Wait a second!
More handpicked essays just for you.
More handpicked essays just for you.
Effect of video games on those who play them
The effects of violent video games
Research paper on violent video games
Don’t take our word for it - see why 10 million students trust us with their essay needs.
Recommended: Effect of video games on those who play them
In recent years, video games have been blamed for causing a wide variety of problems throughout the world, but the benefits of video games certainly outweigh the risks. Video games provide a multitude of positive effects to human beings which aid in aspects daily human life. Positive effects of video games such as strengthening problem-solving and critical thinking skills, reducing reaction times, and reducing violence and crime rates are all skills which unquestionably prove as beneficial to the average human being. The major negative effects and arguments against video games are typically based on the desensitization of players and promotion of violence within video games. Video games have been a worldwide controversy since their birth and both sides of the spectrum encompass logical arguments regarding video games. Individuals on either side of the controversial battle have strong opinions; however, I believe video games are beneficial tools to humans and as they evolve, will prove increasingly advantageous.
Video games of all sorts enable users to embark on different missions or quests during game play therefore providing players the opportunity to gain essential life skills including both problem-solving and critical thinking skills. "Researchers found that those who engaged in the real-time military strategy game improved their "cognitive flexibility," or the ability to adjust their thinking to meet different situations" (Gold). This "cognitive flexibility" skill which is gained through playing strategy games could be applied to a plethora of real-life scenarios in order to result in a more successful and practical outcome to a wide array of tasks. If an individual can adjust their thinking in order to cope with cer...
... middle of paper ...
...rner.net/opinion/2011/02/14/violence-in-video-games-causes-desensitization-to-violence-in-reality/>.
Gold, Riva. "The Wall Street Journal." Digits RSS. 25 Aug. 2013. Web. 12 Nov. 2013. .
Henderson, Barney. "Mass Shooter Adam Lanza 'Spent Hours Playing Call Of Duty'" Business Insider. The Telegraph, 18 Dec. 2012. Web. 12 Nov. 2013. .
McCaskey, Lance. "Video Games." Coppell Student Media. 3 May 2012. Web. 28 Nov. 2013. .
"Violent Video Games 'Reduce Crime'" The Telegraph. 30 Sept. 2011. Web. 12 Nov. 2013. .
At this day in age we bask in the luxury of having easy access to advanced technology at our disposal. From the World Wide Web, to cell phones, music, movies and video games the human race has thought of any and everything to keep us entertained. Over the years studies have shown reasonable concerns regarding the long-term effects of video games. These games can desensitize gamers to real life violence, which is usually seen in the younger crowd. The studies especially hit on the games containing player-on-player violence. Though these games are extremely entertaining and can get kids to settle down for a while, if not properly supervised, they can produce adverse effects. Other studies have shown that video games can be used as way to yield positive outcomes such as, good problem solving skills, cooperation in a group and the ability to flow. Although there has been psychological research on children learning through the actions of others some believe that children are automatically able to distinguish between what is just a game and what is reality. The longer they are allowed on their game system the more they become convinced that their games are real. Some researchers believe violent video games can channel the aggression of the child but the parents are to blame for what happens to the child after playing an excessive amount over a period of time. Children can become preoccupied with these violent video games which have been proven to be the cause of poor social skills, uncontrollable aggression and a false reality.
Glazer, S. (2006, November 10). Video Games. CQ Researcher, 16, 937-960. Retrieved February 11, 2010, from CQ Researcher Online
Video games have been connected to raising a range of skills. within the article “Video Games lead to faster decisions that are no Less Accurate” a study created by the University of Rochester, tested a variety of eighteen to twenty five year olds that aren't video gamers, one group competed in a quick paced action game, whereas the opposite group contended with a slow moving strategic game, they then had to accurately answer questions about the action that was happening on the screen. The result found that the action gamers were twenty five percent quicker at creating choices than the individuals who were strategic gamers. This shows that gamers who played action games were ready to create decisions quicker and more accurately than non-gamers. This may additionally facilitate with daily activities like multitasking, driving, reading tiny print, keeping a look out of friends during a crowd, and traveling around places.
ScienceDaily, "Could Violent Video Games Reduce Rather Than Increase Violence?" 2009 Web. The Web. The Web. 23 Apr. 2015. The 'Second http://www.sciencedaily.com/releases/2008/05/080514213432.htm
Just like other media, such as internet, television, movie or even music first appears, video game also has attracted more and more attention. The questions about the negative impact of video games on people, especially adolescent and children have become a very serious concern, especially the violence content of video games.
