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Essays About Video Games: Top 12 Examples and Prompts

Video games have revolutionized the way we have fun today. If you are writing essays about video games, check out our guide to inspire your writing.  

Few can contest the fact that video games have taken over the world. From the basic, almost “primitive” games of the 1970s like Pong to the mind-bending virtual reality games of the 2020s, they have been a source of entertainment for all. Moreover, they have proven quite profitable; countries like Japan and the United States have made tens of billions of dollars solely from the video game market.

Despite their popularity, much has been debated over the potentially harmful side effects that video games may have, particularly on children. One side argues that playing certain video games can lead to people exhibiting violence in the future, while others believe that video games teach players essential life skills. Regardless, they will continue to be a part of our lives for the foreseeable future. 

For engaging essays about video games, read the essay examples featured below for inspiration.

1. What electronic games can teach us by Kendall Powell

2. designers are imagining video games without guns by keith stuart, 3. playing video games all summer won’t make you feel worse by nicole wetsman, 4.  violent video games bad by andrea newman.

  • 5. ​​The health effects of too much gaming by Peter Grinspoon

Writing Prompts For Essays About Video Games

1. video games: good or bad, 2. the benefits of video games, 3. what is your favorite video game, 4. do video games cause people to become violent, 5. video games in your life, 6. video games vs. traditional games, 7. is the video game rating system enough.

“In other studies, researchers found that gamers who trained on Tetris were better at mentally rotating two-dimensional shapes than those who played a control game. Students who played two hours of All You Can E.T., an educational game designed to enhance the executive function of switching between tasks, improved their focus-shifting skills compared with students who played a word search game.”

Powell explains a few possibilities of applying video games to education. As it turns out, certain video games can improve players’ skills, depending on the mechanics. Researchers are inspired by this and hope to take advantage of the competitive, motivational nature of gaming to encourage children to learn. New games are designed to help kids improve their focus, coordination, and resilience, and game designers hope they will succeed. 

“Imagine a game where you’re a war reporter seeking to capture the most iconic, representative images in a battle environment: You’d still get the sense of peril that audiences expect from action adventures, but your relationship with the environment would be more profound. It would be Call of Duty from the perspective of a creative participant rather than a violent interloper.”

The graphic nature of some video games is said to make kids violent, so it is only natural that some creators try to change this. Stuart writes that it is possible to maintain the fun that shooter-type games induce without using guns. He gives examples of games where you do not kill your enemy, simply stunning or capturing them instead. He also suggests photography as an alternative to killing in a “shooting” game. Finally, he suggests basing video games around helping others, making friends, and doing more peaceful, creative tasks.

“Any role video games play in skewing well-being that did pop up in the study was too small to have a real-world impact on how people feel, the authors said. People would have to play games for 10 more hours per day than their baseline to notice changes in their well-being, the study found.”

Wetsman counters the widespread belief that video games “destroy your brain.” Research done with a sample of 39,000 players over six weeks has shown that whether one plays video games for long or short periods, their mental health is not impacted much. There are some exceptions; however, there are not enough to conclude that video games are, in fact, harmful.

“Some people believe that the connection between violent games, and real violence is also fairly intuitive. In playing the games kids are likely to become desensitized to gory images;which could make them less disturbing, and perhaps easier to deal with in real life. While video games aren’t about violence their capacity to teach can be a good thing.”

In her essay, Newman writes about the supposed promotion of violence in some video games. However, she believes this violence does not cause people to be more aggressive later. Instead, she believes these games expose children to certain atrocities so they will not be traumatized if they see them in real life. In addition, these games supposedly promote connections and friendships. Finally, Newman believes that these “harmful” can make you a better person.

5. ​​ The health effects of too much gaming by Peter Grinspoon

“Gamers need to be educated on how to protect their thumbs, wrists, and elbows, their waistlines, their emotional state, their sleep, and their eyes. Simple education around taking breaks, stretching, eating healthy snacks, and resting and icing your thumb, wrist, or elbow when it starts hurting can address injuries early, before they become significant. For the eyes, gamers can try the 20-20-20 rule: every 20 minutes, try to look at something 20 feet away for 20 seconds.”

Grinspoon discusses both the benefits and the health risks of gaming. Video games allow people to interact with each other remotely and bond over specific missions or tasks, and some research shows that they have cognitive benefits. However, some gamers may develop vision problems and hand and wrist injuries. Gaming and “staring in front of a screen the whole day” is also associated with obesity. Overall, Grinspoon believes that gaming is best done in moderation.

Looking for more? Check out these essays about hobbies .

Many parents believe that their children’s “bad behavior” is because of video games. Based on your experience and others, decide: are video games good or bad for you? Make sure to read viewpoints from both sides and write an essay based on your position. Would you encourage others to play video games? Discuss these pros and cons for an interesting argumentative essay.

Like anything else, video games have both positive and negative aspects. Explain the good that video games can do for you: the skills they can equip you with, the lessons they can teach, and anything else. Also, include whether you believe their benefits outweigh the disadvantages they may pose. 

For your essay, write about your favorite video game and why you chose it. What is its meaning to you, and how has it affected your life? Describe the gameplay mechanics, characters, storyline, and general impact on the gaming community or society. You can write about any game you want, even if you have not played it; just ensure the content is sufficient.

Many claim that playing violent video games can make you violent in the future. Research this phenomenon and conclude whether it is true or not. Is the evidence sufficient? There are many resources on this topic; support your argument by citing credible sources, such as news articles, statistics, and scientific research.

Video games have been a part of almost all our lives. Recall a treasured experience with video games and explain why it is significant. How old were you? Why do you remember it fondly? How did this experience make you feel? Answer these questions in your own words for an exciting essay.

Essays About Video Games: Video games vs. Traditional games

There are stark differences between video and traditional games, such as board games and card games. For an engaging essay, compare and contrast them and write about which is more entertaining, in your opinion. Be creative; this should be based on your own opinions and ideas.

The video game content rating system is used to classify video games based on their appropriateness for specific ages. However, parents complain that they are not strict enough and allow the display of violent content to children. Explore the criteria behind the rating system, decide whether it needs to be changed or not, and give examples to support your argument.

If you are interested in learning more, check out our essay writing tips !

Tip: If writing an essay sounds like a lot of work, simplify it. Write a simple 5 paragraph essay instead.

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Martin is an avid writer specializing in editing and proofreading. He also enjoys literary analysis and writing about food and travel.

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Persuasive Essay: Video Games

Teenagers today often spend a great deal of time playing video games. These games are fun and engaging and young people often feel like playing games is a great thing to do in their spare time. However, you shouldn’t spend too much time gaming and there are a number of reasons for this: it’s unhealthy, you should spend more time studying, and you need to socialize more.

The primary reason to cut down on gaming time has to be that youths that spend a long time on computers and games consoles are often not getting enough exercise. With high obesity rates, it’s very important for young people to spend as much time being active as possible, especially since studies show that people who are overweight during childhood and adolescence are far more likely to become overweight adults than those of a healthy weight when they’re young. There is just as much, if not more, fun to be had in getting out and about and being active. This doesn’t have to mean going for long runs if that’s not your thing; team sports are both fun and great exercise. Dance or fitness classes are also a good option for those not into sports.

Secondly, getting a good education is that best thing that you can do for your future. If every teenager cut down on their gaming time by 30 minutes per day and used this time to study, the whole of that generation would achieve better results and be more likely to have the career that they want. With education, you get out what you put in, so it’s really up to you to put in the additional effort. If you want to go to a good college, extra study in your own time will be completely vital, but gaming can reduce your concentration span and make this more difficult.

The third main reason that playing video games too often is that it’s no good for your social skills. Some teenagers may argue that because they can now play their games online with friends, they are socializing in their own way. However, you can’t beat face-to-face contact, and if you want to succeed in interviews and build good relationships in later life, you need to develop some proper communication skills. This shouldn’t be a chore, or difficult, because hanging out with friends is far more fun than sitting indoors playing on games all day anyway!

In conclusion, there can be no doubt that spending too much time gaming isn’t good for you. You don’t have to stop all together, but it’s all about moderation. Cut down and allocate your additional free time to doing things that are good for you, and you definitely won’t regret it in later life.

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ESL Writing Worksheet: Opinion Essay About Video Games (Intermediate)

In this writing worksheet, you are going to find exercises that will help students elevate their writing skills and practice the structure of an opinion essay on the topic “Are Video Games Good for Youngsters?”. 

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There is an example of a short opinion essay on this topic, plus a multiple section where students can check their understanding of this type of writing, a section for practicing useful words and phrases for opinion essays plus practical tips for writing an opinion essay. The exercises are tailored to intermediate (B1) students.

Preparation Notes for the Teachers

Required time: 45 – 60 min

To prepare:

Prepare a discussion that covers the topic of the pros of video games. 

As a warm-up, tell students that you all know that playing too many video games for too long can be harmful for the mental and physical being of a person. However, this activity is also fun and some games are really engaging and intelligently made, so players see many good reasons about why they should play them. 

Ask students: How many hours per day do they play video games? What is their favorite video game and why? Are video games a good way to socialize? Are video games a good way to learn new English words? Are there any other benefits?

An Opinion Essay: Are Video Games Good for Youngsters?

