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Positive and Negative Effects of Video Games - Essay Example

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The paper "Positive and Negative Effects of Video Games" states that video games are good. There are various benefits that are associated with playing video games. Such benefits include improvement in thinking, regulation of pain, treatment of health conditions, and improving eyesight among others…
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Positive and Negative Effects of Video Games
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Extract of sample "Positive and Negative Effects of Video Games"

Topic: Positive and Negative Effects of Video Games Positive and Negative Effects of Video Games Video games are dated as far back as the 1980’s and have been revolutionized in various aspects to date due to the growth of the industry. In gaining a competitive edge, the companies dealing with video games are bringing new features such as dimensional games that are fast with the aim of giving real life experience to the players. The rapid growth in this industry has brought about both criticisms and support arguments as to whether video games are beneficial or detrimental especially to the teenagers who are the most frequent users. Video games contain both violence and adrenaline rush races that might have a detrimental effect on the mind of young adults. The effect on the young adult will largely depend on the intensity of addiction to video games and the levels of violence contained in such games. The paper notes that video games are good despite the few problems. Young adults may become socially isolated once they start dwelling on games every time they are not occupied with chores or studies. Teenagers may become so used to video games that they may end up forgetting some of the important schooling aspects such as homework, reading and sporting activities that make them physically and mentally fit. Time spent with family and friends would be minimal while at the same time it is not possible to them to replace their offline time in engaging with people. Rather, such time is replaced with getting used to online games on mobile devices to a point that being a loner if, not regarded as a norm by gamers. Games shape the minds of those playing; be it violence and aggressive thoughts associated with the game or fast moving cars and the adrenaline that comes with speed (Anderson, Gentile & Buckley, 2007). Violent games can be said to be directly related to the increased aggressive thoughts of gamers and a violent nature in real life. Games are interactive in nature, and some have the aim of rewarding violence which is dangerous if translated directly in real life. The gamer is in control of the violence using gamepads that make them feel powerful whereas in real life this is not the case. The gamer also has the chance to experience the violence first hand such as killings, shooting, stabbing and shooting which are considered as a vice but an achievement in the game. Other video games have the tendency of teaching teenage gamers the wrong values such as violent behavior, aggression and vengeance that are rewarded in the game (Anderson, Gentile & Buckley, 2007). Situations that are used in real life such as negotiations and non-violent confrontations are not an option in such games. On the other hand, women in video games are usually portrayed as a weaker species that are majorly sexually provocative in nature. However, there has also been a tendency for the violent game players to have a different attitude in real life due to the guilt they have while playing the game. This behavior change can also be attributed to the sensitive moral issues that some games depicts and these gamers try not to portray what they have seen in the virtual world into the real world. Some video games not only require high level thinking to win but also call for a high level of concentration and coordination of the eyes, the hands, fine motor and spatial skills which are not taught at school. Other games may involve problem-solving and logic that are part of the life skills a teenager would need to succeed in life. Games that have puzzles train the mind to think in a creative manner that would be advantageous if applied in real life. Though violent, shooting games need a precise and attentive mind that would multitask (run and shoot at the same time in the virtual world). A number of coordinating factors play a hand in video games such as the mind and eye coordination that would develop a gamer’s attention to detail skills and further teach them iconic skills necessary for the development. Video games are of health benefits to the aged population. Recently, video games have been shown to be gaining popularity among the older population (Whitbourne, Ellenberg & Akimoto, 2013). This has been the case with individuals 50 years and over. Video games have been shown to affect the cognitive functions of the older people in a significant way. A number of researches have been carried out to show the influence of casual video games (CVGs) in counteracting the aging process (Whitbourne, Ellenberg & Akimoto, 2013). Such researchers have shown positive results as far as the aging process is concerned. There is increasing argument that age-related losses of neurons can be counteracted by the increased neurons activities (Whitbourne, Ellenberg & Akimoto, 2013). Recent studies have demonstrated benefits of video games with the aging process. Such studies have shown that video games help in various high-level functions (Whitbourne, Ellenberg & Akimoto, 2013). Video games are also said to affect executive functions by escalating the capacity of the brain in areas that take part in the game (Whitbourne, Ellenberg & Akimoto, 2013). Hence, video games can help in reducing the aging process in the older generation. On the other hand, video games have