psyc-fpx3002_josephsongabrielle_assessment3-1

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Apr 3, 2024

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1 Assessment 3 Gabrielle Josephson PSYC-FPX3002 Capella University March 2024
2 Introduction Through the years, technology and media have become part of our society’s daily life. As media becomes more prominent, there is an increase in debates. One debate is whether video games are harmful to young children and teenagers. Many people feel that video games induce violent or aggressive behavior in children. While video games may have disadvantages, there are also many advantages for children and teens who play. The benefits include promoting learning, increased prosocial behavior, and higher levels of empathy (Harrington & O’Connell, 2016). Arguments Researchers say video gaming is a great way to promote learning in children and adolescents. Researchers suggest that video games could be used as teaching resources because they allow players to be producers rather than consumers (Harrington & O’Connell, 2016). In many games, the player must build and create objects by completing tasks to obtain items. This enhances critical thinking skills in children and adolescents. Creating a fun, interactive environment improves a child’s learning ability and makes them more successful than traditional learning methods (Okur & Aygenc, 2018). Prosocial behavior can also be learned from the use of video games. Researchers have defined a prosocial video game as a game in which the player must help others to succeed (Harrington & O’Connell, 2016). Children exposed to prosocial games are taught and reinforced to help and cooperate with others (Harrington & O’Connell, 2016). Besides the positive benefits of solo-playing, there are advantages of co-playing. Co-playing video games can improve social interaction between friends and families. Research has found that co-playing video games with parents has a positive impact on prosocial behavior, especially for girls (Wang et al., 2018). Prosocial video game behavior and playing with co-players were
3 shown to have increased social satisfaction, perceived peer support, and prosocial behavior in real-life settings based on the findings from the General Learning Model (Shoshani et al., 2021). Other studies have also shown that playing games improves socialization among older adults and teenagers when done together (Wang et al., 2018). “Researchers have suggested that the relationship between prosocial video game use and prosocial behavior could be mediated by empathy” (Harrington & O’Connell, 2016). Many studies have focused on the effects of video gaming on children and adolescents developing empathy. A study using the game The Empathy World tested the children’s sensitivities to social cues and emotional reactions (Lucas, 2020). The children were exposed to various social situations with distracting stimuli. The researchers learned that the children became better at filtering out irrelevant details and demonstrated more concern for emotions, showing empathy (Lucas, 2020). Studies have proven that games focused on developing empathy can help children learn the essential cues. Counterarguments With the many advantages of video gaming, there are also disadvantages. Video games, such as ones that contain violence, can have a negative effect on children and teenagers. Video games can lead to poor social skills, time away from family, schoolwork, and other hobbies. There is evidence that points to an increase in aggressive behavior, both short and long-term, when playing violent video games (Whitaker & Bushman, 2009). In addition to aggressive behavior, players have an increase in aggressive thoughts after playing a violent game (Whitaker & Bushman, 2009). Players also reported an increase in feeling more anxious and hostile, which leads to the development of hostile behavior among children and adolescents (Whitaker & Bushman, 2009). There has been a negative relationship between violent video games and
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4 exhibiting prosocial behavior. This decreases a person’s likelihood of helping another person. Certain games, such as violent ones, can hurt the youth who play them. Conclusion In conclusion, there are many advantages to children and teenagers playing video games. Video games can promote learning, increase prosocial behavior, and have higher levels of empathy. Video games are an excellent way for friends and family to promote bonding and increase prosocial behavior in the youth. There are many advantages and disadvantages to playing video games. Video games, such as violent ones, can increase the risk of children developing aggressive behavior and thoughts. Parents can minimize the risk of adverse behaviors in their children by ensuring they monitor the genre of games they are purchasing. More prosocial games can be beneficial to the development of our youth. References
5 Gentile, D. A., Anderson, C. A., Yukawa, S., Ihori, N., Saleem, M., Kam Ming, L., Shibuya, A., Liau, A. K., Khoo, A., Bushman, B. J., Rowell Huesmann, L., & Sakamoto, A. (2009). The Effects of Prosocial Video Games on Prosocial Behaviors: International Evidence From Correlational, Longitudinal, and Experimental Studies.  Personality and Social Psychology Bulletin 35 (6), 752–763. https://doi.org/10.1177/0146167209333045 Harrington, B., & O’Connell, M. (2016). Video games as virtual teachers: Prosocial video game use by children and adolescents from different socioeconomic groups is associated with increased empathy and prosocial behavior.  Computers in Human Behavior 63 , 650–658. https://doi.org/10.1016/j.chb.2016.05.062 Lucas, F. (2020, September 15).  Could video games be the secret to teaching children empathy? Monash says yes . The Sector. https://thesector.com.au/2020/09/15/could-video-games- be-the-secret-to-teaching-children-empathy-monash-says-yes/ Okur, M., & Aygenc, E. (2017). Video Games as Teaching and Learning Tool For Environmental and Space Design.  Eurasia Journal of Mathematics, Science and Technology Education 14 (3). https://doi.org/10.12973/ejmste/80932 Shoshani, A., Braverman, S., & Meirow, G. (2021). Video games and close relations: Attachment and empathy as predictors of children’s and adolescents’ video game social play and socio-emotional functioning.  Computers in Human Behavior 114 (114), 106578. https://doi.org/10.1016/j.chb.2020.106578 Wang, B., Taylor, L., & Sun, Q. (2018). Families that play together stay together: Investigating family bonding through video games.  New Media & Society 20 (11), 4074–4094. https://doi.org/10.1177/1461444818767667 Whitaker, J. L., & Bushman, B. J. (2009). A Review of the Effects of Violent Video Games on Children and Adolescents.  Washington and Lee Law Review, 66 (3), 1033-1051. http://library.capella.edu/login?qurl=https%3A%2F%2Fwww.proquest.com %2Fscholarly-journals%2Freview-effects-violent-video-games-on-children%2Fdocview %2F236355935%2Fse-2%3Faccountid%3D27965 
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