In this worksheet, you will find exercises that will help you strengthen your writing skills and learn how to write an opinion essay on the topic “Are Video Games Good for Youngsters?”.

You will also learn some useful words and phrases for opinion essays, plus practical tips for writing an opinion essay. 

What is your favorite video game and why? Are video games a good way to socialize? Are video games a good way to learn new English words? Are there any other benefits?

Discuss briefly with your teacher and the class, then answer the questions in Exercise A, B, C, D, and E.

Read the questions before answering to make sure you understand them.

Are Video Games Good for Youngsters?

Today, many young people play video games on their electronic devices, at home, at their friends’ houses and many of them say that playing video games is their favorite activity.  These games are good for young people because of several reasons.

First of all, I think that video games are a good way to train your brain. There are many popular games in which players need to have high levels of thinking, follow instructions, solve complex problems and use logic. In my opinion , these games are fun, and you can learn many things from them. Moreover , you can play them with friends online, so you can hang out and socialize even if you have long-distance friendships.

In addition , you can learn a lot of new English words if you play video games. Some people think that you learn best in classes and while listening to music or watching films. Although this is true, there are many excellent students who learn English from video games because they spend most of their free time playing.

Finally, I believe that video games are good because they are fun and intelligent. I think that they are a good alternative to communicate with friends when you can’t see them in person and learn many new things together.

A. Understanding the Opinion Essay

1. Read the above essay, then choose and circle the 6 ideas that are mentioned in the essay.

a) Video games can increase your intelligence and ability to think.

b) Too many young people are obsessed with video games.

c) Playing video games online is good for socializing.

d) You can play video games even when you are not at home.

e) It is better to learn English in person than online.

f) Many students do well in English because they play video games.

g) There more reasons why playing video games is good for young people.

h) Many video games may help young people with problem-solving.

B. Expressing Opinion

2. Match the words and phrases that have a similar meaning. *Reminder: some of these words and phrases are underlined in the opinion essay in Exercise A.

a) I disagree that… ____________________________________

b) Finally…____________________________________

c) Nowadays…____________________________________

d) In addition…____________________________________

e) In fact…____________________________________

f) First of all…___________________________________

g) I believe that…____________________________________

Tips for Writing an Opinion Essay

  • Write your essay in 3-4 paragraphs. Start each paragraph with phrases like First, Moreover, To conclude.
  • Express your opinion using phrases like In my opinion, I believe, I think that. Always support your opinion with 1-2 arguments, i.e., why you think so.
  • Mention opinions that are different from yours. Use phrases like “Some people think/believe“ and then explain why you don’t agree with them. Always explain why you disagree with 1-2 arguments.

C. Write an Opinion Essay

3. Write an opinion essay with the title ‘Are video games good for youngsters?’ Write the essay below and give your opinion.

Download this worksheet (including key) in Word and PDF doc format (zipped)

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110 Video Game Topic Ideas for Essays & Examples

🔝 top 10 video game topics for 2024, 🏆 best video game topic ideas & essay examples, 🎮 good video game research topics, 🕹️ interesting gaming topics to write about, ❓ video game research questions, ✅ simple & easy video game essay topics.

Looking for video game topics for your project? Look no further! Here, we’ve collected excellent essay topics for true gaming enthusiasts. Whether you’re looking for argumentative essay ideas on video games, research topics, or questions for debate, you will find them here.

  • History of Video Game Consoles
  • Myths of Video Game Violence
  • The Global Phenomenon of Esports
  • VR Gaming and Its Future Possibilities
  • How Video Games Influence Cognitive Skills
  • Therapeutic Mental Health Benefits of Video Games
  • Diversity and Gender Representation in Video Games
  • How Multiplayer Games Impact Social Interaction
  • Healthy Gaming Habits Against Video Game Addiction
  • Aesthetic and Narrative Qualities of Artistic Video Games
  • Product Life Cycle & Marketing of Video Game Industry One of the most important advantages of the concept of life cycle can be seen in the sphere of marketing, where if used as a tool it allows adjusting the strategies, including marketing, based on […]
  • Sony and Nintendo in the Video Game Industry The firm has manufactured several generations of the home console since the 1980s, beginning with the Nintendo Entertainment System, the Super Nintendo Entertainment System released in the early 1990s, and the Nintendo 64 that was […]
  • Video Game Effects: Good or Bad? Given the fact that there is indeed a logically sound rationale to such a suggestion, throughout the course of conducting my study, I remained thoroughly observant of the article’s classification-related suggestions, in regards to the […]
  • Video Game Industry Analysis In 1950, Yamauchi assumed the position of the president in the firm and got on a variety of strategies with the purpose of rationalizing and modernizing the way the firm was controlled.
  • The Monopoly Tycoon Video Game Review The game is stylistically similar to the board game Monopoly, and it can be played both online and offline. It is important to note that the game has a multiplayer feature, which can be played […]
  • The Video Game Industry Evolution The first mention of the creation of such games dates back to the 1940s, but it was in 1952 that Alexander Shafto “Sandy” Douglas officially presented his dissertation at the University of Cambridge. One of […]
  • The NASCAR Video Game Project Management Plan The plan attempts to draw the features and gameplay mechanics by replicating the thought process of a potential player. At this stage, the game should be well-advertised and ready for release.
  • The Motivation of the Video Game Player For instance, the project gave its players the dynamic and fast pace of the game, a vast and detailed map, various locations, several different weapons, and character skins, and this is not all the possibilities.
  • The “Medal of Honor” Video Game Analysis The game is set to depict the Afghanistan invention in 2002 and the battle between the U.S.military and the Taliban. Due to the close resemblance of the game to the Afghanistan war, the game has […]
  • Human Life: Video Game, Simulation, or Reality? Drawing parallels between the real and the virtual world, one can admit the unreality of the existence of the planet and people and compare everything that happens with the simulation in which we are.
  • Does Video Game Violence Lead to Aggression in Children? Among the gaming community, children participate vigorously in absorbing the plethora of entertaining content, including age-restricted ones where the scenes of violence are abundant.
  • A Role-Playing Video Game Ayiti: The Cost of Life This strategy worked but not to the topmost level simply because the burden of the living cost was gradually weighing down the overall income of my family.
  • BioWare Video Game Project Management For example, Dragon Age: Inquisition, the third installment of the company’s flagship series, switched to the Frostbite engine used by most of the EA games and succeeded in delivering the product despite the technical difficulties […]
  • Video Game History: Overview From the 1990s to Nowadays In addition to arcade car behavior, the game was also famous for its beautiful graphics at the time, with each game in the series being a launch title showing the capabilities of the console.
  • FIFA 10 Football Simulation Video Game A lack of consistency is evident in the various versions of this game as FIFA 10 played on a PC lacks the realism that is exhibited when the game is played on XBOX 360 and […]
  • Video Game Delivery Project: Strategic Marketing To initiate strategies in marketing of Video Game, the company will decide to develop a web based application by ABC CORP and this application is customized to meet the requirements of the project. The purpose […]
  • A Video Game Store’s Business Plan The projected cash flow of the cash in the balance sheet will appear positive for the next five years and will show that the company’s profitability in will be good enough pay for operating expenses […]
  • The U.S. Video Game Industry This was also based on the views of the company’s developers who assumed that the technological advantages of the the16-bit system were extremely less than that of the 8-bit system.
  • Video Game Company Against Online Piracy The purpose of the said DRM software is to protect the intellectual rights of the company. The fourth major issue is the encompassing goal of the VGC to end all types of piracy.
  • Video Game Addiction and Maslow’s Hierarchy of Needs As to me, I was interested in video games when I was a child because this industry was at its beginning and almost every pupil was involved in it.
  • Twitch.tv and Video Game Streaming Career From this point, in spite of the fact that the Twitch.tv platform can be viewed as belonging to the live-streaming industry, the careers of streamers develop according to the traditional principles of the entertainment business.
  • Nintendo in the Video Game Industry Previously, Atari was a major power to reckon with in the industry but was later toppled by Nintendo. Part of Yamauchi’s vision was to introduce new and cheaper video games in the market than the […]
  • Game designers have the responsibility to design less video game Secondly, the outcome of the video game is unpredictable as compared to movie in which the audience can predict the point at which the story would end thus making the video games more interesting to […]
  • Striving for the Ultimate Knowledge: Eli’s Mission. Video Game Owing to the peculiarities of the movie plot, the game can be shaped in a most intriguing way, with a lot of turns of the plot which lead to the most effective denouement.
  • Analysis of the Counter-Strike Video Game Phenomenon in Computer Gaming
  • Comparison of Three Companies in Video Game Industry; Nintendo, Sony and Microsoft
  • Analysis of Free Will in The Stanley Parable Video Game
  • Analysis of the Effects of Playing a Video Game Used in Computer Science
  • Analysis of the Characteristics and Player Statistics of Bungie’s Video Game Destiny
  • Are Video Games Truly a Game or a Reality?
  • Analysis of the Topic of the Releases in the Video-Game Industry and the Issues of the Violence
  • Analysis of the Rise of the Video Game Empire in Modern Society
  • Two Aspects of Creating a Video Game
  • Analysis of the Third-Person, Console-Based Video Game, The Last of Us
  • Are Users The Next Entrepreneurs? A Case Study On The Video Game Industry
  • Combating Video Game Addiction : A Global Problem
  • Does Playing Video Game Consoles Bring About Plenty of Advantages?
  • Analysis of the Field Work Project and the Topic of a Video Game Community
  • Does Video Game Violence Affect Children?
  • Do Video Games Contribute For Video Game Violence?
  • Is The Video Game Industry an Oligopoly?
  • Is Video Game Violence the Cause of Juvenile Delinquency?
  • Psychological Effects of Video Game Violence on Children
  • What Is the Defining Business and Economic Characteristics of the Video Game Console Industry?
  • Why Play Station 4 and the Xbox One Are the Kings of the Next Generation Video Game Console?
  • What Makes A Video Game Addictive?
  • Competition Among 3 Main Video Game Companies: Nintendo, Sega, And Sony
  • Brief Note On Video Gaming And The Video Game Industry
  • Effects of Television and Video Game Violence on Children and Teenagers
  • Analysis of the Different Genres of Video Game Systems for Children
  • Overview of the Process and Career in Video Game Design
  • Development of the Elder Scrolls Video Game Series
  • Breaking Gender Stereotypes in Traditionally Masculine Sports: The Inclusion of Women in FIFA 16 Video Game
  • Cancer: Video Game and Playing Violent Video
  • Fighting the Online Video Game Wars in China
  • Government Regulation Of Video Game Violence Is Unconstitutional And Unnecessary
  • Japanese video game industry
  • History of the Video Game Industry
  • Microsoft Xbox Entering the World of Video Game
  • The Merchant of Video Games: Adapting the Merchant of Venice into an Adventure Game
  • What Are Some Revolutionary Breakthroughs in the Video Game Industry?
  • What Does It Take To Make It in the Video Games Industry?
  • Why Has the Video Game Industry Exploded Recently?
  • What Is Wrong With the Video Game Industry in This Generation?
  • Is the Video Game Industry Going Downhill?
  • Who Is the Best Voice Actor in the Video Game Industry?
  • What Will Be the Next Breakthrough or “Big Thing” in the Video Game Industry?
  • Is the Video Game Industry in Trouble Right Now?
  • Who Makes More Money: Hollywood or the Video Game Industry?
  • How Has the Coronavirus Impacted the Video Game Industry?
  • What Is the Biggest Missed Opportunity Yet in the Video Game Industry?
  • Does Video Game Violence Induce Negative Affects on Our Youth?
  • What Are the Changes the Video Game Industry Needs?
  • How Large Is the Video Game Industry?
  • Why Is the Video Game Industry in China Dominated by MMOs?
  • Is There a Bubble Forming in the Video Game Industry?
  • What Do Video Game Players Understand That Most People Don’t?
  • How Easy Is It to Make a Video Game?
  • What’s the Best Advice You’ve Received From a Video Game?
  • What Was the First Video Game?
  • What Is the Most Inappropriate Video Game You Know?
  • What Are the Elements of a Good Video Game?
  • How Much Does It Cost to Develop a Video Game?
  • What Can Video Game Consoles Offer You?
  • Why Video Game Addiction Is One of the Urgent Problems Today?
  • How Does Science Create Video Game?
  • How the 1970s Sparked the Video Game Industry?
  • Why Do Video Game Movies Always Fail?
  • What’s the Most Popular Video Game Genre?
  • The Science Behind Brain-Boosting Games
  • How Gaming Reflects and Influences Society
  • How Video Games Participate in Social Justice
  • Pros and Cons of Gamified Fitness and Wellness Apps
  • Gamification, Its Benefits, and Learning Outcomes
  • Virtual Goods in Video Games and Their Real-World Value
  • What Factors Influence Immersion and Player Engagement?
  • Cloud Gaming and the Potential of Streaming Technology
  • Market Trends and Revenue Models of the Video Game Industry
  • Violence, Microtransactions, and Other Ethical Issues in Video Game Development
  • Chicago (A-D)
  • Chicago (N-B)

