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QUESTION

I need you to write an essay draft for my final essay. Topic - Can video games be used to promote empathy or address mental health concerns? I have attached 3 sources that you will use to write an ess

I need you to write an essay draft for my final essay.

Topic - Can video games be used to promote empathy or address mental health concerns?

I have attached 3 sources that you will use to write an essay draft. I can also provide my essay proposal and essay outline file if you want.

words: 800-1000

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******* ***** ***** ** USED ** PROMOTE ******* ** ******* ****** ****** *********************************** ************ ******************** ******** ********** ***** ***** ** **** ** PROMOTE EMPATHY ** ADDRESS ****** ****** ****************** ** **** ****** researchers there ** * ************ ******* *** ***** ***** graphics *** increased ******* on empathy especially for young children which ***** ** improvement ** ***** social behavior ********* to **** studies ***** ***** may be **** ** ****** *** ******** *** ****** ** adolescents ********* ********* **** ** understanding ******** ** ******* *** a **** where * *************** ***** *** ******** ** a ***** crash ** * foreign planet *** the ******* ** ******* pieces ** the ******* ***** **** *** ** establish ** ********* rapport with the ****** on *** *** ****** These ****** ***** ***** a ********* language ******** their ****** expressions **** ******* ** ****** ******** ********** *** a ***** ***** game *** *** ****** ****** students ******* to ********** ******* the **** ***** ******* their ******* *** connect **** *** ********* ************ ********** **** learning * *** language The researchers ********** that *** ******** **** played the game for the ***** *** ***** ****** **** ******* and perspective-taking ********** when ********** ***** ****** ** *** ****** Additionally *** children ********* essential ********* *********** ******* ***** ********** young ********* *** ******* ******** **** the ********* skills **** trainable ** the ******** through video ***** which also *** **** ** predict *** ********* emotional ****** *** ********** as they practicedAccording ** Ceranoglu ****** *** ******* stage ** *********** **** enhances ********* ******** ** ******* ***** ** the ability to ****** ***** ****** **** require our ***** Therefore if ****** *** *** able ** ********* with others **** *** ** **** ** hard ** ******** **** ** help **** *** **** occurs ********* **** ******* ***** **** ***** game ********** ****** ******* ******** **** promote virtuous ********* **** *** ******** to *** ***** *** *** ***** **** *** *********** ** societyDue ** ********* and ****** devices ***** ********** ***** ******** ******* ***** and eighteen ***** spend at ***** *** ***** daily ******* a video game These games are also activities related ** the ********** ******** that the child ** ****** ** ******* ****** *********** **** ******** ***** bullying become ******* ********* and ******* about the *** ******* ********* ** ***** ****** ********* ****** **** ********* period video ***** may ** **** to ******* * positive ********** ******* in *** ‘crystals ** Kaydor video **** *** children **** ******** ** ******** **** *** ****** **** * different ****** *** never ********** ***** language; however *** ******* were similar that ******** ********* sadness ***** ******* **** ********* *** surprise ** *** ** essential **** ** ******** *** ************ *********** ** ******* *** ******** *** ***** ****** *** **** game was selected ****** due to the ************ perspective *** ***** ******** The **** “functional magnetic ********* imaging” was **** ** ******** *** ******** *** weeks ****** *** ***** they ****** the *** **** *** fMRI *** **** **** ** ***** *** ********* parts ** *** ***** **** ********* ********* ******* to emotional and ******* *********** After ********** the study the *********** also ******* *** ******** ** **** *** **** **** ******* for ***** ****** *** not just the ***** **** ********** ****** ***** Garry ********* *********** ********* **** these ***** ***** *** essential *** people **** ********** **** ******* ** ******* ******** ******* ***** **** ****** ******** to ********** *** importance ** ******* those ** need ****** ******* ************ ********* ***** ***** require children to *********** *** play **** **** ****** **** ******** ***************** collaboration and ******** thinking among them Video ***** *** also ********* since they ****** *** players to **** **** ********* *** ******* ***** playingFor **** ***** *** ******* normally **** that ***** ********* *** ******* and **** have ******** ******* **** the ****** ********* ***** ********** ********** **** *** ** accomplishment sense ******* **** *** **** improve *** ****** ********** *** also helps ** to **** ************ **** ********** *** daily activities Despite not ****** our jobs the games ****** us ** more intense *** vigorous ****** ********* ***** ****** **** ******** mental ********** *** *** ***** games ** ******* their ************** ******** by *********** ********** **** ********** *** ******* ********* (2010)From *** ***** the ******* ******** **** **** ****** *** ******* of the world and **** **** *** ***** well ********* ****** *** world *** *********** ** **** earn ****** ***** ***** *** also ***** us **** ********* ****** ********* *************** *** ************* ********* addressing anxiety ********* ******* ****** ********** **** ***** ***** **** ******** ********** ********* there ** a **** *** **** to ******* ***** ************ ********* to ***** **** *** more ******* ********** *** *** ************ ***** **** ********** ****** ********** *** ******* **** their products **** ** ******* ********* **** ********** **** should not ******** ***** **** ******* *** killing ** ****** but ***** **** ********* *** heart They ****** also ***** ***** *** social ********* *** physical *********** ** ***** ********* **** ***** ***** *** ******** developed they help children ** reduce ***** *********** of ******** ******* or ******* ****** by understanding *** emotional ******* of ***** actions **** **** ** *** **** **** to **** advantage ** *** ****** **** for *** ******** ****** ***** ********** ****************** conclusion throughout *** ***** ** have understood *** Video games **** ********* ******** and mental ******* ** *** ******* ********** ******** Video ***** are **** ** ******* ******* with ************* ****** ******* *************** *** ******** ****** ********* video ********** ****** ******* ***** that ******* ********** ** ******* and not ************************** * * ***** Willoughby * ****** **** playing ****** ***** ***** predict ********* *********** ** ********* sports **** ******* years ***** ***** *********** *** ******** ************** ** ***** *** adolescence45(2) ******* **************************************************************** L ***** ********* *** ******** ***** ***** *** ******* ********** ********* ***** * **** from ************************************************************************************************************************************** * * ****** Video games in ******************* ** ******* *************** ******* https://wwwapaorg/pubs/journals/releases/gpr-14-2-141pdfDaniel * ***** Garry * (2018)Video ***** ** culture: *********** *** **** *** ********** ** ***** ***** in contemporary ******* ***********

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