Wednesday, September 15, 2010

The Importance of Playing Games

You are probably familiar with the exceptional benefits of playing a game. Regardless of one's age and physical ability, games such as golf , billiards, board games, etc. are considered to be those types of recreational activities that people select to try in order to increase their mental and/or physical skills while enjoying the excitement. But since games are played primarily for the mere enjoyment they offer, some people tend to consider them unnecessary and a waste of time. Nothing could further away from the truth. Games increase a person's capabilities and assist in developing a better understanding of ourselves. Games should be fun for one to want to continue practicing them, but they can also have an educational nature. Most importantly, games can affect a person's psychological state leading to excitement and the feeling of one being proud for an accomplishment. Games are not a waste of free time. Actually free time is the time one should devote in exploring his or her abilities through games and have fun in educating and exercising his or her body and mind.
Generally, a game consists of a goal that its players try to reach and usually has a set of rules within which a person has to succeed accomplishing the desired objective. These commonly agreed boundaries exist so as to test peoples' skills and invite them to develop new ways in managing the obstacles that might hinder them from attaining the game's goal. But, due to the vast variety of known games all around the world, agreeing on a single definition has been rather challenging. People in different time periods, countries, and contexts, have tried to capture the essence of games and come up with a classification that could serve all games' purposes. Upon examining some etymological dictionaries, one can conclude that games are a creative expression of the human spirit through the creation of an activity that has an entertaining, instructive and competing element. Regardless if a game is played by a single individual or requires competing teams, involves physical as well as mental activity, has a concrete or loose set of rules and structure, needs some or all of the available resources, it always leads to an outcome. There is usually a winner and a looser and whether a participant belongs to the one or to the other side of this simple distinction makes all the difference in the world.
With the plethora of existing games for different target groups like kids, teenagers, adults or seniors, anthropologists have proposed their classification under three major clusters. One can decide to play a game of skill, which can be mental or physical. Checkers for example use their mental skills to successfully complete a game of chess, while runners use their body's capacity to overcome natural obstacles like that of wind and gravity, or their own bodies' ability to outrun itself. The second game category is that of strategy games, like the Monopoly board game that requires from participants to reach a particular outcome over a specific time frame based on their available resources. Third, there are games of chance that base their popularity on economic insecurity and are associated with cultures that place a high value on personal responsibility. Finally, people tend to play mixed games. These games, like soccer (football) and basketball, involve both physical skill and strategic thinking and in many cases their outcome is based on chance.
Now that you know how important is for you to play games, next time someone invites you to participate in another friendly baseball match do not try to avoid the invitation because you think it is a waste of time. Games, despite their character can help you clear your mind and can change your mood. Thus, tomorrow get up, pick your favorite game, find your opponents, make it your new hobby, and experience the tremendous effect a game's round can have in your life.

people's view about game

Some people claim that there is no benefit from games and sports at all especially for adults. But in actual fact, sports and games have many benefits for children and also for adults. They release pressure and teach us skills of surviving in this tough life. Also, they provide entertainment and pleasure and help socialize our lives.

Experts said that practicing sports releaseS pressure since the tired body releases Hormones that relax us and make us feel better. For example, I am used to swimming/I USUALLY SWIM before exam times by/FOR 1 hour, and after swimming, I find that I totally relax and loose/LOSE anxiety and that helps me a lot doing well in exams and getting high grades. Moreover, students need good health. For example, it is difficult for non athletic students to walk fast from one side of the campus to the other to catch (up) their classes and even if they could, they would reach classes but exhausted and so can not pay attention to lectures.

Playing sports and games will teach you many skills that you need in this tough life. For example, competing with others is everyday's/A DAILY habit that no one would success/SUCCEED without it. They also, teach you how to accept loosing/LOSING and how to try again and again till achieving your goals. These ARE exactly the things that people practice daily when they play sports and games.

Being adults does not mean that you don’t need entertainment. Rather I see many old people playing video games in my city since video games satisfy them. For example, once I am not happy/WHEN I AM UNHAPPY, I turn my Play Station 2 on, play football with my 80 year old grandmother and when I defeat her hardly/COMPLETELY, I feel that am in high spirits.

Playing games and sports has important advantages in a way that it socializes our lives. For example, when people intend to play basketball, they do it in groups. That will give them team spirit and a chance to identify each other very well and make friendships and relationships. For example, I was a shy lonely boy when I met a sporty guy who loves to play basketball. Then he introduced me to his team and I started playing with theme/THEM and step by step/GRADUALLY, I became a social happy boy filled with team spirit that helps me a lot in my family life and my career life.

And so, it is not true that sports and games do not have advantages for adults, since they decrease the stress, teach us skills that we need, satisfy us, and socialize our lives. And to get the most of the benefits, they should be practiced daily.