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The Field of Dreams Approach: On Writing About Video Games

video game opinion essay

Tony Tulathimutte on the future of video game criticism

video game opinion essay

Every year, more and more great essays are published on literary sites concerning video games. In the past year I’ve especially loved entries like Janet Frishberg’s “On Playing Games, Productivity, and Right Livelihood,” Joseph Spece’s “A Harvest of Ice,” and Adam Fleming Petty’s “The Spatial Poetics of Nintendo: Architecture, Dennis Cooper, and Video Games.” But for each great essay there are a handful of others written like apologies, seemingly perennial pleas to take video games seriously as a form of meaningful narrative.

I hoped to have a conversation with a writer about games that went a little deeper. There were two main reasons I turned to the Whiting Award-winning writer Tony Tulathimutte. The first was because of his response in an interview with Playboy , in which he said that his interest in gaming probably “had something to do with my desire to bend or break formal conventions in fiction.” The second was his three thousand word essay about Clash of Clans , “Clash Rules Everything Around Me,” which was exactly the type of essay about gaming I wanted to see more of. Tulathimutte is the author of Private Citizens , which we listed as one of the 25 best novels of 2016 .

What I want is long-form literary criticism. But writers should just write what they want to read. The body of work will be there and the audience will follow it. The ‘ Field of Dreams’ approach.

Graham Oliver: Can we have this conversation without getting stuck trying to legitimize video games as a medium?

Tony Tulathimutte: “Are video games art?” “Have we had the video game Citizen Kane  yet?”

GO: That’s such a boring and overdone conversation. I think it’s more interesting to look at the ways in which video games actually do interact with literature, and not to hold the conversation just as a demonstration of our respect.

TT: Take the respect for granted and go from there. I thought about starting a literary magazine about video games a while back, but the discourse had by then become so toxic that, even with the most anodyne academic essay you could write, the best you could hope for was that it would be ignored. There needs to be more space for this kind of writing, but I just didn’t want to wade into it then. I feel a little better about it now, which is why I did the Clash of Clans  essay.

GO: What is the difference between video game-related essays showing up on a literary site, versus a site where the primary purpose is the intersection of video games and literature? What could that site do that can’t be done (or isn’t being done) otherwise?

TT: Part of it is just volume. You can’t have a general interest magazine like the New Yorker covering video games to the same depth or degree as it does film or music or even theater. Every big magazine at this point covers video games occasionally — I know the New Yorker has written about Minecraft and No Man’s Sky , for instance. New York Magazine just did a big essay on gaming more broadly.

video game opinion essay

But for some reason, there’s no video game editor at the New Yorker , no dedicated departments or verticals, except at newer places like VICE, Vox , The Verge . Unlike music or movies, video games aren’t equally distributed through the culture; it’s more compartmentalized. This owes in part to a marketing apparatus around games that caters to and fosters a specific audience, and because the audience for certain genres — responding to these pressures — became self-selecting, especially with respect to gender. Video games may be art, but they are also a STEM [Science, Technology, Engineering, and Mathematics] industry, which makes them no different from any other STEM field in that regard.

GO: It’s a question of access. I was thinking about your Clash essay; you have this entire paragraph that has to explain this massively popular and mechanically fairly simple game. Does that automatically turn off an audience who are already proficient in those basics? In which case, are you only writing for people who don’t game? I suppose that’s another conundrum of coverage in a general interest publication…

TT: If you read an essay by Susan Sontag or Martin Amis about the great books, or by André Bazin about film, they can assume a certain level of knowledge about the text or film from their audience. I can write that way about games on my own time and my own dime, but there’s no presumed canon or general readership for games, because they’re not taught in schools and not regularly discussed in big publications. So you either write for the diehards — the equivalent of film buffs or bookworms — or for novices.

GO: Is that why we haven’t had novels which interact with video games the way David Foster Wallace did with tennis, or Ann Patchett with opera? Neither of their books included explanatory paragraphs; it’s so ingrained in our culture that it seems almost impossible to have grown up without some idea of what tennis or opera are.

TT: Most people have played a game, and the average gamer spends six hours a week playing them. I think it has less to do with the medium inherently than just the failure of writers who have approached the subject. I haven’t read everything on games, but so far, the fledgling efforts have been too literal or kind of corny. Some writers seem to think that you’re supposed to transpose the form of games into fiction — to provide this very lightly remediated experience of reading a book so that it feels like you’re playing a game.

The last thing you want to do is create a watered-down experience of gaming in a text. A book should still work as a book. It’s the usual difficulty of writing about other mediums; there’s that old chestnut that writing about music is like dancing about architecture. But there are special considerations for how to write about any form in a way that conveys deep presence and vividness comparable to the experience itself.

GO: When you’re writing about games in one form or another, do you find you prefer to write for someone who is like you — very interested in both writing and video games — or is your preference for someone in that liminal space somewhere between them?

TT: I approach it as I do with all my creative writing, which is to write for the audience of Tony. That frees to me to write things irrespective of their publishability. Right now I’m working on a long essay about Metal Gear Solid  — the whole series. That’s between ten and twenty games, depending on which ones you call canon. The dialogue alone stacks up to something like sixty thousand words each. And the companion synopsis is almost three thousand words. I’m just trying to make points about the series that haven’t been made before. Would Kill Screen or The New York Review of Books ever run that? Hell to the fuck no.

video game opinion essay

If writers keep doing this, eventually there will be a readership equipped to deal with it. For the longest time there have been really smart people playing video games and wondering where all the good criticism was. It’s a discoverability issue, to a certain extent. There’s so much good writing out there about games, but most games-writing outlets cater to fairly niche perspectives. Action Button is extremely good, irreverent creative criticism, probably my favorite. Five Out of Ten is academically oriented, Kill Screen is mainstream journalism. What I want is long-form literary criticism. But writers should just write what they want to read. The body of work will be there and the audience will follow it. The Field of Dreams approach.

