Why say "Yes!" to video games?

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Introduction According to studies done among adolescents in the United States, it showed that 97% of adolescents engage in computer, web, and portable or console video games. In addition, it showed that 31% use it every day and 21% play with it 3 to 5 days a week. The respondents were from ages 12-17 (Lenhart et al., 2008) . With this overwhelming statistics, a discussion on whether video games have good or bad effects, especially for the adolescents, is still on the process of agreeing with a conclusion. Parents, particularly, are becoming anxious about whether their children should engage with this kind of technology or not. The dominating research on this matter has been inclining to the negative effects of it. However, in this paper let us shed light on its positive effects, for why would a great number of adolescents engage in video games without gaining from it. Addressed to the parents of youths, this paper would be about why they should support video games as means of psychological development and improvement of socialization skills. Body To begin with, the adolescent stage must first be understood. Most researchers agree that in this period the youngsters’ reasoning and problem-solving skills are developed. This is the time they attain significant mental skills (Cooper et al., 1996). In connection with this, video games could help in the further improvement of the adolescent’s cognitive functions. It actually encourages logical and systematic thinking, through the simulation of tasks presented in the game wherein the players get to practice on the different ways they could achieve the goal, or group together clues or hints to solve a problem. Then, together with the process of problem-solving is decision making, anoth... ... middle of paper ... ...ills’ such as cooperation, support and helping behaviors by engaging on video games that are later generated in real life situations. This result oppose another popular notion on video games that engaging in it always result to aggressive behavior and decrease of prosocial behavior. In addition, playing video games are done mostly with friends or peers. In a researcher by Simon and Schuster (2008), they discovered that playing video games was connected to playing with friends. As I mentioned earlier, it could be done within circle of friends or virtual groups, giving the notion that relationships could be built and strengthened by a common interest which is video games: ‘For younger children especially, games are a topic of conversation that allows them to build relationships with peers.’ These were evident in the self-report of adolescents (Simon & Schuster, 2008).
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