Benefits of Sports and Games

Some people claim that there is no benefit from games and sports at all especially for adults. But in actual fact, sports and games have many benefits for children and also for adults. They release pressure and teach us skills of surviving in this tough life. Also, they provide entertainment and pleasure and help socialize our lives.

Experts said that practicing sports release pressure since the tired body releases Hormones that relax us and make us feel better. For example, I am used to swimming before exam times by 1 hour, and after swimming, I find that I totally relax and loose anxiety and that helps me a lot doing well in exams and getting high grades. Moreover, students need good health. For example, it is difficult for non athletic students to walk fast from one side of the campus to the other to catch up their classes and even if they could, they would reach classes but exhausted and so can not pay attention to lectures.

Playing sports and games will teach you many skills that you need in this tough life. For example, competing with others is everyday's habit that no one would success without it. They also, teach you how to accept loosing and how to try again and again till achieving your goals. These exactly the things that people practice daily when they play sports and games.

Being adults does not mean that you don’t need entertainment. Rather I see many old people playing video games in my city since video games satisfy them. For example, once I am not happy, I turn my Play Station 2 on, play football with my 80 years old grandmother and when I defeat her hardly, I feel that am in high spirits.

Playing games and sports has important advantages in a way that it socializes our lives. For example, when people intend to play basketball, they do it in groups. That will give them team spirit and a chance to identify each other very well and make friendships and relationships. For example, I was a shy lonely boy when I met a sporty guy who loves to play basketball. Then he introduced me to his team and I started playing with theme and step by step, I became a social happy boy filled with team spirit that helps me a lot in my family life and my career life.

And so, it is not true that sports and games do not have advantages for adults, since they decrease the stress, teach us skills that we need, satisfy us, and socialize our lives. And to get the most of the benefits, they should be practiced daily.

Thanks

10 Benefits Of Video Games

Gaming both video and computer has become more than a fad, it is a part of life. First generation video game players have now become adult and carry their passion to adulthood. Parents and teachers worry about games having negative effects on children and a great deal has been written about games leading to violent behavior and addiction. However, all is not negative about gaming, studies by leading researchers have shown that video and computer games have many benefits:
1. Games help children who are ill or have injuries. Absorption in a game distracts the mind from pain and discomfort. Many hospitals are encouraging children and others undergoing painful treatments to play games.
2. Griffiths a professor at Nottingham University wrote in a medical journal that playing games could help children with attention deficit disorders. Research indicates that the children could gain social skills.
3. Many medical departments are using computer games as a form of physiotherapy. Games help people who are recovery from physical injuries gain motor skills and coordination too.
4. Video games and computer games are known to improve hand-eye co-ordination and help players gain many skills.
5. Games induce decision making and tech players to think on their feet.
6. Games create team players and hone social skills too.
7. Games are known to enhance creativity and inculcate a taste for graphics, design and technology.
8. Many games improve language and math skills as players have to move at a great speed along with the heroes of the game.
9. Video and computer games help children gain self confidence and many games are based on history, city building, and governance and so on. Such games indirectly teach children about aspects of life on earth.
10. Games teach players problem solving, motivation, and cognitive skills. Most games inspire players to strive and reach more difficult levels presenting challenges at each stage.
Gaming video or computers has positive as well as negative effects. Anything in moderation is not a problem. Parents and children need to be able to decide how much gaming is permissible and what kind of gaming. Parents must teach their children what is good and what is bad. Gaming is like any other activity in life, too much hamburger or pizza can be harmful too.
The world of gaming is constantly changing. The internet is replete with articles and tips written by experts on gaming, benefits, and disadvantages, it is important to be informed parents and game players. Read up on games and learn how to choose games that are beneficial. Know what your child is doing at all times. Place your trust in your child but ensure that he or she is able to gauge accurately right from wrong

LIFE Tiles of game

A major change to the game in this version is the collection of "LIFE Tiles" as one progresses through the game. Every time a player lands on a space marked with the LIFE logo they collect a LIFE tile, (a small rectangular game piece with the "LIFE" logo on one side and an event on the other along with a sum of money collected from this accomplishment). (These also replace the previous "collecting presents" rule). On each of these tiles is a major life event (e.g. climbing Mt. Everest, curing the common cold, building a better mousetrap, etc.). Each of these tiles bears an amount from $50,000 to $250,000. The tiles are not revealed until all players have "retired", at which point they are flipped over and their total is added to the player's money total.
If at any time the draw pile of LIFE Tiles is depleted, a player may steal one from any active player remaining in the game, or certain "retired" players (see Retirement section below).

[edit] Buying a house

One of the red spaces in the game is buying a house. At this point in the game, the player must immediately draw one House Deed and pay to the bank whatever that house costs (ranging from a $200,000 Victorian mansion, to a $40,000 "split-level" shack). From then on, homeowners' insurance may be purchased for a price listed on the house deed.