GO: You said earlier (and you’ve also mentioned it in your Playboy interview) that the discourse around games is toxic and partisan. Are you talking about within or outside of the gaming community?

TT: All of it. Partisan lines have been drawn within it for purposes far beyond aesthetic disagreement. In part because so much of this discourse occurs in a medium where people are not held accountable for their words, i.e. on the internet.

GO: How does that compare to conversations within the literary community? You’ve written before, for instance, about the MFA vs. NYC debate .

TT: I want to do my part to de-estrange gaming discourse. Not de-stigmatize or demystify, but de-estrange. This cancerous shit happens everywhere — it just happens in a spectacularly aggressive and organized way in gaming.

GO: When you’re not actually writing about video games, what place do they hold in your life? Are they the stress relief at the end of the day, the reward after two hours of writing? Or something you try to avoid when you’re in the middle of a big project?

TT: I’ve played video games since I was three years old. I have loved video games a lot longer than I’ve loved literature — which is not to say more. Actually… yeah, probably more. It just so happens that I’m a writer. I don’t feel the guilt that some people do who, even if they enjoy gaming, approach it feeling as if it’s a waste of time, or a form of entertainment which takes them away from their “real life.” You wouldn’t condemn a cineaste or a lover of literature. But a fug of non-respectability still attends video games.

That said, the reward mechanisms in most games are designed to get you hooked in cognitive motivational ways that don’t apply to most literature. So it’s absolutely possible for games to displace other things that you would want to do just as much. I don’t struggle to fit them into my life, but I probably would, if my life consisted of much more than just teaching and writing.

GO: I suppose I was thinking more about the effect on your mental state. For instance, I have to save video games for the end of the day, because I have a hard time going from the almost meditative state of game-playing into writing. How does it fit in, not in the sense of time but in how it interacts with your ability to produce writing afterwards?

TT: If a visual narrative enters my head before I start writing, it’s enormously difficult to pull myself back into writing. A huge amount of psychic inertia has to be overcome to transition from consuming a narrative to assembling one. I have a lot of wacko bird theories as to why. Perhaps language is such an information-poor medium that it demands a sparseness of input, so that you can have room to envision or create new stuff in your head. Maybe the act of viewing, which puts you in the posture of evaluation and judgment, beefs up the inner critic that makes it hard to write. That’s all pure superstition, I have nothing to base that on.

GO: What about when it comes to the type of video game? You’ve mentioned playing DotA 2 in other interviews, which is very different from more narrative-heavy single player games. In the middle of a big writing project, do you find yourself drawn more to one type of game over another?

TT: With the caveat that writers are the worst self-appraisers, I’ll say that I have not noticed any influence from the type of games I’m playing on what I write. I think games engage an entirely different part of my brain, which might also account for the difficulty I have toggling between those two modes. That said, I think longer games can work like long books — immersively — where you have to pinch your nose and take a deep breath before plunging into the Neapolitan books and it just becomes the medium you swim in for months. Some games demand a higher or more frequent degree of engagement to get any kind of nuance at all. You can play a thousand hours of DotA 2 , without coming anywhere near understanding it.

video game opinion essay

GO: How does that compare to the relationship between reading and your own work? Do you avoid other people’s writing when working, or do you keep books on your desk for the sake of referencing them?

TT: I do. I try to keep a messy puddle of books around my work area, in case I want to steal something from somebody else. But I Google as much as I refer to other books. I don’t disconnect from the internet when I’m writing, like some writers who have this almost mystical anathema against technology. I generally find I benefit from my procrastination.

You can have a rom-com game, a campus game, an adultery game, or a boring-but-important game that will get taught in high schools circa 2110.

GO: You referred to language as being information-poor a minute ago, which reminds me of the AGNI essay you wrote on boredom. The thesis of that essay was basically that boredom in literature is okay. Can you also apply that idea to video games? Can there be meaningful or productive boredom while playing, through the act of repetition, for instance? I just played Her Story, which I know you enjoyed, and while it has a super interesting story you have to slog through a certain amount of repetition to get to it.

TT: The democratization of game creation is producing a wider range of games, like the Super 8 camera did with film. You can have vignette-style games like Nina Freeman’s —  Cibele , how do you Do It? , Freshman Year , etc. You can have “walking simulators” that are almost purely meditative, like Gone Home , Firewatch , or Dear Esther . I just saw a piece on a game based on Thoreau’s Walden .

video game opinion essay

The impulses and tendencies that make people want to create literature are present. It will happen more as people are able to do what they want to do, without enormous corporate financial support or even crowdfunding, which, to an extent, just moves the bottom line to having to be crowd-pleasing. Games can be plenty boring in spite of themselves, even if that’s not what they’re trying to do. It’s a cliché by now to point out that the most time investment-heavy games like World of Warcraft consist largely of “grinding.” Or, if you play something like DotA 2 , queuing for a game.

GO: For DotA 2 you also have to spend a lot of time reading up on viable builds. Work that’s not in actually playing the game.

TT: Yes, although I will say that that intellectual work doesn’t feel like tedious labor to me. I have fun looking up builds. The deep strategy and understanding are coextensive with the pleasure of playing the game.

Moments of boredom are built into games for reasons that range from comedy to suspense. I think a lot about the moment in Final Fantasy VI where you’re directed to just wait at the edge of a floating continent for a character to come along. On the one hand you’re sitting watching a clock tick down. On the other hand, it’s extremely tense.

Contrasting aesthetic effects in games to those in other media is not always productive, because it’s like playing Twenty Questions. Can games do X like books? Can games do Y like films? In the same way we should assume games are art, and that there’s an audience out there hungry to make something of them, we should assume that games can do anything. You can have a rom-com game, a campus game, an adultery game, or a boring-but-important game that will get taught in high schools circa 2110.

GO: I go to these academic conferences where a similar conversation is happening among professors who write in the field of gaming studies. Some bring in literary and film theory, and try to lay that on top of video games, while others reject that. The tools and the language are already there from other fields, so it seems easy. On the other hand, it can be kind of reductive, and perhaps prevents you from having the more meaningful conversation.

TT: Right, or even just the conversation you’re trying to have. There are also those efforts to create a language around game studies, partly I think try to legitimatize it in the eyes of the academy. You get people going on about the Ludologists versus the Narratologists, about ludonarrative dissonance, copping these quasi-academic terms. I can see the point of systematizing things, but my favorite criticism helps you not to just describe and understand, but to enjoy stuff more.

GO: How much do you worry about the effect that being an “out” gamer will have on your literary career?

TT: If I were bashful or coy about my love of video games I wouldn’t do this interview. The same goes for pornography or television. Even the language of being “out” implies a political and social pressure or an importance that just doesn’t exist. I’d hate to believe that being a writer means living in a constant state of deposition, publicizing everything you do, think, or feel. The fact that I like video games isn’t interesting. Video games are interesting. I love talking about them with smart people, both within and outside of gaming culture. But I’m also perfectly happy to be left alone with them.

GO: Do you hope there’s a day around the corner where a game developer decides to make a narrative-heavy game like Life is Strange , Her Story , or Kentucky Route Zero , and they look at a list of literary authors to figure out who should write it?

TT: Not at all. I believe that I can do a lot of things in writing, but I haven’t felt an urge to create a video game since the third grade. It’s always good to have some kind of interest that is totally pure, where you’re going to be an eternal fan, because sausage-making can disillusion you fast. If part of the charge of art comes from mystique or sheer baffled admiration, that’s something I want to preserve in at least a few departments of my life.

GO: As a writer, you’re expected to be both a creator and a thoughtful critic as well. It seems like once you publish a book, there is an expectation that you’ll be reviewing or blurbing for other books for the rest of your life. How does your approach to writing about literature differ from your essays on games?

TT: I review books as a practitioner; I know what goes into putting one together, so I can pan one that isn’t well-made. I write about games as an appreciator, in that I want to take something I like and enlarge people’s sense of pleasure or wonder at it. This doesn’t mean that I can’t be critical of a game. I have negative things to say about everything. But because I’m not highly qualified to trivialize or disparage a game on the level of craft — for instance, a sunbeam in a video game might look shitty and aliased because of technological or budgetary constraints that I’m not aware of — my main task is to study its narrative and to add value.

GO: You’ve been thinking about games critically for a long time. I read that you wrote your theses — both in undergrad and for your first master’s degree — on video game interaction. What were you looking at in those?

TT: I majored in something called Symbolic Systems, which would be called cognitive sciences anywhere else. They add linguistics and philosophy to the standard curriculum of formal logic, computer science, and cognitive psychology. I applied the extremely specific language of human-computer interaction studies to video games. So I wrote pretty dry literature surveys of game-writing and interaction theory, and how the latter could be applied to the former.

