In the article Understanding Baseball Consumption Via In-Home Gaming, authors Gawrysiak, Dwyer and Burton question whether video games based on sports are good for them or bad in terms of consumption and interest. Their topic has been barely touched as the realm of real life video games has only come about in recent years. Sport games like MLB: The Show are important because if they appeal too much or too little to the market out there, the teams and the organization of baseball suffers in terms of sales and profit to the sport. Being a baseball player, I was intrigued by this article because it hits home. Playing the game and the video game, I see no way that video games could have someone not want to partake in watching a game in real life or playing. But the article looks into a possibility of this happening. The article tells two sides of possibilities that could happen through the use of video games by either strengthening the love of baseball or making people stray from the game. It is important to know this because if organizations can track down how well video games influence players to either partake in watching, they can advertise or improve gameplay to attract more people to attend real games. With a sport called America’s pastime, the turnout to games has declined over the years. So finding a way to attract younger people is crucial for the league and the teams in order to keep up the flow of money. While the article does not give a definitive answer, by looking at the graphs and examples the authors give, being able to maximize the effect of in-home games for sports especially baseball will good for sports in general. There will always be kids who rather play the video game version than go out and play but reaching out to kids with the video game will likely pique their interest in the sport of baseball. Also by having a video game, it reaches out to kids from foreign countries who would not normally watch baseball. By having this platform to reach out to kids outside of the United States, the MLB can make more of a case to introduce the sport and hopefully get new talent from other countries. This would get more viewership from other countries as citizens can rally behind players from their country.
http://search.proquest.com/docview/1730029456?pq-origsite=gscholar
Gawrysiak, Joey, Brendan Dwyer, and Richard Burton. “Understanding Baseball Consumption Via In-Home Gaming.” Journal of Applied Sport Management, Fall 2014. Web. 20 Oct. 2016.
the game can create may cause some annoyances, like a dog named Squirtle, but does not justify its ban from schools. In fact, he explains how Pokémon teaches kids, just like school, and in a more effective manner.
schools should be promoting the game rather than banning it. Neiburger was nowhere near done praising the games influences, though. The low risk environment created by the repeatable in-game events teaches kids to experiment. Being overly shy and nervous to fail is a major downfall of education, and life overall, so learning to try in a harmless game is a huge success. The large amounts of abstract knowledge players are exposed to, and forced to process, promotes handling of complex datasets and dimensionality, an intellectual skill often reserved for older students. The amazing, positive Pokémon community also fosters communal learning and scientific thinking. As game developers are deistic gods of the Pokémon universe, players are left to themselves to figure out the workings of the game,
which has led to the players working together, as well as developing skills to better test hypotheses and make discoveries. The scientific method and critical thinking skills are essential subject matter of schooling, and this game seems to motivate kids to learn about them and foster a positive environment, rather than a hostile one that should be kept away from schooling and other learning. The game even exposes kids to ethics, specifically digital ethics with consequences of cheating, which can help develop the exact social skills and thought teachers seek in their students.

been a few hours. Afterwards, I would feel recentered, in my body, and feeling normal again. I would feel relaxed, having destressed in the game. Other times I would feel extra stressed and rushed; because I had planned on taking a break from work and quickly returning, but ended up taking hours and now had too little time to finish. At the end of the day, either way, I would feel happier.
and it would be a lot later then I had thought. What had felt like a few minutes had been a few hours. Afterwards, I would feel recentered, in my body, and feeling normal again. I would feel relaxed, having destressed in the game. Other times I would feel extra stressed and rushed; because I had planned on taking a break from work and quickly returning, but ended up taking hours and now had too little time to finish. At the end of the day, either way, I would feel happier.