[edit] Insurance and stock

In this version, there are two insurance policies (automobile and home owners') that prevent the player from being affected by a number of "tragedy" spaces throughout the board. Purchasing a Stock certificate still costs $50,000, however its role is very limited in this series. Upon purchasing stock, the player chooses a stock card numbered between 1 and 9. From that point, any time any player spins that number, the stockholder collects $10,000 from the bank. A player may only hold one stock card at a time unless landing on a space marked "Stock Market Zooms", at which point a free stock card is chosen. Likewise, "Stock Market Slumps" costs the stockholder one stock card. Each number has only one stock and will not be available to others as they are being purchased.

[edit] Retirement

When a player reaches the end of the game, there are two options to "retire". One is to place their car at Millionaire Estates (largely unchanged from the previous version), or, may retire at Countryside Acres (previously the "Bankrupt" space). Each has its benefits and risks.
If a player thinks he or she will end the game with the most cash, the best option is to retire at Millionaire Estates. Four LIFE Tiles are placed here before the start of the game. After all players have finished the game, they count their cash on hand; whoever has the most cash receives these four tiles (in the rare occurrence of a tie, they are split). However, if other players are still playing the game and the LIFE Tile draw pile is empty, these players may still steal tiles from anyone retired at this space.
If a player is not confident in the amount of cash on hand, they may retire to Countryside Acres. By retiring here, they collect one LIFE tile and no other players can steal tiles from him/her for the remainder of the game.
After all players have retired, the amounts on the LIFE Tiles are revealed and whoever has the most money (cash on hand added to the combined total of one's LIFE Tiles + house value) is the winner.

[edit] CD-ROM version

In 1998, a CD-ROM version of the game was produced by Hasbro which added computerized moves and short animations to the game. An option was also given for players to compete in games over the Internet.
Several features of the 1980s version were also resurrected for this version of the game, such as "collecting presents" for marriage and kids (one spin at $2,000 times spin for marriage, one spin at $1,000 times spin for a child, two spins at $1,000 per spin for twins) and exacting "Revenge" on other players (If one landed on a Pay Day space, one would take an amount of money equal to one's salary from a player of one's choice. Players retired at Countryside Acres were presumably immune from being selected). Also the routine for retiring changed. Retired players still spun the wheel on their turn, this time to gain or lose money. The difference between Countryside Acres and Millionaire Estates is that the former only had one space in which the player could lose money, but the payouts were lower. The latter offered bigger payouts, but also had more numerous and severe penalty spaces, thus adding more risk to retiring here. This changed retiring strategy quite a bit, making come-from-behind victories possible if Millionaire Estate retirees' luck turned for the worse:
Number spunCountryside AcresMillionaire Estates
1-$5,000-$25,000
2$5,000$25,000
3$10,000-$50,000
4$15,000$50,000
5$20,000-$75,000
6$25,000$75,000
7$30,000-$100,000
8$35,000$100,000
9$40,000-$150,000
10$45,000$200,000

[edit] Life's Little Games

Different versions of the game were offered on the CD-ROM. The Classic game followed the rules of the current board game. An Enhanced Game was also offered which replaced the LIFE Tiles with "Life's Little Games" (simple arcade type games which offered the player a chance to win bonus money). In the Enhanced game, when a player landed on a space that would ordinarily award them a LIFE tile, they instead spun the wheel. Random items were assigned to each space, being either a cash amount or one of the games. One exception was spinning 10, which allowed the player to spin again and multiplied the player's winnings from whatever they landed on. The space started at Double and the multiplier increased by one for each successive spin of 10. The other exception was spinning 5, which was marked "Revenge" and gave the player another spin, but not before choosing one opponent from whom to take one's winnings from the game (or presumably give to, if the player finished with a negative score in Up or Down). Players retired at Countryside Acres are immune from being selected for revenge.
The values used in "Life's Little Games" were typically $5,000, $10,000, $25,000, $50,000, $75,000, and $100,000. Regardless of whether a player clicks DONE, exhausts all turns, or (in the case of Skunk Money) loses the accumulated winnings, all boxes are revealed before the next player spins.

[edit] Safe Cracker

The player has four tries to reveal as high an amount as possible. If satisfied that (s)he cannot achieve a higher amount with any remaining attempts, the player clicks DONE.

[edit] Up or Down

There is one of each denomination from $5,000 to $100,000. There is also one of each denomination in the negative, which subtracts this amount from a player's potential gain (and is painted the complementary color). A player can choose as many spots as seen fit and stop at any time by clicking the DONE box.