One was about game controller design, which ended up anticipating the Nintendo Wii controller by a couple of years. I talked about the potential for modular design and gestural input. The second thesis was about menus. They’re the basis of turn-based RPGs, and in games their definitional boundaries are weird. Take the Warp Zone Pipes in Super Mario Brothers . You go over a ceiling and drop into a room where you’re invited to select one of three pipes to go through. It is very clearly a menu, where you’re selecting one of three options, but it’s also a part of the action.

God, I sound so stoned when I talk about this.

video game opinion essay

GO: I hate to keep mentioning Her Story , but I just started it today. In that game, the user interface also has this blurry boundary. You read a ReadMe file to learn how to use the system, but that’s all part of the in-game computer you interact with as part of the story.

TT: Yeah, it’s brilliant. Any computer interaction can be extrapolated into a game premise. Here it’s basically Database Search: The Game, but it’s fun and well written. To analogize with literature, there are plenty of stories whose premise comes from its formal conceit. My favorite is “ Going for a Beer ” by Robert Coover. He takes a simple sentence gimmick — where two things that happen at different times are written as though they’re simultaneous — and it becomes the conceit of the story. The story is, “what if your life was composed of moments with endings and beginnings but no middles?”

GO: Form matching content. That happens in all types of art, right? There was a piece on Hamilton which pointed out that, as the first half progresses, the Marquis de Lafayette’s rhymes get denser and faster, coinciding with him being in America and increasingly speaking English. The music reflects the plot.

TT: Form generating content, I would say. It’s a classical idea. Sometimes it’s done very explicitly, like with Oulipo. It can be super corny, but it’s a dependable source of inspiration.

It’s Tristram Shandy-levels of batshit.

GO: Going back to your idea for a game-writing website, were you imagining a place that just collected the kind of long-form writing you want to see, or were you also imagining a community that would be built around it?

TT: I am not too concerned with building community. The idea was simply to get critical essays on games­ — not fiction, poetry, reviews, or personal essays, but literary analysis. Like the essay I’m working on about the Metal Gear Solid series… So many of the male characters lose their hands and are sterile and have daddy issues and misinterpret the will of one female character, The Boss. Aside from the glaring Freudian overtones, what’s that about? This is not stuff that figures into the plot as it plays out, but is something that I think screams out for conversation.

GO: I was a Nintendo kid and then jumped to PC gaming, so I never got into the Metal Gear  games.

TT: It’s like the Infinite Jest of games. As far as I know, it’s the longest continuous scripted narrative in games. You can make a strained case for things like Zelda or Metroid , but this is the most sustained vision from an auteurist figure, Hideo Kojima, and it’s just bonkers. It’s Tristram Shandy -levels of batshit.

GO: Well, that sells it. I now have to ask the big, speculative question, since you just called it the Infinite Jest of games. What do you think David Foster Wallace’s writing would have been like, had he been obsessed with video games rather than television?

TT: This question is so enormously counterfactual it might as well be a novel. The guy was hugely tech-avoidant. He typed with one finger on an old computer. But games seem very contiguous with his concerns in Infinite Jest . Though who’s to say Virginia Woolf wouldn’t have also gotten equally invested in games? Wallace is a gimme because of the technological overlap, but to me the more interesting speculative question is, What would a game written by P.G. Wodehouse be like? I want to see an essay on  that .

How to Have Fun Destroying Yourself: An Interview with Tony Tulathimutte, Author of Private Citizens

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How to Write an Essay about Video Games: Presenting Effective Arguments in Papers

video game opinion essay

Gaming on video consoles is becoming more and more common. In actuality, the typical gamer plays for roughly six hours each week. There are many who claim that video games are harmful to one’s health since they promote inactive lifestyles like prolonged sitting and isolation from the outside world. On the other hand, some people say that playing video games is a good way to unwind and relax, and they are not wrong. So, what is the real story of video games? Are they good or bad? The controversy of playing video games presents an opportunity for students to either be proponents or antagonists of the issue through essays. Accordingly, this article discusses how a learner can write an essay about video games.

It would be best to do thorough research before writing an essay about video games

Research is often the most challenging aspect of preparing an essay. While writing your video games essay, you’ll have to employ the information you get from research to define video games, describe different genres, and give relevant examples to support your claims. Students must recognize that the amount of research they conduct totally affects how good their essays turn out. Your video game essay will benefit greatly from your careful attention to detail and thorough investigation. Just keep in mind that you are trying to convince your audience to see things from your point of view. This is why having a great deal of background information is essential. Researching your favorite video game would give you an added advantage. Additionally, to support your claims, you must include relevant examples and research-based data.

You should develop an introduction that captures your reader’s interest

The whole point of the opening paragraph is to capture the interest of the audience. To achieve this, it should pose an intriguing topic or provide a contradiction or paradox. You ought to add a good hook to grab the reader’s attention so they can’t help but keep reading your paper. Given that there are numerous motivations for why individuals engage in video games, the introduction is where you have to specify the reasons. Moreover, it would be best to incorporate your thesis statement in the introduction. A thesis statement is basically the writer’s primary concept, summed up in one or a few sentences. A well-formulated thesis statement expresses the work’s central argument in a way that makes sense in light of the inquiry or issue at hand. It would be the correct response to the question, “What is the primary theme of this essay?” from the instructor. Nonetheless, you should perceive your thesis as an opinion that may be debated at any time, rather than an established fact or objective reality. In other words, now is the time to speak your mind regarding the impact of video games on today’s youth.

You must present your arguments in the body paragraphs

The arguments are what learners utilize to support their thesis. A single contention and one or two examples must each have their own paragraph. It would be best to provide your reasoning for your video game position and be sure to explain why you firmly disagree with the opposing viewpoint. Examples include your own experiences and, where appropriate, references to data from studies, forecasts, and statistics. Students should provide answers to contentious topics like “Do video games promote addiction and violence among players?” The arguments you employ ought to back your main point rather than contradict it.

You may offer vivid illustrations as you write an argumentative essay about video games

Learners should offer evocative examples of the genres and video games under consideration. Instead of stressing about whether the material you discover online or the game’s publishers are legit, dedicate yourself to writing a fun and vibrant paper for the person who reads it. This approach piques the audience’s attention and facilitates their comprehension of the argumentative essay about video games. Additionally, these vivid examples assist you in conveying your ideas in a manner that words can’t. Even if you aren’t convinced that your assignment requires an example, using one might perk up your reader and provide your arguments additional weight.

You should write a conclusion for your essay

The last section is meant to sum up the college essay. You may accomplish this by restating the thesis statement and briefly mentioning the arguments you presented in your body paragraphs. This approach will help the audience understand how you systematically addressed the issue and made conclusions. For instance, suppose you had to respond to the question, “Do games negatively affect us?” A topic like that can’t be satisfactorily answered by psychology, particularly when it involves something as novel as video games. Consequently, it is actually way easier to just pick a side and support your position with some research. In the end, your readers don’t expect the argument to be elaborated upon but rather summarized. No new material should be introduced in the last paragraph.

Identifying the sources you employed would be best

When you are writing an essay about video games, it is essential to cite your sources. That means you got to make a list of every resource you used in your paper. References to diverse books, scientific studies, statistical data, and remarks made by well-known experts are acceptable. It would help to make sure your research is from the past five years.

Proofreading is vital for developing a top-notch paper

Students must make sure that their essays about video games have been edited and proofread prior to submission. So basically, you are going to check your assignment for spelling, punctuation, and grammatical mistakes. Completing an essay that is free of errors increases a learner’s likelihood of academic success. Here are some tips to help you proofread your work:

  • Read the text aloud. This will enable you to detect any mistakes.
  • Take your time proofreading and revising your work. Spend sufficient time on it to ensure you catch any possible oversights.
  • Concentrate on correcting a single mistake at a time. Avoid the hassle of searching for spelling and grammar mistakes at the same time. Prior to checking for punctuation and spelling problems, you may concentrate on grammatical issues.
  • You may also create a list of the most typical errors that students make while writing essays, then review your work for each one.

Using these suggestions will guarantee that your essay is devoid of all types of mistakes that might undermine how persuasive your argument is. Alternatively, you can delegate your “ write my essay ” request to online essay writing services like CustomWritings which may allow you to complete a high-quality paper about video games.

Extra tips for presenting better arguments in essays about video games

Today’s youth often engage in video gaming, and this trend will only spread in the coming years. Composing a paper about video games can help you learn more about the subject while also providing readers with information they can utilize in their lives. Just consider the potential for them to be inspired by and gain new knowledge from your essay about video games. Following this article’s recommendations should take you a step closer to achieving your academic goals.

Nick Sinclair

Nick Sinclair, a gaming aficionado since the Commodore 64 era, studied Creative Computer Games Design in university before founding his own gaming company. Discovering a passion for content creation, Nick now helps gamers squeeze every drop of fun out of their favorite gaming hardware

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Essay on Video Games

Students are often asked to write an essay on Video Games in their schools and colleges. And if you’re also looking for the same, we have created 100-word, 250-word, and 500-word essays on the topic.

Let’s take a look…

100 Words Essay on Video Games

Introduction.

Video games are interactive digital entertainment platforms. They are played on devices like computers, consoles, or mobiles.

Types of Video Games

There are many types of video games. Some are educational, others are adventure-based or sports-themed.

