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The Impact of Video Games on Learning

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Added on  2020/01/15

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This assignment delves into the multifaceted impact of video games on education. It examines both the potential benefits, such as enhanced problem-solving skills and engagement, and the potential drawbacks, such as addiction and violence. The analysis incorporates academic research on the subject, explores the growing phenomenon of esports, and considers the broader implications for teaching and learning.

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Table of Contents
INTRODUCTION......................................................................................................................4
Task a.........................................................................................................................................4
FINDING AND ANALYSIS.....................................................................................................4
CONCLUSION..........................................................................................................................7
Task b.........................................................................................................................................7
Task c ........................................................................................................................................8
References................................................................................................................................12
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Executive Summary
In present report, the overall analysis of E-sports industries has been done. Various
concepts of pro-gaming and there implications on the users are mentioned. Moreover, it will
also highlight the challenges of Human Resource manager of Norling PLC, which can affect
the performance of company. Also, it will also discuss about the fact that whether violent
video games should are responsible for the adverse effects on players. So, the complete report
will emphasizing on the concept of pro-gaming and its impacts.
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INTRODUCTION
E-gaming industries is blowing up in the popularity in United States of America from
past few years. The video game industry is rivalling other traditional sources of entertainment
like behemoth, Hollywood etc. Most of the Americans increasingly switching over the video
games, there are more than thousands of people are competing and watching eSports.
Moreover, gamers are showing their keen interest in pro-gaming in US. The present report is
aimed to emphasize on the impact of E-Sports on many players and emerging investment
opportunities in E-Sports. It will also outline the international picture of this industry and
potential threats involved. Also, there are some challenges of Human Resources management
will also be discussed in the present study. Moreover, it will also discuss about the fact
whether violent video games are responsible for generation of aggression and stress among
players.
TASK A
FINDING AND ANALYSIS
E-Sports
E-Sport is also known as pro-gaming or electronic sports in which input and output of
game is mediated by the human-computer interface and all primary aspects of game is
facilitated by electronic systems (Anderson, and et. al., 2015). Generally, E-Sports are
multiplayer video games which is played in between two professional players. There are
popular games like, Call of Duty: Modern Warfare 2, which is extremely enjoyed by gamers
and resulting in high sales revenues upon release of these games. There are many genres of
video games that are associated with pro-gaming such as, fighting, real-time strategy,
multiplayer online battle arena (MOBA) and first-person shooter (FPS). e-Sports are
continuously increasing customer-base and profitable growth edge for gaming industries.
These industries have their existence in many developed countries like Germany, Japan,
Korea etc.
International picture of E-Sports industry
In US, domestic consumption of video games has continuously growing up within a
short span of time. But, Asian counties like, Japan and South Korea Japan has occupied
significance position in the gaming industry across the world. There are many famous
characters of games like, Mario, Sonic the hedgehog which are discovered by Japan and is
known by many gamers and non-gamers worldwide (Charness, 2015). From long back, Japan

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is cutting the edge of game development, western countries are new adopters of pro-gaming
and attained ostensible position with Japan. Western countries are rapidly growing their
electronic gaming industries and acquiring popularity across the world. There are many
illegal issues have to face by game producers regarding copying and distributions of games
through internet networks (THE RISE OF ESPORTS IN AMERICA. 2013). In mid-
November 2010, a game named StarCraft II has been illicitly downloaded by BitTorrent more
than 2.3 million times. The competition is increasing day-by-day across western counties and
Asian countries.
Money making opportunities in creation of E-Sports team
There are many money making opportunities are arising in the creation of E-Sports
team, as in counties like South Korea video games have been recognized as mainstream
source of entertainment by most of the users (Calco and Veeck, 2015). Due to which, e-sports
teams are acquiring many opportunities to make money from sponsors who organise big
tournaments, gaming competitions and contest and offer marketing services to customers
across the country. There are many agencies and sponsors which are involved in E-Sports
projects and share huge revenues from merchandising activities, streaming and advertising
activities (Cronin and Carroll, 2015). The 'real-time strategy game', StarCraft is broadcast on
TV in order to attract huge population. Moreover, the streamed-line income of many e-Sports
industries can earned high profits by engaging in favourable contracts with players and
broadcasting partners. Therefore, this gaming industries are rapidly growing in Western
counties and earning large profits.
Potential costs involved in the creation of an efficient team
In order to create efficient team, large amount of amount is required. E-Sports
companies like Norling PLC have to hire many talented and efficient employees who will be
able to bring innovative concepts regarding video games. The company has to train and guide
them according to requirement of game, in training and development programmes also,
companies have to invest to differentiate from other competitors (Breuer, Vogelgesang,
Quandt and Festl, 2015). Many game producers like American developer of Star Craft II
game has to give high prize of money to its players who frequently won the games, they also
need to provide large sum of money to sponsors, marketing and advertising agencies for their
availability of services, accommodation, clothings to promote different sponsors and other
conveniences. So, there is vast opportunities available to good players who can earn money
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by getting salaries, pool of prizes and sponsorships. Norling PLC also have to forecast their
games on various game-streaming sites such as, Twitch.tv and etc., in which they required
surplus of money.
