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The Online Games Debate

If you love online gaming, then you’ve probably come across The Online Games Debate. This discussion is largely about content. Whether it’s Loot boxes, Netizens, or Argument Wars, we’ve all seen it, or at least heard of it. What’s your opinion?

Here are some examples of online debates that might spark some lively discussions. And if you haven’t heard of it, we recommend you start now!

Argument Wars

Many students prefer to play Argument Wars over other online games because it combines skills, civic awareness, and sound game elements. While the game is textheavy and could use more leveling opportunities, it’s worth playing in between homework assignments. Students can also discuss important issues like the U.S. Constitution and its evolution while playing Argument Wars. As a bonus, the game is free to download. You can also play it on the website or download the free Android and iOS apps to play on the go.

Werewolf

In the game, players play werewolves or innocents. A werewolf performs special actions during the night, while the other roles change during the day. A werewolf may choose to be an innocent so that he can save his team from death, or he may claim a different role and avoid being killed. Each player has a different role, but all players have the right to vote for any one of them.

Netizens

Chinese netizens recently began a search for a missing SD card on the internet. The story has gone viral on Chinese social media, sparking an intense debate among netizens. The card was left behind by a foreigner at the 2008 Beijing Olympic Games, melbet and the incident came just days before the 21st anniversary of Beijing’s bid to host the games. Here is a look at some of the most popular topics involving netizens on the web:

Loot boxes

The concept of loot boxes in online games originated in massively multiplayer online role-playing games (MMORPGs) and the monetisation of free-to-play mobile gaming. These concepts have been used in many free-to-play games and some full-priced titles since 2007. Developers and publishers use these in-game items to generate revenue and keep players interested. But there are pros and cons of these methods.

Violence

Research shows that violent video game play is related to increased levels of aggression. This is in part due to the fact that online games may not have the same level of realistic competition. The players may be less likely to express empathy towards the other player, which might make them more aggressive. The impact of violent video game play on real-world aggression and aggressive cognitions, however, has not been well explored. Future research should explore the properties of violent video games played online.

Obesity

There is evidence linking video game use and obesity, though the findings vary widely. In general, video game use is positively associated with BMI and other obesity metrics in models adjusted for other factors. However, it has not been proven whether playing video games contributes to obesity or is a cause of it. Further, the number of hours spent playing games may not be an appropriate indicator of obesity, as these are subjective measures. Obesity is closely related to a variety of behaviors, including eating and drinking, so a clear link between video gaming and obesity cannot be made with any certainty.

Vision impairment

While the majority of computer games require a good level of vision, there are some online games that cater to people with visual impairments. A team of neuroscientists from the University of Lincoln and Mutant Labs have developed this game, which trains players to use their eyes more effectively. The game also features an avatar that speaks encouraging words. But how can such a game be created? What are the options? Here are some examples.

Self-harm

The release of the location-based augmented reality game, Pokemon Go, has been associated with significant reductions in self-harm at the population level. This study quantified the impact of Pokemon Go on self-harm incidence in Hong Kong, using a quasi-experimental design. In addition, fewer self-harm visits were reported following the game’s release. However, future research is needed to investigate the cause of the effect.