Benefits of Video Games

Video games can improve hand-eye coordination, problem-solving skills, and strategic thinking. They can also be a fun way to relax.

Drawbacks of Video Games

Excessive gaming can lead to health issues like eye strain and lack of physical activity. It can also impact social skills if not balanced with real-world interactions.

Video games can be both beneficial and harmful. It’s important to play responsibly and maintain a healthy balance.

Also check:

  • 10 Lines on Video Games

250 Words Essay on Video Games

Video games, a form of interactive entertainment, have evolved dramatically from their rudimentary origins in the 1970s. They have penetrated almost every aspect of modern society, becoming a significant part of our culture and a powerful force in the entertainment industry.

The Evolution of Video Games

In their inception, video games were straightforward, consisting of basic graphics and gameplay. However, as technology advanced, so did the complexity and visual appeal of these games. Today, video games are immersive experiences, boasting high-definition graphics, complex narratives, and intricate gameplay mechanics.

The Impact on Society

Video games have a profound impact on society. They have transformed how we spend our leisure time, and have even created new professions, such as professional e-sports players and game developers. In addition, video games have educational potential, as they can develop problem-solving and strategic thinking skills.

Controversies and Criticisms

Despite their popularity, video games have attracted controversy. Critics argue that they promote violence, addiction, and social isolation. However, research on these issues remains inconclusive, and many argue that the benefits of video games outweigh potential negatives.

In conclusion, video games are a multifaceted phenomenon that has significantly influenced our culture and society. Despite criticisms, their popularity continues to rise, indicating their enduring appeal and potential for future growth. As technology continues to evolve, so too will video games, promising exciting developments for this dynamic medium.

500 Words Essay on Video Games

Video games, a form of digital entertainment that has dramatically evolved over the past few decades, have become a significant part of contemporary culture. They offer a unique blend of interactive storytelling, art, and technology, engaging players in a way that no other medium can. Video games are more than just a pastime; they are a platform for expression, learning, and innovation.

The history of video games is a testament to the incredible technological advancements of the late 20th and early 21st centuries. From the rudimentary pixel graphics of the 1970s to today’s immersive virtual reality experiences, video games have continuously pushed the boundaries of what is technologically possible. They have transformed from simple, solitary experiences into complex, social phenomena, connecting people from all walks of life.

The Impact of Video Games

Video games have a significant impact on society, influencing various aspects of our lives. They have revolutionized the entertainment industry, becoming a multi-billion dollar sector that rivals and often surpasses traditional media like film and music. Beyond entertainment, video games have found applications in education, healthcare, and even military training, demonstrating their versatility and potential.

The Benefits and Concerns

Despite the criticisms often associated with video gaming, such as addiction and violence, numerous studies have highlighted the potential benefits. Video games can improve cognitive skills, such as problem-solving and spatial awareness, and can also foster social interaction and cooperation when played in groups. They can serve as therapeutic tools, helping to manage conditions like anxiety and depression. However, it is essential to maintain a balanced perspective, acknowledging the potential risks and promoting responsible gaming.

The Future of Video Games

The future of video games is as exciting as it is unpredictable. With emerging technologies like virtual and augmented reality, artificial intelligence, and cloud gaming, the possibilities for innovation are limitless. Video games are poised to become even more immersive, interactive, and personalized, offering experiences that were once the stuff of science fiction.

In conclusion, video games are a dynamic and influential part of modern society, reflecting our culture, advancing technology, and impacting various aspects of our lives. They are a testament to human creativity and innovation, offering unique experiences that entertain, educate, and inspire. As we move forward, it is crucial to continue exploring the potential of video games, addressing the challenges they present, and harnessing their power for positive change.

That’s it! I hope the essay helped you.

If you’re looking for more, here are essays on other interesting topics:

  • Essay on Veterans Day
  • Essay on Vaping
  • Essay on Values

Apart from these, you can look at all the essays by clicking here .

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Home — Essay Samples — Social Issues — Violence in Video Games — Advantages And Disadvantages Of Video Games Essay

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Advantages and Disadvantages of Video Games

  • Categories: Video Games Violence in Video Games

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Words: 1148 |

Published: Feb 9, 2022

Words: 1148 | Pages: 2 | 6 min read

Table of contents

Introduction, video games: advantages and disadvantages, works cited.

  • Bavelier, D., Green, C. S., & Seitz, A. R. (2013). Learning through action video games. Nature, 12, 135-138.
  • Chang, Y. C., & Huang, Y. M. (2015). Learning by playing: A cross-sectional descriptive study of nursing students’ knowledge acquisition in digital and non-digital games. Journal of Educational Technology & Society, 18(1), 128-140.
  • Ferguson, C. J. (2015). Do angry birds make for angry children? A meta-analysis of video game influences on children's and adolescents' aggression, mental health, prosocial behavior, and academic performance. Perspectives on Psychological Science, 10(5), 646-666.
  • Gentile, D. A., Anderson, C. A., Yukawa, S., Ihori, N., Saleem, M., Ming, L. K., . . . Sakamoto, A. (2009). The effects of prosocial video games on prosocial behaviors: International evidence from correlational, longitudinal, and experimental studies. Personality and Social Psychology Bulletin, 35(6), 752-763.
  • Granic, I., Lobel, A., & Engels, R. C. M. E. (2014). The benefits of playing video games. American Psychologist, 69(1), 66-78.
  • Hilgard, J., Engelhardt, C. R., & Rouder, J. N. (2017). Overstated evidence for short-term effects of violent games on affect and behavior: A reanalysis of Anderson et al. (2010). Psychological Bulletin, 143(7), 757-774.
  • McGonigal, J. (2011). Reality is broken: Why games make us better and how they can change the world. Penguin.
  • Russoniello, C. V., O’Brien, K., & Parks, J. M. (2009). The effectiveness of casual video games in improving mood and decreasing stress. Journal of Cybertherapy and Rehabilitation, 2(1), 53-66.
  • Subramanian, V. (2018). Digital game-based learning: A review of the effectiveness of educational games. In T. Reiners, & L. C. Wood (Eds.), Gamification in education and business (pp. 43-73). Springer International Publishing.
  • Vandewater, E. A., Shim, M. S., & Caplovitz, A. G. (2004). Linking obesity and activity level with children's television and video game use. Journal of Adolescent, 27(1), 71-85.

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video game opinion essay

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Nyt ‘strands’ hints, spangram and answers for sunday, april 28.

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Looking for Saturday’s Strands hints, spangram and answers? You can find them here:

We are back with another edition of “weekend Strands” which are generally not used to slack off at the office, though are still fun to complete instead. Today was a weird week in that I thought the puzzle was broken, but more on that later on. But first...

How To Play Strands

The New York Times’ Strands puzzle is a play on the classic word search. It’s in beta for now, which means it’ll only stick around if enough people play it every day.

There’s a new game of Strands to play every day. The game will present you with a six by eight grid of letters. The aim is to find a group of words that have something in common, and you’ll get a clue as to what that theme is. When you find a theme word, it will remain highlighted in blue.

You’ll also need to find a special word called a spangram. This tells you what the words have in common. The spangram links two opposite sides of the board. While the theme words will not be a proper name, the spangram can be a proper name. When you find the spangram, it will remain highlighted in yellow.

video game opinion essay

Best Nintendo Switch Games: It’s Mario’s World, We’re Just Visiting

Every letter is used once in one of the theme words and spangram. You can connect letters vertically, horizontally and diagonally, and it’s possible to switch directions in the middle of a word. If you’re playing on a touchscreen, double tap the last letter to submit your guess.

If you find three valid words of at least four letters that are not part of the theme, you’ll unlock the Hint button. Clicking this will highlight the letters that make up one of the theme words.

Be warned: You’ll need to be on your toes. Sometimes you’ll need to fill the missing word(s) in a phrase. On other days, the game may revolve around synonyms or homophones. The difficulty will vary from day to day, and the puzzle creators will try to surprise you sometimes.

What Is Today’s Strands Hint?

We will start with the official hint from the NYT itself for the week, and I will follow it up with my own hint that I hope makes things a bit more clear without giving anything away. The official hint is:

Coming Clean

My secondary hint would be:

See if that does anything for you or not.

What Are Today’s Strands Answers?

Now we head into the spangram itself, followed by the full list of answers below that. This is one spangram I think you can find relatively quickly. The answer is:

A short one. Here’s where you can find it on the board:

Now we will move into the full list of answers that weave around the rest of the board:

  • CONDITIONER

So, as you can see these are not just cleaning elements, they are specifically things you use to clean yourself while showering as part of your morning routine. More on that in a second, but I have a question for you guys.

Today I thought the puzzle was broken. I knew I was getting words, but they were not registering and the puzzle would not complete as a result. What I eventually found out is that I had to click the last letter of the word to confirm it was what I was trying to spell. I have literally never had to do this before. I have heard one friend say they always have to do it, and another friend say they’ve never had to. Why is this? Why did mine suddenly switch? What way does your puzzle work?

Anyway, this all started when my first hint was very obviously showing me RAZOR, but it wouldn’t let me put it in. I cleared my cache, I used a different browser, nothing worked until I did the letter clicking thing, which is what I have to do going forward I guess. Very weird.