Risks evolved by making investment in the E-Sports industries
There are many risks involved by making investment in the E-Sports systems, as there
is danger of illegally copying or distribution of many online video games. Software piracy
can become a major problem for video games. Illegal downloading of various online game
softwares may create problem for game producers (Boxer, Groves and Docherty, 2015).
There are many issues arising for the safety purpose, protection and intellectual property
rights of video games. Moreover, many government laws are becoming threats for start ups in
order to bring new competitive games. Many laws are created like, Copyright law for the
protection of original forms of game softwares. Moreover, with the change in technologies,
many e-sports developers are facing challenges. There is need of regular up-gradation of
techniques and other gaming features. With the increase in competitors, US game developers
are loosing their competitive advantage which results into declining of sales revenues. It is
very necessary to fulfil the requirements of players, developers should be able to create that
kind of game which can provide satisfaction and sense of competitiveness to gamers.
Advice for making investment in E-sports
E-Sports should be continue to grow and expand in present scenario, as with the
increasing number of sponsors, marketing agencies, investors and players, broad spectrum of
eSports companies is increasing (Sell, 2015). There should be team created by E-Sports
company like Norling PLC in which there are potential, talented, skilled and creative
employees exist who can develop new innovative games. Team should have legend game
developer, sponsors, technicians, marketers and producers which can contribute their
maximum efforts to increase the sales revenues of E-Sport company (Gatewood, Feild and
Barrick, 2015). Online video games are becoming the central attraction of entertainment
industry. There are huge number of audiences, who are coming forward and showing their
interest in different types of games. It is estimated that, half of the American adults enjoy
playing video games on TV, computers and other portable devices. IT is also projected that
E-Sports are in pace to cross over $1.1 billion by 2019. Moreover there are many E-Sports
companies, which are availing free online video games, fantasy team games like 'League of
Legends' for new viewers and gamers, offering prize and salaries to them. Also, there are
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many big brands like Coca Cola, Samsung, Red Bull etc. are providing sponsorships to
Norling PLC for many tournaments and competitions due to which many fans got attracted.
CONCLUSION
From above report, it is concluded that E-Sports are continuously growing in the
market and rendering broad range of opportunities to many investors and gamers in order to
make money. The growth rate of E-Sports industries in USA are gradually increasing and
bringing many investment opportunities for marketers. There are also many issues such as,
government laws, security issues, copyright issues are arising, for which several laws has
been created. However, players are getting many benefits, like brand provides pool of money
prizes, E-Sports tickets, facilities and sponsorships. From above study, it is also inferred that
eSports provides huge opportunities to investors and experiences to competitive players.
TASK B
There are many challenges faced by HR manager of Norling PLC while working
together to achieve common goal and objectives. There are some factors, on which manager
should focused on. Some of them are discussed below:
1. Division of Labour: It is very essential to divide the team according to different tasks
in an organisation. Norling PLC is required to segregate its labour team on the basis
of their specialisations, qualifications, potentiality and experiences. In the company,
different tasks should be given to different people, so that they will be able to focus
on common objectives of the organisation (Berman and et. al., 2015). In Norling PLC,
HR manager is required to appoint employees in different departments such as,
accounts department, technical department, software development, control rooms and
maintenance department. By dividing people according to their roles and
responsibilities, it become easy to attain specific organisational goals. An example of
division of labours can be seen in food gathering. In order to make food, each and
every person is provided with different work, in order to achieve collective outcome.
2. Team Working Skills: It is very necessary for an organisation to have an effective
working team. There should have task- focused team working skills in the Norling
PLC. Moreover, there should be ability to build good rapport in between employees
and employers (Punnett, 2015). By having an open door communication policy, the
company can increase its profitability and annual sales revenues. If a team has an
effective quality of leadership skills, decision making power, problem solving nature,

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planning and organising skills then the company will lead in the competitive market.
Each member should be cooperative enough, so that collective productivity could be
attained.
3. Organisation: If an organisation does not have team working skills and properly
management of division of labours then its whole system could be mismanaged.
Management structure can be defined the process of planning, controlling,
monitoring, organising and leading the operational activities of the organisation.
There can be different managers hired according to basis of their role, such as
regional mangers, functional managers, general managers and departmental managers.
Moreover, it is very important to effectively manage the entire structure of hierarchy.
It is the responsibility of the managers of Norling PLC that they communicate, set and
establish a framework for achieving target.