One way in which video games can be beneficial is by supporting individuals’ intellectual development in the areas of problem solving and logic. Games like Cut the Rope, Angry Birds and The Incredible Machine require players to solve a puzzle under time limited conditions. When people are playing these games, they practice their critical thinking skills and creativity, which are both important components of intelligence.
By far the largest concern of technology today is video games. There have been so many experiments and studies to try and figure out if video games have a negative or positive effect on our children. A growing body of research is linking violent video game play to aggressive cognitive, attitudes and behaviors (D.A. Gentile, 2004). Video games can obviously be dangerous for our children causing aggression, bad performances in school and obesity. Although we cant blame all of these problems on the use of video game...
Videogames are looked down upon by parents who see them as a waste of time and experts on education who believe that games corrupt the brain. Many say violent video games are to blame for young people being so violent. Psychologists and scientists believe that videogames have a lot of benefits. One benefit being that it make kids smart and cause them to use high-level thinking skills. Video games requires many skills that aren’t taught in school but, also enhance skills that the gamer already has. Skills that are enhanced by video games include following instructions, problem solving and logic with games like angry birds and cut the rope. Hand eye coordination, fine motor skills and spatial skills used in shooting games. Research has shown enhanced skills in surgeons and fighter pilots. Planning resources management and logistics encouraged by the game SimCity.
Tommy scuffles through the front door, drops his book bag on the floor and plops down on the couch with a scowl across his face. As his PlayStation fires to life, he replays scenes from the day in his head of being shoved into the lockers by Billy, unable to form the words to impress Sussie, and sitting alone at lunch listening to the popular kids laugh and joke, ignoring him as if he did not exist. No one understands him. No one cares about him, because he is not strong, charming, or popular. All that is soon avoided as Tommy dives into a world where he controls everything and everyone either fears or loves him. If he fails, all he must do is reset. Here he can be anything he wants, and he can do and have it all.
One article points out that video games have a big impact on children’s lives and that many of the games played are violent. Researchers have found that “nearly all children spend time playing video games” and studies have found that “8th graders spent an average of 17 hours per week playing video games” (Tamborini 336). Moreover, 68% of the most popular video games contain violence (Tamborini 336). So it is clear that many children have access to violent video games and they have a big impact on their lives simply because of the amount of time spent playing them.
3. “Video Games” by Chris Jozefowics. Published by Gareth Stevens Publishing 2010. Pleasantville, NY 10570-70000 USA. Produced by Editorials Directions Inc.
“Contrary to the claims that violent video games are linked to aggressive assaults and homicides, no evidence was found to suggest that this medium was a major (or minor) contributing cause of violence in the United States.” (Markey, 290)
Thirty that is the average age of people who play video games in America according to the ESRB. Yet when people talk about video games as a bad thing the topic that always comes up is that video games are bad for children and is going to rot their brains. But if people looked just at the numbers it could be seen that if video games really did rot people’s brains there would be millions of average American’s that would not fit in with the average public in the slightest. Why does this not happen. Because Video games are not harmful because society still functions, video games are used for training and for teaching, and video games bring people together.
Video games first appeared in the early 1970's. It all started with a simple white ball bouncing back and fourth on the screen. In 1986, Nintendo introduced its first line of home video game consoles. With the Nintendo Entertainment System (NES) on the market, the home video gaming industry surged and immediately became popular among children. Since then, not only have video games increased in popularity, but there have been vast improvements in graphics, game play, and forms of gaming. Today, video games have become the preferred choice of entertainment among children and teenagers. Research done in 1998 has shown that kids who own video games spend an average of 90 minutes a day playing them. Clearly the video gaming industry is a profitable one. With the increasing competition between gaming companies, the advancement of technology and content of games began to change. One of the most significant and concerning changes in gaming is graphics. With the improvements in graphics the content of the game became more and more detailed and realistic. Visually violent actions can now be displayed on the screen. Images of blood, flying body parts, and gore have been integrated into every aspect of today's video games. Violence has always been a common factor in many games, but with the improvements in graphics and capabilities of gaming consoles, a growing number of people are becoming concerned about the effects on our children and society.
The experience of game play can be described as an activity in which the player is virtually embodied in the game world. Anyone who has experienced the world of gaming knows how the engaging experience can manifest itself with “sweaty palms and chills down the spine” (http://www.eludamos.org/index.php/eludamos/article/viewArticle/80/147) when coming face-to-face with alien creatures; or with the adrenaline rush we get when racing a high speed automobile head-to-head with a friend. Gaming is an excellent source of entertainment. It provides an opportunity for social growth, provides a meaningful form of exploring expression, and provides heightened sensitivity.