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Paul Tassi

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NHL

Another dangerous hit by Matt Rempe, another chance for the NHL to look the other way

WASHINGTON, DC - APRIL 26: T.J. Oshie #77 of the Washington Capitals and Matt Rempe #73 of the New York Rangers battle for the puck in Game Three of the First Round of the 2024 Stanley Cup Playoffs at Capital One Arena on April 26, 2024 in Washington, D.C. (Photo by John McCreary/NHLI via Getty Images)

Give Matt Rempe this much: The kid certainly leads the league in discourse per 60. Never were so many words spilled over someone who played so little.

The 6-foot-7 Rangers rookie averaged the second-lowest ice time in the league during his 17 regular-season games, at just 5 minutes, 38 seconds per game. In the playoffs, he entered Friday night’s Game 3 against the Washington Capitals still in the bottom 10 at barely 7 minutes a game. This is a fringe NHLer, a monumental figure but a middling talent. Yet he takes up more oxygen in the hockey ecosphere than Connor McDavid , Nathan MacKinnon , Auston Matthews and Nikita Kucherov combined.

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Rempe is the NHL ’s Jupiter, and the rest of us are his moons, helplessly following him around, unable to break free of his massive gravitational pull. We cringe when he fights with two black eyes, worried about the inevitable concussion he’ll receive. We roll our eyes when he delivers yet another high hit, worried about the inevitable concussions he’ll dole out. Yet all the while we remain fixed and fixated on him, an oddity, a freak show of sorts, a curiosity we can’t quite quit.

And because he once again found himself a trending topic for all the wrong reasons on Friday night, we are legally required to add yet another breathless dissertation on the cleanliness of his play and the worthiness of his game to the pile.

(Sighs deeply.) Here we go.

This is a bad hit. Capitals defenseman Trevor van Riemsdyk didn’t have the puck when he was hit; that’s interference. Rempe started striding and accelerating toward van Riemsdyk, lining up his target, from the high slot; that’s charging. And Rempe elbowed van Riemsdyk in the head; that’s an illegal check to the head. Van Riemsdyk left the game with what the Capitals called an “upper-body injury.” That was inevitable.

It’s important to note that being enormously tall is not an excuse for being enormously dangerous. Rangers defenseman Jacob Trouba had to learn that. Capitals power forward Tom Wilson had to learn that. Rempe better learn it, or the league better do something about it, before someone does something even worse — and even stupider — to him.

The Rempe defenders mobilized quickly after his latest injurious hit — they’re pretty well-practiced by now. They pointed out that van Riemsdyk had just passed the puck away, so the hit wasn’t as late as it seemed. They saw the hit as largely through the body, with the head contact being incidental and unavoidable. They laughed and said van Riemsdyk should know better than to, uh, play the puck? They saw a cool, kick-ass hit. An old-fashioned board-rattler. Old-time hockey, baby. The way it used to be, the way it ought to be.

The TNT panel determined the hit was clean. NHL Player Safety will surely take a long look at it — they’ll even use a stopwatch to determine just how much time elapsed between van Riemsdyk passing the puck and Rempe pasting the player — but the expectation is the two-minute interference penalty Rempe received will be deemed sufficient. Hey, that’s hockey, right?

(Sighs deeply again.)

First of all, even though Rempe’s only been in the NHL for barely two months, he long ago lost the benefit of the doubt. He knocked New Jersey’s Nathan Bastian out of the game with a forearm shiver to the head on Feb. 22. He gave New Jersey’s Jonas Siegenthaler a concussion with a vicious elbow to the head on March 12. He blindsided Washington’s Beck Malenstyn with a shot from behind in Game 1 of this series. And now he’s injured van Riemsdyk.

These aren’t accidents. This isn’t a coincidence. You can almost picture Rempe standing tall over the prone body of poor Adam Banks, a shocked teammate asking, what did he do?! My job .

And hey, it’s hard to argue with the effectiveness of Rempe in those limited minutes. Knocking van Riemsdyk out in the first period left the Capitals with just five defensemen for the rest of the game, and the Rangers took advantage, took a 3-1 victory, and took a 3-0 series stranglehold as a result. He had Wilson — no stranger to crossing the line when it comes to delivering hits — on tilt, the veteran chasing the rookie around, begging for a fight, instead of, you know, trying to score. Mission accomplished for Rempe and the Rangers.

But is this what we really want? Is this cool, kick-ass hockey? Is this the way it ought to be? In an era of absolute superstars in which players such as McDavid, Matthews, MacKinnon, Kucherov and Cale Makar are doing things we never thought possible in the modern-day NHL, breaking records and taking breaths, do we really want lumbering menaces like Rempe roaming around looking for players to injure?

The big question here isn’t whether Rempe will be suspended. He almost certainly won’t. No, the question is, is Rempe another brief but amusing New York fad like Giants quarterback Tommy DeVito, or is he the sport’s natural response to the rise of speed and skill around the league? Will he herald the return of fist-first fourth-liners who play six minutes a game yet manage 200 penalty minutes a year? Will the puck pendulum swing us back into the dark ages?

The NFL went to almost comical lengths to protect its quarterbacks; the league’s never been more popular. The NBA decided to all but eliminate the physical defense of the 1980s and 1990s and let its stars cook; the league’s never been more popular. The NHL is dangerously close to being spectacular and popular; better send in the Rempes.

The NHL needs to decide what kind of league it wants to be — one in which its stars run wild, or one in which the Matt Rempes of the world run wild. It can’t be both, because even in just six minutes of ice time a game, it’s only a matter of time before one runs into the other. It’s an easy call.

So you can probably guess which one the league will make.

(Photo of T.J. Oshie and Matt Rempe battling for the puck: John McCreary / NHLI via Getty Images)

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Mark Lazerus

Mark Lazerus is a senior NHL writer for The Athletic based out of Chicago. He has covered the Blackhawks for 11 seasons for The Athletic and the Chicago Sun-Times after covering Notre Dame’s run to the BCS championship game in 2012-13. Before that, he was the sports editor of the Post-Tribune of Northwest Indiana. Follow Mark on Twitter @ MarkLazerus

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Guest Essay

An Octopus Took My Camera, and the Images Changed the Way I See the World

A colorful illustrated collage of animals, sea creatures and a person, intertwined.

By Craig Foster

Mr. Foster’s film, “My Octopus Teacher,” won the Academy Award for best documentary feature in 2021. He wrote from Simon’s Town, South Africa.

I was gifted with a new way of seeing the day I got mugged underwater. I had been filming creatures living in the Great African Sea Forest off the coast of South Africa about a year ago when my camera was grabbed straight out of my hands by a young octopus thief. Wrapping her arms around her bounty, she zoomed backward across the ocean floor.

This was not the first time I’d found myself at the mercy of an eight-armed robber. A couple of years earlier, another curious octopus stole the wedding ring off my wife’s finger, never to be recovered. Octopuses love novel shiny things. Peering into their dens, I’ve found earrings, bracelets, spark plugs, sunglasses and a toy car with a revolving cylinder that the octopus spun round and round with its suckers.

As I wondered how to get my camera back without alarming my young friend, something surprising happened. She turned the camera around and began to film my diving partner and me.

The intriguing images she captured — videos of her own arms draped over the camera lens with our bodies in the background — had a profound effect on me. After many years filming octopuses and hundreds of other animals that call the Sea Forest home, for the first time I was seeing the world — and myself — from her perspective.

We must have looked strange to her in our masks and with our underwater flashlights. But in that moment I remembered that despite all our technology, we are not so different from our animal kin. Every breath of air, every drop of water, every bite of food comes from the living planet we share.

Monday is Earth Day, and I am tempted to ask myself how humanity can save our wild planet and undo the devastation we have unleashed upon the natural world. Where I live, in the Cape of Good Hope, I am privileged to be surrounded by nature, but we are grappling with pollution and dwindling numbers of shellfish, fish, raptors and insect species. Worldwide, we are at a tipping point with an estimated 69 percent decline in wildlife populations.

When I consider the vast network of living creatures on earth, it’s clear that “saving the planet” is the wrong goal. Unless earth gets obliterated by an asteroid or experiences some similar catastrophic event, the planet could go on for several billion years. But without the biosphere that makes it possible for us to eat and breathe, humanity could not survive.

The question we should be asking is what caused the precipitous increase in species loss and what can we do to reverse it. To me, it all started when we disconnected from our wild origins. While agricultural and technological revolutions have enabled massive population growth and innovation , they have also instilled the belief that we can control nature, that our planet is an infinite resource to be mined for our advancement, comfort and entertainment.

Today 56 percent of the world population lives in urban areas, a percentage expected to grow to nearly 70 percent by 2050 . That means that more than half of us are cut off from reminders that we are still part of nature and utterly dependent on its health. It’s only when something truly devastating happens, like the recent flooding in Dubai, that we remember that even the greatest human advancements can be brought to a standstill by nature’s power.

I am not calling for us to leave all modern comforts behind, just pleading for us to get to know nature better, rather than try to “save” her.

In the past decade I have taken more than 4,000 dives in the Sea Forest. My encounters with mollusks, sharks and jellyfish there have convinced me that there is much we will lose if we do not value the tremendous abundance of life on earth.