[edit] Get a Life

All letters in the word L-I-F-E must be uncovered in six clicks or fewer. Every letter appears alone in three different spots on the grid, in the form, position, and colors of the Life ident. If the word is revealed in four clicks, the player gains $100,000. In five clicks, the gain is $75,000. In six, it is $50,000. During the course of this game, a corner display, again in the form of the LIFE ident, keeps track of the player's progress by indicating which letters have and have not yet been uncovered.

[edit] Treasure Chest

There are two of each denomination from $5,000 to $100,000. The player has six tries to reveal two identical amounts. The game ends upon a match or exhausting all six turns.

[edit] Skunk Money

There are no $75,000 or $100,000 spots on this board. One spot is worth $50,000; two are worth $20,000; six are worth $10,000. One spot reads "DOUBLE YOUR WINNINGS" and thus doubles the potential amount. The other two spots contain a skunk. If a skunk is uncovered, the game ends and no money is gained. A player can stop at any time by clicking the DONE box.

[edit] Cannonball

There are two of each denomination from $5,000 to $100,000. Like Treasure Chest, the idea is to uncover two spots containing the same denomination. Unlike Treasure Chest, a player can achieve more than one match over the course of the game. In this take on the Memory Game, the player has four tries and therefore eight clicks to get as many matches as possible.

[edit] Crane Dump

Only included in the PC version, this game involved a player moving a crane left or right on top of a game board very similar to Plinko from The Price is Right. When the player was satisfied with the crane's position, they dropped the ball into the board, where it would land in a slot on the bottom. The slots were labeled with money amounts ranging from $10,000 to $100,000. No more than one ball at a time could occupy a slot. If a second ball did land in a slot, both balls would be destroyed, leaving the slot empty. After six balls, the total winnings were tallied and awarded to the player. The player could also stop early by clicking the "stop" button.

[edit] Trash Can

Another PC exclusive, this game was essentially the converse of Crane Dump. It involved the player moving a white bucket between the slots of Crane Dump. When they were satisfied with the bucket's position, they dropped the ball from the crane above (the crane in this game was stationary) in hopes that it would land in the bucket. The player was allotted six balls; each ball that successfully landed in the bucket awarded the player $50,000, making the maximum possible winnings $300,000
Upon adding a member to the family (getting married, having children, etc.) the player "collected presents" from each of the other players. At marriage, this amount was determined by spinning the wheel: spinning 1, 2, or 3 was worth $2,000 per opponent; 4, 5, or 6 was worth $1,000; 7 through 10 earned nothing. In the case of children, the player was awarded a flat $1,000; if the player had twins or adopted two children, the amount was doubled. A house cost a flat $40,000 and buying one was one of the red spaces (i.e. all players had to buy a house at the time they landed on or passed this space).

[edit] Insurance and stock

In this version, the three insurance policies (automobile, life and fire) prevented the player from being affected by a number of "tragedy" spaces throughout the board (house fires, car wrecks, etc.) which cost the player a significant amount of money if landed on without being insured. Buying life insurance activated certain spaces which awarded dividends if landed on. Automobile and fire insurance could be lost permanently if the player landed on a "careless" or "reckless driver" space. Life insurance had the possibility of "maturing" with large financial gains if a person holding a policy landed on the corresponding space.
The Stock certificate played a much more important (and realistic) role in this version than in later versions. Purchasing a Stock certificate cost $50,000; however, many of the high-payout spaces (such as "striking oil" with its $480,000 payout) were only active if the player owned stock. In addition, a couple of white spaces allowed the player the opportunity to "play the market" if he or she desired, in a game similar to the Lucky Day space (explained below). If the bearer landed on a space indicating a rise in stock prices, the player collected money accordingly and if they landed on a "stock prices drop" space, they likewise lost money.

[edit] Lucky Day

Several of the spaces were marked "Lucky Day"; if the player landed on a Lucky Day they immediately received $20,000 (paid with two $10,000 bills). The player could keep the money or gamble it for the chance to turn it into $300,000. To gamble, the player placed each of the $10,000 bills on one of the numbers printed on a large "number strip" provided with the game and spun the wheel. If it landed on an empty number, the player lost the $20,000; however, if it landed on a number with a $10,000 bill, the player was given $300,000.

[edit] Retirement

When a player reached the end of the game they could retire to the "Millionaire" space if they thought they had the most money. In some circumstances, all players would retire here after reaching the end of the game, at which point they would count their money. The player with the most money won the game.
If a player was trailing near the end of the road they could make one final gamble in an attempt to become the "Millionaire Tycoon". The player selected one number on the number strip and placed their car on it. Upon spinning the wheel, 9 of the 10 numbers forced the player to move to the "Bankrupt" space, losing the game. However, if the correct number was selected, the player became the Millionaire Tycoon and automatically won the game.

