The Effects of Video Games

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The Effects of Video Games Video games and its effects on adolescents and responsibility of parents is a topic that is widely debated whether it’s the parent’s responsibility or the game industry should be regulated. The video games industry itself has been available to consume for only about the last 30 years. With that being said the topic is still rather new in terms of its effects but its effects on children can currently be measured. The industry is very unique in terms of entertainment because players are transported into the game its self essentially becoming part of the script. Though many people see the negatives in playing video games there are positives. A recently published meta-analysis by Uttal in 2013 concluded that the spatial skills improvements that resulted from playing video games that incorporated elements of shooting have the equivalence of the effects of high school and university-level courses targeted at improving these same skills. With that benefit could some high school level courses be altered? How will this change the classroom atmosphere? Even with games such as Sims 3 the players must build a “virtual” life for themselves from the ground up. Essentially the avatar or virtual character has to socialize, learn new skills to obtain a job and acquire a better home along with finding a husband, wife, and friends and have possible kids. Even though this is a virtual world it still builds on social skills as well as becoming a common interest to kids outside the game (helps build actual friendships). According to a study done by Adachi and Willoughby in 2013 it showed that the more kids that played games such as the Sims i.e. (role- playing games) the more improvements the children had in problem s... ... middle of paper ... ...or in Laboratory and in Life Journal of Personality and Social Psychology 772-790 Dweck, C. S., & Molden, D. C. (2005). Self-theories: Their Impact on Competence Motivation and Acquisition. In A. J. Elliot & C. S. Dweck (Eds.), Handbook of competence and motivation (pp. 122–140) New York, NY: Guilford Press Gentile, Douglas & Lim Guan Choon.(2012) Video Games Playing, Attention Problems, and Impulsiveness Evidence of Bidirectional Casualty Psychology of Popular Media Culture. 61-70 Uttal, D. H., Meadow, N. G., Tipton, E., Hand, L. L., Alden, A. R., Warren, C., & Newcombe, N. S. (2013). The malleability of spatial skills: A meta-analysis of training studies. Psychological Bulletin, 139, 352– 402 Vanderwater, Elizabeth & Mi-Suk Shim. (2004) Linking Obesity and Activity level with children’s Television and Video game Use. Journal of Youth and Adolescence, 71-85

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