been shown to help in releasing stress. Most of the adult population in the society feels stressed due to lack of connection to other people and the outside world. However, research conducted has shown that adult gamers reported feeling more connected. Over fifty percent of those interviewed acknowledged having found new friends due to their involvement in casual video games (Whitbourne, Ellenberg & Akimoto, 2013). CVGs are sad to provide crucial social connection to the adults. In the same research, adults opined as having stress reduction as they engage in these games. The research noted that the videos help in improving mood as well as inducing physical relaxation (Whitbourne, Ellenberg & Akimoto, 2013). Video games have also been shown to help in relieving pain. Pain is one of the things that lead to agony on various individuals. Therefore, finding a way of relieving pain is crucial to individual comfort. Video games especially the one with virtual reality have been noted to help relieve pain. Such videos have been reported to help in relieving pain arising from a medical procedure and other chronic illnesses (Guarini, 2013). In a study, it was found that individuals undergoing chemotherapy and other treatment reported having less fear and stress once they are exposed to virtual gaming (Guarini, 2013). Moreover, individuals treated for bonus and other harms have reported experiencing reduced pain. In a study carried out, such individual were reported to experience pain reduction of between 30 to 50 percent (Guarini, 2013). Video games have also shown to help kids with various mental conditions. One of such conditions is dyslexia. Video games are attributed to improved reading skills of individuals with this condition (Guarini, 2013). In a research carried out by an Italian researcher, it was demonstrated that played fast-paced video games led to improvement of reading abilities of children in the condition (Guarini, 2013). Such children were demonstrated as gaining capabilities of reading faster and with precision. The games also helped in increasing attention span of such students and this skill has been shown necessary to reading (Guarini, 2013). Additionally, video games have been shown to help in having improved eyesight. Videos that have high incidences of shooting have been shown to help in gamers’ having improved eyesight. Example of such video includes “Call of Duty” and “Unreal Tournament 2004” (Guarini, 2013). In a research on this aspect of video games, it was found that persistent players showed the ability to detect faint changes in the brightness of an image (Guarini, 2013). Such ability can be crucial for the drivers especially those that travel mostly at night. It is noted that such component of video games can be exploited in addressing eyesight challenges (Guarini, 2013). On the other hand, video games have been shown to lead to addiction. Addiction is shown to have negative ramifications on individual’s life. In a research carried out, the majority of the respondents noted video games lead to addictive qualities. The results were shown in agreement with earlier results that noted CVG can lead to negative effects like internet addiction (Whitbourne, Ellenberg & Akimoto, 2013). The effects are seen as individuals continue to see flashbacks of the games even long after they stopped playing. Others note that venturing in the games makes one crave for more. Hence, addiction disrupts individual’s lives in a significant way. Moreover, video games have also been shown to lead to health challenges. The challenges occur as playing video games while seated leads to increased level of immobility. Seated video games have been shown to lead to increased sedentary behavior. Such behavior has been linked to an elevated level of blood pressure and lipids (Goldfield et al., 2011). Increased time spent on these games will mean more risk especially to the young population. In most of the western countries, there has been increased the rate of sedentary behaviors some of which is associated with sedentary behaviors (Goldfield et al., 2011). In conclusion, it is clear that video games are goods. There are various benefits that are associated with one playing video games. Such benefits include improvement in thinking, regulation of pain, treatment of health conditions, improving eyesight among others. On the other hand, video games are said to be detrimental as may lead to lack of concentration in schools, may lead to health conditions, and also lead to aggression and other negative behaviors. However, it is clear there are more benefits than there are challenges. Although video games are an incredible way to pass the time for the young adults, these games should be engaged under supervision on the types of morals and virtues depicted in the games. As an aspect of planning and setting time for all the necessary activities are essential as some games will also teach on the utilization of scarce resources at times of danger. Strategy games should be advocated as they have the advantage of offering inspiration and management skills if transferred in real life. The industry only leads some regulation to enjoy the full benefit. References Anderson, C., Gentile, D., & Buckley, K. (2007). Violent video game effects on children and adolescents. New York: Oxford University Press. Goldfield, G., et al. (2011). Video Games Playing is Independently Associated with Blood pressure and Lipids in Overweight and Obese Adolescents. Plos One, 6(11), 1-7. Guarini, D. (2013). 9 Ways Video Games can Actually Be Good for You. Retrieved from http://www.huffingtonpost.com/2013/11/07/video-games-good-for-us_n_4164723.html. Whitbourne, S., Ellenberg, S & Akimoto, K. (2013). Reasons for Playing Causal video Games and Perceived Benefits among Adults 18 to 80 Years Old. Cyberpsychology, Behavior, and Social Networking, 16(12), 892-897. Read More
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