[edit] 1991 version

The Game of Life was updated in 1991 to reward players for "good" behavior, such as recycling trash and helping the homeless ("penalty" spaces in previous versions). The 1992 version of the game proceeds as follows:

[edit] Careers and salaries

There are still two routes at the beginning of the game, now labeled Career and College. Selecting the College route now places the player in debt from the very start; however, the probability of landing a better job and a higher salary is much better than selecting the Career route. If the person lands on a "trade a salary card" space, the player had the option of "trading up". At the shared end of both paths, the player's career and salary are decided by chance. A Career Card (with such occupations as a teacher, police officer, athlete and travel agent), as well as a Salary Card (ranging in $10,000 increments from $20,000 to $100,000) are selected, as outlined below. The Police Officer has an additional bonus to it; that player automatically receives $5,000 from any player that spins a 10.
If a player chooses Career, the shorter path is taken. At its end, one occupation card and one salary card are chosen. If the selected Career card says "Degree Required", another Career Card must be drawn. The player continues the game with that specific career and salary unless another event affects the player.
If a player chooses College, two Promissory Notes must be taken from the bank for tuition and the player must take the longer path (which in this version is also more "dangerous" than the Career path). However, at its end, three Career cards and three Salary cards are chosen and the player may choose one from each set after looking at them.

[edit] Types of spaces

As in the 1980s version, most of the spaces on the game board are orange and their instructions are only followed if they are landed on. The "Pay Day" spaces are green and impact the player when landed on or passed over. Red spaces now always signify a major life event (e.g. graduation, marriage, buying a house, retirement) and must be stopped on even if the spin is greater than the number needed to land on them. The "decision" spaces are now blue and if landed on, the player can choose to follow them or do nothing. "Taxes Due" is now a normal orange space and is also only active if landed on. that player then could not be sued.

[edit] Occupation spaces

Most of the spaces requiring the player to pay money to the bank have a symbol next to them, each of which corresponds to that on one of the career cards. If any opponent has that career card, the money is paid to that opponent instead of the bank. If the player himself has that career, no money is paid.

history of game

The game was originally created in 1860 by Milton Bradley as The Checkered Game of Life. This was the first game created by Bradley, a successful lithographer, whose major product until that time was a portrait of Abraham Lincoln with a clean shaven face, which did not do very well once the subject grew his now-famous beard. The game sold 45,000 copies by the end of its first year. Like many games from the 19th century, such as The Mansion of Happiness by S.B. Ives in 1843, it had a strong moral message.[1]
Bradley's game did not include dice, but instead used a teetotum, a six sided top (dice were considered too similar to gambling).
The game board was essentially a modified checkerboard. The object was to land on the "good" spaces and collect 100 points. A player could gain fifty points toward this goal by reaching "Happy Old Age" in the far corner, opposite "Infancy" where one began.
In 1960, the one hundredth anniversary of the game, the form of the game now known as The Game of Life, was introduced, designed by Reuben Klamer. There were many re-publishings over the years, including 1959, 1961, 1966, 1978, 1985, 1992, 2000, and 2005.

The Game of Life

The Game of Life, also known simply as LIFE, is a board game originally created in 1860 by Milton Bradley, as The Checkered Game of Life. The game simulates a person's travels through his or her life, from college to retirement, with jobs, marriages and children (or not) along the way. Two to six players can participate in one game; however, variations of the game have been made to accommodate a maximum of eight or ten players. The modern version was originally published one hundred years later, in 1960 (then "heartily endorsed" by Art Linkletter, with a circular picture of him on the box) by the Milton Bradley Company (now a subsidiary of Hasbro).

The advantages of computer games

From the early ages of life, humans like other animals played games with each other. Humans played games to relax, build social bonds, increase social status, develop skills and dominance and so on. Since humans have higher brain power than other animals, man kind developed these playing habits into organized games.

After the development of the computer, some developers saw the potential of developing games as a means of entertainment. Soon computer games evolved and software companies started to develop games. At first critics used to say that computer games did not do any good to humans. They went as far as saying that computer games promote violence and made children neglect more "important" work. This was not a totally false accusation, but like many stories there are two sides to this story as well.

The first computer games came out as pure sources of entertainment. Needless to say the early computer game did not have the class, elegance or technology of today's computer games. But still it was a big hit amongst users because at this time the computer was nothing more than a "dumb machine" which had to be given a lot of commands to get a task completed. So when the early computer games came out it was a source of relaxation and entertainment for professionals who used computers. Unlike today at that time not every household had a computer and computers were used only in universities and major organizations.

