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Proponents of Video Games - Research Paper Example

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In the paper “Proponents of Video Games,” the author focuses on the arguments that oppose video games and their negative effects on society and its members. The opponents argue that video games cause physical, psychological, academic and social harm to the members of the society…
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Proponents of Video Games
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Extract of sample "Proponents of Video Games"

Proponents of Video Games Introduction The term video games is used to denote games that are electronically played and requires the interaction of a particular game player with an interface in order to create visual response. Video games have existed in the society for several years and these games have gained immense popularity. The popularity of these games is credited to the introduction of various technologies that allow individuals to play these games. Video games have experienced immense changes especially in the context of visuals and gameplay over the years. For years the topic of whether video games have more net benefits or net costs to offer to the society has been hotly debated by different stakeholders. The opponents as well as the proponents of video games have used research to support their arguments. But the arguments that oppose video games and their negative effects on society and its members is quite weak, while the evidence supporting the proponents point of view is quite effective and strong. The opponents argue that video games cause physical, psychological, academic and social harm to the members of the society. The reality is that video games have enough physical, psychological, academic and social benefits to offer to all segments of the society. Prevalence And Characteristics of Video Game Players Video games are not only played by the younger generation of the society. These games are even played by the adult as well as the senior members of the society. These games are most commonly played by the male population. Furthermore, a major percentage of the female population is even involved in video game play. Ream et al. conducted a study in order to identify the characteristics of video game players and the researcher identified that 66% of those who responded to their survey were male video game players while the rest of the respondents were females (Ream et al., 2013, p.1). Figure 1: Video Gamers By Race (Ream, 2013, p.1) Figure 1 is a representation of the percentage of video gamers’ population in connection with their race. Figure 1 depicts that the majority (24%) of the respondents in their survey belonged to African American ethnicity, while the second largest group (22%) of video game players belonged to the White ethnicity (Ream et al., 2013, p.1). The game playing population even belongs to different age brackets. For example: Ream et al. identified that population that participated in their survey belonged to the age group of young adults who aged between 18 years old to 29 years old (Ream et al., 2013, p.1). Richtel cites a study that focused on game players who belonged to the age category of seniors who agenda around 60 to 80 years old (Richtel, 2013, p.1). O'Callaghan cites a study in which the population selected for the research included people who aged between 19 to 90 years old (O'Callaghan, 2014, p.1). Opponents of Video Games There are various reasons due to which opponents believe that video games are impacting the younger and the older generation of the society in a negative manner. One of the main arguments that opponents give while debating on the negative effects of video games is that video games cause physical harm to members of the society. According to a study cited by O'Callaghan, there is a solid relationship between increase in the body mass index of video game players and playing video games on regular basis (O'Callaghan, 2014, p.1). Similarly Ream et al. identified that as individuals are involved in playing video games, at the same time they even indulge in unhealthy dietary practices. Ream et al. states that while playing video games, gamers indulge in inappropriate dietary practices including consumption of junk food as well as drinks that contain higher amount of sugar (Ream et al., 2013, p.1). Reams study helps in explaining that BMI levels of video games increases because video gamers indulge in unhealthy dietary practices while playing video games. Opponents even argue that video game play negatively impacts the psychological wellbeing of the gamers. For example: O'Callaghan has cited a study in which the researchers identified that playing excessive video games was quite closely related to psychological issues such as depression (O'Callaghan, 2014, p.1). Opponents even defend their stance against video games by proposing that this form of gaming negatively impacts the social aspects of a player. O'Callaghan states that those individuals who were addicted to playing video games lacked interaction with people in the physical world and were dependent on the internet to fulfill their social needs (O'Callaghan, 2014, p.1). Proponents of Video Games Proponents argue that the benefits of video gaming are far more than the negative effects of video gaming. Opponents state that video gaming leads to physical issues such as increased BMI. But the reality is that video game developers have started developing such video games that require a player to continuously move their body. Due to such video games, gamers are receiving the much needed exercise that is required to maintain BMI levels. According to Steinberg video game developers such as Xbox and Nintendo have developed games that are played through movement of players (Steinberg, 2011, p.1). Steinberg cites a study in which 39 participants were involved in playing motion based games and the study reported that these games provided the benefit of exercise to players and these exercises were similar to the exercises conducted through treadmills and walking (Steinberg, 2011, p.1). Opponents argue that video games impact the mental health of game players and game players experience depression due to video games. The proponents of video game players contradict the opponent’s claims and state that video games help game players in reducing anxiety as well as unhappiness. Little has cited a study in her article which identified that those people suffering from stress and anxiety can reduce these psychological issues by playing video games as videos games are outlets where game players can release their stress and these games enhanced the moods of the players (Little, 2014). Opponents even stand against video games because they believe that video games impact the social life of players in a negative manner because these games decrease the gamer’s involvement in their physical social world. The reality is that video game developers have created such games that require multiple players to play against each other. As a result of this several video game players indulge in playing these games with their parents, brothers and other socializing agents. According to an article authored by Steinberg, a study that was published in a social psychology journal has reported that individuals who are involved in playing games the promote behaviors that are acceptable to the society are more likely to be concerned for people in the physical world and they even help others in the real world (Steinberg, 2011, p.1). Conclusion Video games have more net benefits to offer to different members of the society as compared to the costs associated with playing video games. Opponents argue that video games hurt game players physically by increasing their BMI. But proponents argue that such video games have been developed that provide individuals with necessary exercises such as walking and running on treadmills. Opponents argue that video games increase the risk of developing depression amongst game players. But proponents contradict and state that video games are mood boosters and help escape the mental state of stress. Opponents argue that these games alienate game players from their physical social world. But the reality is that these games increases interactions between members of the society in the physical world and even help game players in developing socially acceptable behaviors. References Little, J. (2014). Game On: 4 Benefits of Video Games For Senior Health. Sunriseseniorliving.com. Retrieved 18 November 2014, from http://www.sunriseseniorliving.com/blog/october-2014/game-on-4-benefits-of-video-games-for-senior-health.aspx O'Callaghan, T. (2014). Playing too many video games may be bad for you too, grown ups | TIME.com. TIME.com. Retrieved 18 November 2014, from http://healthland.time.com/2009/08/18/playing-too-many-video-games-is-bad-for-you-too-grown-ups/ Ream, G., Elliott, L., & Dunlap, E. (2013). Trends in Video Game Play through Childhood, Adolescence, and Emerging Adulthood. Psychiatry Journal, 2013, 1-7. doi:10.1155/2013/301460 < http://www.hindawi.com/journals/psychiatry/2013/301460/> Richtel, M. (2013). A Multitasking Video Game Makes Old Brains Act Younger. Nytimes.com. Retrieved 18 November 2014, from http://www.nytimes.com/2013/09/05/technology/a-multitasking-video-game-makes-old-brains-act-younger.html?_r=2& Steinberg, S. (2011). The Benefits of Video Games. ABC News Blogs. Retrieved 18 November 2014, from http://abcnews.go.com/blogs/technology/2011/12/the-benefits-of-video-games/ Read More
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