4. Delivery: Once the business plan has been set, then it is necessary to evaluate the
outcome of plan and actions. The productivity of the business organisation can be
affected by many reasons like disputes in the workplace, grievances, conflicts, high
turnovers, absenteeism, tort of several policies and duties of organisation and illegal
acts (Marchington, 2015). Therefore, it very necessary to have well structured
management system in the organisation. The Norling PLC is required to develop
many strategies and plans in order to produce maximum output. Moreover, there are
many other factors like internal and external forces which could highly affect the
performance of organisation. PESTLE analysis is the best method which focus on the
environmental issues, that can highly influence the productivity of the company.
TASK C
'Violence in video games are main reasons for evolving aggression actions and stress
by users', is becoming hot topic in between many critics to argue upon. The issue has been
arising that whether media violence is contributing to societal violence and aggression. There
are many authors who have failed to criticize the fact (The Positive and Negative Effects of
Video Games. 2015). Nowadays, video games are also increasing the societal violence among
many players of all over the world. Many violent video games are increasing the aggression
and stress due to which there can be adverse affect on gamers. Many investigations, studies,
experiments are being done to bring forth this fact. The present study discuss the fact that
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violence in video games have an adverse affect on many users. Data and informations have
been taken on the consumption of different types of video games by Entertainment Software
Administration. To determine the violence in game, consumption of top five video games are
obtained and tracked from Internet Movie Database website (imdb.com) on yearly basis. The
IMDb constitutes of an array of sales data of variety of video games (Gee, 2015). Moreover,
the Entertainment Software Ratings Boards (ESRB) rate the violence content on a scale from
1 to 5 for everyone whether childhood age, teen or at maturity period. By summing up the
ratings of ESRB, the weight of video games violence can be analysed. This approach was
considered as reliable and valid by E-sports industries.
The government website childstats.org maintain the statistical information and data
regarding medical health and behaviour of children. Data on youth violence is also obtained
and rated on this site. Moreover, national crime victimisation survey collect the violence data
from this government site in order to know the number of crimes were held in the age group
of 12 to 17 years (Gonzalez-Brambila, Jenkins and Lloret, 2016). This crimes can be rape,
aggravated assault, robbery and homicides. The video game violence is increasing rapidly
among youths and children. Every year, the rate of top five video games are summed up in
relation to know the proportion of violence increasing. Earlier, some scholars had argued that
increase in social media and video games violence, societal violence is also increasing with
inclining trends. However, some of them were failed to explain the above said fact. Some
policy makers also stated that by measuring cardiac coherence, exposure to violent video
games and subsequent stress could be predicted. It had been said that many people
experienced enough stress and aggression without getting involving in these kind of
situations. Also argued that, violent video game players intentionally expose themselves
stress by entering into situation when their opponents they try to kill them. However, most of
the people get stressed out by just playing video games. It is shown from many research that,
violent video games are increasing the physiological arousal, such as heart attacks, stress and
aggression. Instead of relying on various self-report measurement of stress, cardiac coherence
is best possible way to determine the link between subsequent aggressiveness and revelation
to video games which can induce violence.
Research has been shown that by the occurrence of negative emotions like anger,
aggression and stress, heart rate variability lowers down. Stressful conditions like,
unpredictable noise, odors, high temperature and crowding would lead to increase the rate of
aggression and stress level among players (Harrington, Warren and Rayner, 2015). So,
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cardiac coherence is the state in which the heart rate variability can be obtained on the
occurrence of stressful situations. However, previous research has stated that when people are
exposed to positive situations, then they will experience positive emotions such as, gratitude,
joy, fluctuations and love. There are many Biofeedback programs are conducted in order to
reduce stress by adopting many relaxation techniques. As per the provided case, there are
many people who participated in the violent and non-violent video games. A comparative
analysis of cardiac coherence is made in between both type of players. The player who played
violent video game, had lower cardiac coherence as compared to the player who chose non-
violent video games.
There are several theories, methods and experiments have been proposed to determine
the differences between violent and non-violent video games (Maguth, List and Wunderle,
2015). It has been argued whether violent video games produce more stress and aggression or
non-violent video games. Many of the critics were to conclude that only violent video games
are responsible for creating violence among players (Hartmann, Möller and Krause, 2015).
There are some factors like competitiveness, violence, difficulty in playing and pace of action
which are responsible to influence combative behaviour of players while playing. Player can
show his aggressiveness through cognition, physiological arousal like fighting and other
reasons. Though it has been found that, violent video games are main reason for aggressive
behaviour of players but these aforesaid factors are the main elements that influence the heart
rate and aggressive feeling. However, some studies have shown that non-violent video game
players shown more stress and aggressiveness than violent video game players.