But as time went on and with the introduction of home computers (also known as personal computers) games developed dramatically in proportion and color. Now computer games not only promote entertainment but skill. Take for example strategic games, the player must have sense of every thing that is going on within the game in order to win the game. Balancing resources, developing a city, maintaining alliances and defending the city against enemy attack are some of the tasks which the user will have to concentrate on. This helps the user in real life as well, by teaching him/her how to balance their own life and reach their goals. Other games help to develop the mind of people and to sharpen the senses. Computer games also helps them to make quick decisions. Some games help the user to think as we say "outside the box" and be creative. With years past there is one other very important thing that computer games have not failed to do, that is to entertain million of human beings around the world.

There are down sides to computer games as well. There are games which are pretty violent and do not help the cause of learning something new or to relax the mind in any way. This is of course expected, because like every thing in this world there is a down side to all good things. So it is up to the player, parent or guardian to select the proper games to play which by experience many would say will take you for better achievement and to the path of sucess.

importance of game

Games and sports keep one physically and mentally fit. They keep one away from diseases relating to heart, obesity, mental stress an sleeplessness. They instill in the player a spirit of self-confidence, self-reliance, discipline, justice, fair play and patriotism. games provide us with recreation and enjoyment.
Games are very essential for students but they are neglected in schools. Even parents do not have high opinion about games and they want their children to devote more time to studies. India lacks funds, and proper training facilities are not provided to the players. Sports bring rich dividends to sportsmen. The government has formulated a New National Sports Policy. Effective measures should be taken to popularize, and encourage participation in games and sports.
We all are familiar with the maxim 'Health is wealth'. According to the World Health Organization, 'Health is a state of complete physical, the absence of disease.' Academics serve the purpose of nourishing the mind. But a healthy mind resides in a healthy body. One can develop and maintain a healthy body by actively participating in games and sports.
Games keep our body alert, active, youthful and energetic. They instill in us a spirit of adventure. Games increase the circulation of blood, boost metabolism, burn calories and improve the respiration and digestive system. A healthy person can work hard cheerfully for a long period of time, and can face dangers boldly. Games also instill in the players the spirit of self-reliance, self-confidence, justice, and fair play. They enable him to follow other virtues like discipline, honesty, integrity, loyalty and patriotism.
While playing games various exercises are performed automatically and one need not join a gymnasium to exercise. Brisk walking, running, cycling, skipping, swimming and yoga are common activities to keep fit. They also tone up the body of both the young and the old. Mild exercise are beneficial for patients recovering from heart attacks and those who suffer from obesity, diabetes, blood pressure etc. Exercise invigorates the mind and the body and helps to keep fit.
Games provides us with recreation and enjoyment. Soccer, cricket, lawn tennis or wrestling are watched by millions of fans all over the world. When we watch and play games, we forget all our worries and anxieties. They enable us to divert our mind fro the nasty thinking.
A player develops team spirit, he learns to adjust with other person's shortcomings. A player respects and follows the rules of the game he plays. He, thus, becomes a man of principles. Sportspersons display punctuality, diplomacy and self-discipline. Sports help us to face the challenges in life bravely. One would not be deterred by failures as they are the stepping stones to success. Such an approach would help one reorganize one's skills and work harder with renewed vigor, to achieve one's goal.
Games generate a feeling of sportsmanship and broaden one's outlook. They are very essential for the students. In our schools, however, games and sports are not given much importance. A period of half an hour or forty five minutes is dedicated to games everyday in schools. Some schools dedicate this timing for games only once a week. Children find it difficult to pursue a game in the specified period. Some schools cannot afford funds for sports equipments while most schools do not have a playground. Many schools do not employ any physical instructor to guide the children in various games. Even parents want their children to complete their home assignments after school hours rather than play games. They fail to realize that games make children strong both mentally and physically. Many school children become obese due to lack of participation in games. Obesity puts them in the high risk category of contracting diseases like diabetes, heart ailments etc. The education system needs to be reformed, and equal importance needs to be given to sports and games.
Lack of concern of the general public and authorities is evident from out country's poor performance in international sports events. In Beijing Olympics, India's best-ever performance by winning one gold and two bronze medals is a 'historic break through' for the country. It is very disappointing that our players win few medals at the Olympic Games. Even players from small countries like South Korea, Romania etc. are able to win a large number of medals. We are far behind other countries in a number of games. Moreover, in the absence of funds and facilities, the players are unable to use their talent and energy in an organized way. For example, hockey is mostly played on grass courts in India. There is also a lack of training of international standards. The players lack motivation. They are unaware of the diet they should follow to keep it. Cricket is the only game which is given some importance. But accusations of match-fixing and faulty selection procedures have harmed the image of cricket in India.
Sports bring rich dividends to sportsmen. Whether it is the matter of getting admission in institutions or getting jobs, sportsmen receive preference everywhere. Sports also bring fame and reputation.
No doubt sports have plenty of advantages but they also have drawbacks. Some sportsmen lose their limbs, fracture their legs or get permanently disabled while playing games. Many students take more interest in games and ignore their studies.
The government has formulated a New national Sports Policy. It promotes a liking for sports among public at large. It aims at development of infrastructure and provision of better coaching facilities.
Seventy percent of our population lives in villages. To popularize games and tap hidden talent in rural areas, Rural Sports Programme was launched in 1970-71. The scheme has been revised recently. Grants to sports has been increased. Sports scholarships are given to talented boys and girls.
Effective measures should be taken to ensure people's active participation in games. The government should evolve a long-term national sports policy. Children should be informed about the advantages of games. They should be made to play games regularly. Training facilities for various games should be introduced. The existing training facilities should be upgraded and expanded. Selection of players for national and international games should be fair. Participation in sports and games will improve the overall health of the nation and its citizens.

