Granic, Adam Lobel, And Rutger C. M. E. Engels?

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Although many people believe video games have negative effects on both the mind and body, there is actually many evidence and research that shows that video games can have positive effects and be beneficial for one 's health. Video games secretly are filled with a lot of education. Isabela Granic, Adam Lobel, and Rutger C.M.E. Engels, provide strong evidence and research that shows how by just playing one shooter game, you can gain skills that usually someone would never realize they have and by playing a video game, those skills come to life. Granic, Lobel, and Engels did an experiment that showed how playing shooter games could improve cognitive abilities. Granic, Lobel, and Rutger claim that, “Compared to control participants, …show more content…

Playing prosocial games, which are games where you work as a team, increase helpful behaviors. People apply their learned helpful behaviors to real life situation. Tobias Greitemeyer claims, “playing a prosocial (relative to a neutral) video game increases empathy, the accessibility of prosocial thoughts, and helping behavior, and decreases state hostility, the accessibility of aggressive thoughts, and aggressive behavior” (“Effects of Playing Video Games on Perceptions of One’s Humanity,” 2012). According to Greitemeyer, playing prosocial video games can lead to behaviors that are essential in everyday life. After playing the prosocial videogame, that player is going to take what they learned from the video game and apply it to their everyday …show more content…

They help children find their identity. Michael Evan claims that “A range of issues covered in the research on video games and experience include the development of identity in children and learning; models and model-based thinking in science learning and the control of avatars for interacting with complex systems; the presence of distributed intelligence and cross-functional teams for learning in massive multiplayer online role-playing games; and situated meaning, that is, the ways in which games represent verbal meaning through images, actions, and dialog, not just other words and definitions” (“Youth And Video Games: Exploring Effects On Learning And Engagement,” 2013). Many video games require the player to work in a group and according to Evans, children form their sense of identity when they are placed in a multiplayer game and are required to use their thinking to come up with plans and not only that but they create their own avatar and choose who they want to be which is like a real life situation. You choose who you are going to be in life and video games set them up in that situation early on and helps form a child’s

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