We do this first by protecting biodiversity hot spots and by restoring degraded ecosystems; the enormous regenerative power I see every day in nature is what gives me hope for the future. It also means learning from and supporting Indigenous people who protect 80 percent of the world’s biodiversity and who have, over millenniums, developed many innovative ways to live with the land and sea. One promising example of partnership is a recent grant from the National Science Foundation to support collaboration between Indigenous ecological knowledge and Western science.

Activities that cause long-term destruction of the sea and earth, such as strip mining , deep sea mining and industrial trawling, need to be halted immediately. Farming methods have to change, with greater emphasis on soil recovery and regeneration . We must continue to find alternatives to fossil fuels and push for a worldwide reduction in the production and use of plastics.

But each of us has a role to play, too; it starts with challenging ourselves to reconnect with the wild. So much of our modern world seems designed to tame us: to dull our minds, to separate us from the natural world, to convince us that what will help us survive is more consumption.

Like my octopus friends, we fill our houses with shiny new things. But our piles of stuff are much bigger and the cost of acquisition much greater.

We can break free of this tame conditioning. When we dedicate even just a few minutes per day to observing wild creatures on their own terms, in their own homes, regardless of where we live, we connect with the concept of biodiversity not simply on an intellectual level but also on an emotional level. We see the world differently — and ourselves, too.

How strange it is that one silly primate can see itself as separate from all those it shares this world with. What might happen if we remembered we are a part of this wild world — and let that understanding and humility guide every choice we make?

Craig Foster is a co-founder of the Sea Change Project and the author of the forthcoming “Amphibious Soul: Finding the Wild in a Tame World.” His film “My Octopus Teacher” won the Academy Award for best documentary feature in 2021.

The Times is committed to publishing a diversity of letters to the editor. We’d like to hear what you think about this or any of our articles. Here are some tips . And here’s our email: [email protected] .

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COMMENTS

  1. Essays About Video Games: Top 12 Examples And Prompts

    For engaging essays about video games, read the essay examples featured below for inspiration. ... For an engaging essay, compare and contrast them and write about which is more entertaining, in your opinion. Be creative; this should be based on your own opinions and ideas. 7. Is the Video Game Rating System Enough?

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    Video Games Opinion Writing Directions: Read and annotate the texts below, then plan and write an opinion multi-paragraph essay answering the prompt. Text 1 More than 150 million people in the United States play video games regularly, or for at least 3 hours per week. Scientists recently collected and summarized results from

  5. Persuasive Essay: Video Games

    Persuasive Essay: Video Games. Teenagers today often spend a great deal of time playing video games. These games are fun and engaging and young people often feel like playing games is a great thing to do in their spare time. However, you shouldn't spend too much time gaming and there are a number of reasons for this: it's unhealthy, you ...

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    On Thursday, President Trump summoned video game executives to the White House to castigate them for the violence depicted in their products. The executives were joined by Republican members of ...

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  8. ESL Writing Worksheet: Opinion Essay About Video Games ...

    Write your essay in 3-4 paragraphs. Start each paragraph with phrases like First, Moreover, To conclude. Express your opinion using phrases like In my opinion, I believe, I think that. Always support your opinion with 1-2 arguments, i.e., why you think so. Mention opinions that are different from yours.

  9. 110 Video Game Topic Ideas for Essays & Examples

    Here, we've collected excellent essay topics for true gaming enthusiasts. Whether you're looking for argumentative essay ideas on video games, research topics, or questions for debate, you will find them here. We will write. a custom essay specifically for you by our professional experts. 809 writers online.

  10. The Field of Dreams Approach: On Writing About Video Games

    Every year, more and more great essays are published on literary sites concerning video games. In the past year I've especially loved entries like Janet Frishberg's "On Playing Games, Productivity, and Right Livelihood," Joseph Spece's "A Harvest of Ice," and Adam Fleming Petty's "The Spatial Poetics of Nintendo: Architecture, Dennis Cooper, and Video Games." But […]

  11. An opinion essay

    In my opinion, playing video games doesn't help you to keep fit. On the contrary, the time you spend in front of the screen is wasted time you can use by doing real exercise. In addition, video games are quite addictive so many people can't stop playing. ... Opinion essay First of all I think play videogames is a good think to pas the time ...

  12. How to Write an Essay about Video Games: Presenting Effective Arguments

    Identifying the sources you employed would be best. When you are writing an essay about video games, it is essential to cite your sources. That means you got to make a list of every resource you used in your paper. References to diverse books, scientific studies, statistical data, and remarks made by well-known experts are acceptable.

  13. The Benefits and Negative Effects of Video Games

    While video games offer many benefits, they also have potential negative effects. One of the most significant negative effects is the impact on physical health. Playing video games can lead to sedentary behavior, which can contribute to obesity and other health problems. Additionally, video games can have psychological effects, including ...

  14. Video Games and Their Impact: [Essay Example], 433 words

    In conclusion, video games can be a valuable tool for the cognitive and intellectual development of individuals. They require players to exercise various skills such as attentiveness, fast reaction times, logical thinking, and problem-solving. Additionally, video games can also benefit adults by improving communication, resourcefulness, and ...

  15. Essay on Video Games

    250 Words Essay on Video Games Introduction. Video games, a form of interactive entertainment, have evolved dramatically from their rudimentary origins in the 1970s. They have penetrated almost every aspect of modern society, becoming a significant part of our culture and a powerful force in the entertainment industry. The Evolution of Video Games

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    Long Essay on Video Games is usually given to classes 7, 8, 9, and 10. Video games have undeniably become an imperative part of most of our life, either as a form of entertainment and even hobby. Video games came into existence through the invention of the Cathode Ray Tube Amusement Device by Thomas T Goldsmith Jr. and Estle Ray Mann in 1947.

  17. PDF Writing skills practice: An opinion essay essay

    An opinion essay Are video games a good way to keep fit? Nowadays, many teenagers have got video consoles at home and they often like playing active video games. These are good for you for a number of reasons. First of all I think that active video games are a good way to keep fit. There are lots of different types of exercise you can do such ...

  18. Opinion: Are Video Games Good or Bad?

    In this literacy worksheet, learners will read a passage weighing the advantages and disadvantages of video games. They will then draft an opinion essay using evidence from the passage they have just read. Designed for third and fourth graders, this worksheet offers an engaging, meaningful framework for young writers as they learn to build and ...

  19. Writing About Video Games in College Essays : r/ApplyingToCollege

    Many colleges ask about activities in supplemental essays and you can do it there. That said, I've read quite a few really amazing essays about personal growth from video games. Still I prefer to see the essay to be about you — not the activity. So make sure you figure out what it is you want the admissions officers to learn about you.

  20. Opinion essay

    Essay, Pages 5 (1002 words) Views. 4078. Video games are usually considered an excellent electronic with the mainly purpose to propose entertainment. For different kinds of persons, from children that probably have more time to play it, until adults who usually have fun after their work. Technological advances in video gaming software have ...

  21. Opinion Essay

    26 July 2013. Video games were made to be played. Video games are usually considered an excellent electronic with the mainly purpose to propose entertainment. For different kinds of persons, from children that probably have more time to play it, until adults who usually have fun after their work. Technological advances in video gaming software ...

  22. Video Games: A Sport or Not: [Essay Example], 689 words

    While video gaming involves strategic thinking, it lacks physical exertion and the importance of physical fitness in sports. Additionally, video games have different structures and rules than sports, and the required skills are different, with more emphasis on hand-eye coordination for gaming and physical skills for sports.

  23. Video Game Reviews: Tales of Kenzera: Zau and Harold Halibut

    There I could catch up with Liyana, a spirited young girl in bright yellow and green armbands whom Zau had inadvertently insulted. To reach her and apologize, Zau must precisely jump up slabs of ...

  24. Stellar Blade's New Censorship Controversy Is Extremely Bizarre

    The game is still plenty gory. The argument comes down to the idea that this is talking about a couple of inches of fabric on a couple of outfits in a game full of even more revealing outfits that ...

  25. Advantages and Disadvantages of Video Games

    Video games teach people how to work in teams, how to multi-task and give them the chance to meet new people. "Video games employ a number of methods to ensure that players remain at a challenging level but have tasks they can accomplish.". Secondly, many are of the opinion that video games are just a waste of time.

  26. NYT 'Strands' Hints, Spangram And Answers For Sunday, April 28

    News and opinion about video games, television, movies and the internet. Following. Apr 27, 2024, 06:30pm EDT. Share to Facebook; ... There's a new game of Strands to play every day. The game ...

  27. Opinion

    Dr. Mochizuki is a professor at George Washington University. Dr. Swaine is a senior research fellow at the Quincy Institute for Responsible Statecraft. This month, President Biden threw one of ...

  28. Lazerus: Another dangerous hit by Matt Rempe, another chance for the

    Knocking van Riemsdyk out in the first period left the Capitals with just five defensemen for the rest of the game, and the Rangers took advantage, took a 3-1 victory, and took a 3-0 series ...

  29. Opinion

    Re "Why We Need to Talk About Teen Sex," by Peggy Orenstein (Opinion guest essay, April 14): As a psychotherapist and psychoanalyst who has worked for decades with teens and college-age ...

  30. Opinion

    Mr. Foster's film, "My Octopus Teacher," won the Academy Award for best documentary feature in 2021. He wrote from Simon's Town, South Africa. I was gifted with a new way of seeing the day ...