MN501 Network Management in Organizations: VR Games Impact 2018
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This essay explores the impact of virtual reality (VR) games on society, focusing on their potential social and psychological effects. It discusses the increasing popularity of VR games, their advantages, and associated issues like gender-based violence and addiction. The analysis delves into the negativity of certain video games, highlighting how they can promote violence and aggression, particularly against women. The essay also examines the addictive nature of video games and their potential to blur the lines between reality and virtuality, affecting individuals' perceptions and behaviors. Furthermore, it outlines steps taken by government bodies and the video game industry to address concerns related to violent content and indecent representation, concluding that regulation at governmental, individual, and family levels is essential to mitigate the adverse effects of VR games.

Running head: NETWORK MANAGEMENT IN ORGANIZATION
NETWORK MANAGEMENT IN ORGANIZATION
Name of the Student
Name of the University
Author Note:
NETWORK MANAGEMENT IN ORGANIZATION
Name of the Student
Name of the University
Author Note:
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1NETWORK MANAGEMENT IN ORGANIZATION
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 Custer’s 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 gender 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
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 Custer’s 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 gender 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

2NETWORK MANAGEMENT IN ORGANIZATION
women and its ability for establishing connection with large number of women’s. 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
women and its ability for establishing connection with large number of women’s. 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
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3NETWORK MANAGEMENT IN ORGANIZATION
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, writings [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 regulation at government and individual or family level.
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, writings [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 regulation at government and individual or family level.
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4NETWORK MANAGEMENT IN ORGANIZATION
References
[1] Freina, L. and Ott, M. A literature review on immersive virtual reality in education: state of the art and
perspectives. In The 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., Rössler, 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.
References
[1] Freina, L. and Ott, M. A literature review on immersive virtual reality in education: state of the art and
perspectives. In The 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., Rössler, 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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