It is also been stated that, video games calmed own many players from very stressful
situations. People are irritated and frustrated usually choose to play video games for
relaxation (Hiltscher and Scholz. eds., 2015). As per the author, there are also many positive
effects of playing video games. According to research, by playing video games the cognitive
functions of teens can be improved. It changes the structure of brain, concentration power
increases and neurotransmitters also strengthen the neural networks in the brain. Video games
trains the brain of teens and children, so that they can come up with creative ideas and ways
to solve the puzzle and other logical problems. There are various kind of games like shooting
games, in which visual, spatial and iconic skills of player developed. While playing video
games, there is great requirement of hand-eye coordination (Kerr and Ivory, 2015) The ability
of making quick decisions and thinking power also increases. Moreover, it is also been stated
that players learnt the proper utilization of resources in real life also. There are many games

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like SimCity, Railroad Tycoon etc. inspired many players while making important decisions
of life. It provides an ability to the players to handle multitask in their life. It will also
develop analytical and logical skills and improve memory of a player.
So, there are many implications of playing video games on gamers. Violent video
games can make a player aggressive and violent, but at a same time it will also develop many
skills which helps the players to improve their decision making power. There are many
adverse affects, but also positive impacts. It is not easy to determine the fact that only violent
video games are reasons to produce stress and aggression, but sometimes non-violent games
are also responsible for generating adverse affects on users. Moreover, it is also concluded
that, there are many investment opportunities for E-sports companies in the competitive
market. Also, there are many issues which are faced by HR manager of the company should
be improved. It is also inferred that, there is great impact on pro-gaming on the health of
players. There are both positive and negative impact of playing online video games.
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REFERENCES
Books and Journals
Anderson, K.R., and et. al., 2015. Virtual reality video games to promote movement recovery
in stroke rehabilitation: a guide for clinicians. Archives of physical medicine and
rehabilitation, 96(5), pp.973-976.
Berman, E.M., and et. al., 2015. Human resource management in public service: Paradoxes,
processes, and problems. Sage Publications.
Boxer, P., Groves, C.L. and Docherty, M., 2015. Video Games Do Indeed Influence Children
and Adolescents’ Aggression, Prosocial Behavior, and Academic Performance A Clearer
Reading of Ferguson (2015). Perspectives on Psychological Science, 10(5), pp.671-673.
Breuer, J., Vogelgesang, J., Quandt, T. and Festl, R., 2015. Violent video games and physical
aggression: Evidence for a selection effect among adolescents. Psychology of Popular
Media Culture, 4(4), p.305.
Calco, M. and Veeck, A., 2015. The Markathon: Adapting the Hackathon Model for an
Introductory Marketing Class Project. Marketing Education Review, 25(1), pp.33-38.
Charness, N., 2015. Video games as a means to reduce age-related cognitive decline:
attitudes, compliance, and effectiveness. Video Games as Tools to Achieve Insight into
Cognitive Processes, p.26.
Cronin, A. and Carroll, P., 2015. Engaging business students in quantitative skills
development. e-Journal of Business Education and Scholarship Teaching, 9(1), pp.1-14.
Gatewood, R., Feild, H. and Barrick, M., 2015. Human resource selection. Nelson Education.
Gee, J.P., 2015. Why video games are good for learning (2005).
Gonzalez-Brambila, C., Jenkins, M. and Lloret, A., 2016. Challenges for scholarly business
research in Latin America. Journal of Business Research,69(2), pp.383-387.
Harrington, S., Warren, S. and Rayner, C., 2015. Human Resource Management
practitioners’ responses to workplace bullying: Cycles of symbolic
violence. Organization, 22(3), pp.368-389.
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.
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Hiltscher, J. and Scholz, T.M. eds., 2015. eSports Yearbook 2013/14 (Vol. 4). BoD–Books on
Demand.
Kerr, A. and Ivory, J.D., 2015. Online Games. The International Encyclopedia of Digital
Communication and Society.
Maguth, B.M., List, J.S. and Wunderle, M., 2015. Teaching Social Studies with Video
Games. The Social Studies, 106(1), pp.32-36.
Marchington, M., 2015. Human resource management (HRM): Too busy looking up to see
where it is going longer term?. Human Resource Management Review, 25(2), pp.176-187.
Punnett, B.J., 2015. International perspectives on organizational behavior and human
resource management. Routledge.
Sell, J.J.C., 2015. E-sports broadcasting (Doctoral dissertation, Massachusetts Institute of
Technology).
Online
The Positive and Negative Effects of Video Games. 2015. [Online]. Available
through:<http://www.raisesmartkid.com/3-to-6-years-old/4-articles/34-the-good-and-bad-
effects-of-video-games>. [Accessed on 27th April 2016]
THE RISE OF ESPORTS IN AMERICA. 2013. [Online]. Available
through:<http://www.ign.com/articles/2013/07/25/the-rise-of-esports-in-america>.
[Accessed on 27th April 2016]
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