The importance of home games

I think we all believe 2009 was a fairly okay rebuilding campaign by the Utes. They won ten games, finished ranked and won their ninth consecutive bowl game against an elite Pac-10 team. By all accounts, it wasn't a bad season.
Of course, it could have been a lot better. The biggest complaint about 2009 was, up until the Poinsettia Bowl, the lack of big wins. In every important game, Utah stumbled. That defined much of the season and kept a good season from being great.
If you look at it, the Utes are only a few plays away from ending last year 12-1. Two of their three losses came by a combined margin of only ten points. It generally doesn't get much closer than that.
Now the constant concern heading into 2009 wasn't necessarily the talent of each opponent, rather where the game was being played. We knew it would be hard to defeat the Ducks. But going to Eugene, a place where road teams seldom win, made it that much more difficult. The same challenging prospects faced the Utes in their games against TCU and BYU.
Their three hardest games of the season came on the road and it isn't a coincidence their three losses also happened in those three games.
Now let's play a little revisionist history here. Let's say Utah's schedule flips and they get Oregon, TCU and BYU at home. Do you think they lose three games?
I don't. I think they probably lose to the Frogs, but by a much smaller margin, and beat both the Ducks and Cougars. Each of those two wins would've been extremely close because that's just the type of season Utah produced - but I am confident they would have finished the season at no worse than 11-2.
That might not seem like a dramatic increase from the 10-3 we saw in reality. But it means a lot in terms of the rivalry against BYU, the final ranking and total consistency. Eleven wins looks more impressive than ten. It always has and always will.
Finally, imagine if Utah went 12-1 with their lone loss coming by ten or so points to a very good TCU team in Salt Lake City. They own wins over the Pac-10 champion Oregon Ducks and their bitter rival.
How much does that change the perception heading into 2010? It's very likely a 12-1 Utah team is either on the cusp of, or has cracked, the top-ten. In this beautiful, unreal Utopian world, the Utes have produced two extremely great seasons in a row.
That makes the hype for 2010 a tad bigger, no? If that had happened, Utah is probably more talked up as a contender to TCU's current thrown than they are right now. Maybe they aren't the favorites to make the BCS or win the Mountain West - but how different would we feel about this year's team?
This is my point (yeah, this post is going somewhere, folks). You put 2009's hardest games in Salt Lake City and they are in better position to win those tough games.
Enter 2010. This season, Utah has its three toughest games at Rice-Eccles Stadium. Oregon from a year ago is very comparable to Pitt and TCU and BYU aren't much different than they were last year.
Knowing that the difference between 10-3 and 12-1 (maybe, though unlikely, 13-0) is a favorable home schedule, shouldn't we feel pretty good about the team's current position?
It's almost universally agreed upon this year's team is better than last year's. They might have a bit more questions on defense, but the potential of the offense really does make up for it, right?
Sure, I'm not saying everything is golden. It's possible even if we had played Oregon and BYU at home last year, the team finishes 10-3. But it seems less likely. Less likely because the Utes have established themselves as a very good home team (they own the longest home win streak in the conference at seventeen). 
In my mind, the home slate is what will make this a very good season. I'm not expecting a 13-0 campaign. But I think 11-2 or 12-1 is very possible because of the way the schedule breaks down for Utah.
If that happens, then the buzz entering 2011 should be off the charts. Like it could have been prior to this season had Utah won two more games than they actually did.

