
Berle, D. and et.al., 2015. Are some video games associated with more life interference and
psychopathology than others? Comparing massively multiplayer online role‐playing games with
other forms of video game. Australian Journal of Psychology. 67(2). pp.105-114.
Breuer, J. and et.al., 2015. Violent video games and physical aggression: Evidence for a selection effect
among adolescents. Psychology of Popular Media Culture. 4(4). pp.305.
Elson, M. and et.al., 2015. Comparing apples and oranges? Evidence for pace of action as a confound
in research on digital games and aggression. Psychology of Popular Media Culture. 4(2). pp.112.
Esser, A., Smith, I. R. and Bernal-Merino, M. Á. eds., 2016. Media Across Borders: Localising TV,
Film and Video Games. Routledge.
Hartmann, T., Möller, I. and Krause, C., 2015. Factors underlying male and female use of violent video
games. new media & society. 17(11). pp.1777-1794.
Penix-Tadsen, P., 2016. Cultural Code: Video Games and Latin America. Mit Press.
Shaw, A., 2015. Gaming at the Edge. University of Minnesota Press.
Online
General Video Game Playing as a Benchmark for Human-Competitive AI. 2015. [Online]. Availble
through:<ftp://userweb.cs.utexas.edu/pub/neural-nets/papers/lehman.aaai15.pdf>. [Accessed on
22th April 2016].
12
Journals and Books
Adachi, P. J. And et.al.., 2016. From outgroups to allied forces: Effect of intergroup cooperation in
violent and nonviolent video games on boosting favorable outgroup attitudes. Journal of
experimental psychology: general. 145(3). pp.259.
Berle, D. and et.al., 2015. Are some video games associated with more life interference and
psychopathology than others? Comparing massively multiplayer online role‐playing games with
other forms of video game. Australian Journal of Psychology. 67(2). pp.105-114.
Breuer, J. and et.al., 2015. Violent video games and physical aggression: Evidence for a selection effect
among adolescents. Psychology of Popular Media Culture. 4(4). pp.305.
Elson, M. and et.al., 2015. Comparing apples and oranges? Evidence for pace of action as a confound
in research on digital games and aggression. Psychology of Popular Media Culture. 4(2). pp.112.
Esser, A., Smith, I. R. and Bernal-Merino, M. Á. eds., 2016. Media Across Borders: Localising TV,
Film and Video Games. Routledge.
Hartmann, T., Möller, I. and Krause, C., 2015. Factors underlying male and female use of violent video
games. new media & society. 17(11). pp.1777-1794.
Penix-Tadsen, P., 2016. Cultural Code: Video Games and Latin America. Mit Press.
Shaw, A., 2015. Gaming at the Edge. University of Minnesota Press.
Online
General Video Game Playing as a Benchmark for Human-Competitive AI. 2015. [Online]. Availble
through:<ftp://userweb.cs.utexas.edu/pub/neural-nets/papers/lehman.aaai15.pdf>. [Accessed on
22th April 2016].
12
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