The Importance of Playing Games

You are probably familiar with the exceptional benefits of playing a game. Regardless of one's age and physical ability, games such as golf , billiards, board games, etc. are considered to be those types of recreational activities that people select to try in order to increase their mental and/or physical skills while enjoying the excitement. But since games are played primarily for the mere enjoyment they offer, some people tend to consider them unnecessary and a waste of time. Nothing could further away from the truth. Games increase a person's capabilities and assist in developing a better understanding of ourselves. Games should be fun for one to want to continue practicing them, but they can also have an educational nature. Most importantly, games can affect a person's psychological state leading to excitement and the feeling of one being proud for an accomplishment. Games are not a waste of free time. Actually free time is the time one should devote in exploring his or her abilities through games and have fun in educating and exercising his or her body and mind.
Generally, a game consists of a goal that its players try to reach and usually has a set of rules within which a person has to succeed accomplishing the desired objective. These commonly agreed boundaries exist so as to test peoples' skills and invite them to develop new ways in managing the obstacles that might hinder them from attaining the game's goal. But, due to the vast variety of known games all around the world, agreeing on a single definition has been rather challenging. People in different time periods, countries, and contexts, have tried to capture the essence of games and come up with a classification that could serve all games' purposes. Upon examining some etymological dictionaries, one can conclude that games are a creative expression of the human spirit through the creation of an activity that has an entertaining, instructive and competing element. Regardless if a game is played by a single individual or requires competing teams, involves physical as well as mental activity, has a concrete or loose set of rules and structure, needs some or all of the available resources, it always leads to an outcome. There is usually a winner and a looser and whether a participant belongs to the one or to the other side of this simple distinction makes all the difference in the world.
With the plethora of existing games for different target groups like kids, teenagers, adults or seniors, anthropologists have proposed their classification under three major clusters. One can decide to play a game of skill, which can be mental or physical. Checkers for example use their mental skills to successfully complete a game of chess, while runners use their body's capacity to overcome natural obstacles like that of wind and gravity, or their own bodies' ability to outrun itself. The second game category is that of strategy games, like the Monopoly board game that requires from participants to reach a particular outcome over a specific time frame based on their available resources. Third, there are games of chance that base their popularity on economic insecurity and are associated with cultures that place a high value on personal responsibility. Finally, people tend to play mixed games. These games, like soccer (football) and basketball, involve both physical skill and strategic thinking and in many cases their outcome is based on chance.
Now that you know how important is for you to play games, next time someone invites you to participate in another friendly baseball match do not try to avoid the invitation because you think it is a waste of time. Games, despite their character can help you clear your mind and can change your mood. Thus, tomorrow get up, pick your favorite game, find your opponents, make it your new hobby, and experience the tremendous effect a game's round can have in your life.

Tuesday, September 14, 2010

what is the importnce of games and in life

hi, sports mean alot in life. they actually increase the blood circulation and passes pure blood to the brain which makes it function properly. Indoor games are meant to build up concentration, and outdoor games buid up strenght and keeps you fit. it also keeps you slim and healthy.........................well overall sports are the BEST. and another thing squash is the game which ranks first in the most stressful games it provides the best activity to the body and reduces 844 calories per hour!....................can you beat it?.........amazing isn't it?
got your answer..................... i hope
thanks
Learning should be FUN. All kids learn faster and retain more when they are engaged, involved and having fun. Carefully selected games can have a positive impact on your child's learning.

My 3 year old loves playing UNO. Uno reinforces color and number recognition and matching skills, and helps teach pre-reading skills like matching and object identification. It's simple to learn, he picked it up quickly,and now plays his own hand, and he loves it. We play Uno Attack, and he just loves when the machine spits cards out at him.

We also play a lot of Candyland. My 3 yr old step-daughter has bipolar disorder. She has a hard time following directions and staying on task. Candyland helps her learn colors and the concept of first and second. It's an easy, quick game so she can practice taking turns and following directions without getting frustrated.

My 5 year old step-son has ADHD along with language difficulties. He loves to play Uncle Wiggley. It's a game that both boys enjoy playing. My step-son practices repeating the rhymes and sounding out words, while my son practices number recognition up to 20 and simple phonics.

Of course all board games give children a chance to practice counting how many spaces they get to move and it's never too early to learn good sportsmanship.

The next time you're looking for a fresh way to teach a new skill, or reinforce an old one, consider finding a board game. With literally thousands of games out there, you're sure to find something that you and your kids will enjoy. Or.. make it a family project or design and create your own.

Until next time,
Happy Homeschooling
Health is Wealth" is an old saying. Games are very essential for a good health. Therefore, all young men and women should play games. People who play games regularly can maintain a good health. They can develop a muscular body. Games also teach us the spirit of sportsmanship. Because both the winner and the looser enjoy playing the game. Games teach us the spirit of patience and courage. Discipline is very essential not only for the progress of an individual but also for the progress of the nation as a whole. Young boys and girls can also develop the quality of leadership through games.
The captain of team learns to lead his players just like a General leads in the war. Games are very good source of recreation and enjoyment. Games refresh the body as well as the mind of the player. When a player is engrossed in the game, he forgets all his worries and anxieties. Thus games divert attention from the worldly affairs and worries. Games are very essential for the students. Nobody can deny the importance of games for them. The students of today are the citizens of tomorrow.They develop their personality and sense of loyalty.