In the twenty-first century, around 97% of teens in the United States play some sort of video game (Sutter Health). From the ages of eight to twelve years old, a video game is played for about thirteen hours per week. From the ages of thirteen to eighteen years old play, a video game is played for about fourteen hours per week (Hughes para. 2). The American Psychological Association or APA stated in a study that “video games increase aggressive behavior and thoughts while lessening empathy and sensitivity” (Sifferlin) meaning the APA is implicating that a violent game will endure oneself to be less compassionate for others. However, various articles have been published stating that there is not enough physical evidence to support the theory …show more content…
In the past years, critics have concluded stating that because of video games being released, homicide rates have dropped seventy-seven percent amongst juveniles and less than seven in ten million students have a chance of being killed at school (Sternheimer 214). In “Do Video Games Kill?” the author states, “the 2005 review found evidence that playing video games improves spatial skills and reaction times, but not that the games increase aggression” (Sternheimer 217). Many different video games have positive effects such as problem-solving skills, following directions, multitasking, quick thinking, and more. Video games increase problem-solving skills by placing obstacles in the game for the player to overcome. Virtual gaming can also teach the players how to follow directions to progress throughout the game. Players learn to multitask by taking on different objectives at the same time. According to the studies conducted by Daphne Bavelier of the University of Rochester found that players become more attuned to their surroundings due to the effects of gaming (Hughes “Benefits of Playing Video Games”). By the player becoming attuned to their surroundings, it allows the player to safely release their competitive urges. The American Psychological Association stated that an estimated of 70 percent of gamers play with friends worldwide (APA). While playing with others a player can enhance their communication skills by giving the players common ground to talk about how to complete certain objectives throughout the game. With video games helping with an individual’s cognitive state it can also help individuals who are recovering from physical harm such as a stroke. A stroke is when the brain loses blood flow,
Violent video games and RPGs have taken over the video game industry. You don't see many kids playing Mario anymore. Everyone argues whether these violent games are perilous or harmless for gamers. Many studies have been conducted to prove each side of this argument. An Italian study published in the journal Social Psychological and Personality Science , says, “Participants who played a violent video game for only 35 minutes exhibited less self control, cheated more, and behaved more aggressively than did participants who
In a pro-con website, a countless amount of people were arguing concerning the fact that if violent video games contribute to youth violence. One person argued that it fails to contribute to youth violence since “violent video games allow players to release their stress and anger in the game, leading to less real world aggression.” In order to prove that the person’s statement is right, that person showed the results of a survey conducted by a researcher. “A peer-reviewed study published in the Journal of Adolescent Health discovered that children, especially boys, play video games as a means of managing their emotions: "61.9% of boys played to 'help me relax,' 47.8% because 'it helps me forget my problems,' and 45.4% because 'it helps me get my anger out."” Many teens play video games in order to reduce and relieve the amount the pain they have. Even though these games are violent, they do relieve strain and it does make people feel relaxed. Games can be enjoyable for teens who admires playing a great deal of
But Dr. Elizabeth Carll, who helped this study, wanted to clear up the confusion, "the resolution did not state that there was a direct causal link to an increase in teen violence as a result of playing videogames” (Flanagan). “Constant news coverage leaves the impression that youthful crime is increasing”(Olson) news stories continue to slaughter the idea that people who play games are just normal people in society and not just antisocial, angry people sitting in their mom’s basements. Olson presents, “Some have referred to a "wave of violence gripping America 's youth," fueled by exposure to violent media. Using data supplied to the FBI, the U.S. Office of Juvenile Justice and Delinquency Prevention reported that the rate of juvenile arrests increased in the late 1980s, peaking in 1994. Juvenile arrests declined in each of the next 7 years” (Olson) with this data presented by the Federal Bureau of Intelligence people are displaying even less aggressive tendencies especially children who are exposed to video games. It is not just the information going unbelieved, but also the studies have been discredited alongside the idea of video games are getting worse as media continues to slander players for aggressive actions and shut-in traits. "From the present body of literature, there 's nothing that supports a relationship between violent videogame playing and aggression—not correlational or
This article of Lisa Bowen on American Psychological Association in 2014 significantly discusses the mental effect of video games regarding the development of personal health. The influences and outcomes of gaming techniques do not only improve the cognitive and decision-making skill but also, help to enhance the social interaction. Moreover, under-researched data and statistical information collected from psychological studies across the level of university and medical college, the biological progress that video game is starting to change within human mind is fascinating. In compelling with my original thesis, the article of Bowen stands out as a scientific framework that supports the logical flow of the paper. Statistical data can also be used in term of solid and credible evidence for real life
Throughout playing a game or after you might see a change in people’s behavior. Carey stated " [m]any similar studies have found the same thing: A dose of violent gaming makes people act a little more rudely than they would otherwise, at least for a few minutes after playing." (1) Studies have shown that after playing violent games it changes there behaviors making them become ruder. People must understand that “[i]t's possible that someone who buys and plays the game will later go on to carry out a horrible shooting. Should that happen, it will almost certainly occur in America, which boasts far and away the highest number of mass shootings (and shootings in general) while boasting no higher rate of video game consumption” (Kain 2). Clearly, this shows in America the person who buys a video game is more likely to start a shooting in the U.S. The U.S is the highest rate of shootings which means you have to be careful of what your playing and the things you do.In spite of the fact that video games might not affect everyone's behaviors and go crazy. The majority of people who do play afterwards become ruder which is the cause to mental issues or breakdowns. Many teens who do play these types of games are more likely to get all these effects.
Video games and violence have been a big issue that has been the start of many arguments in today’s society. There have been many studies that have tried to support either side and no one can seem to come to a conclusion. The documentary that I watched, “Are Video Games Really That Bad” by BBC Horizon, was a document showing the benefits of video games and how they do not cause violence in people. Video games can be helpful to many people and can improve concentration, improve awareness, and can stop the brain from deteriorating as fast. These are just a few points that they make in the documentary. These stakeholders are trying to show their viewers that video games do not hinder gamers but instead they help them by increasing brain activity,
For example violent video games allow players to unleash any type of anger they have onto the game instead of acting out aggressively in the real world. A peer-reviewed study published in the Journal of Adolescent Health found that teenagers, especially boys, play video games as a way to control themselves when it comes to their emotions. 61.9% of the boys who were studied said they played to help them relax, ' 47.8% because 'it helped them forget their problems, ' and 45.4%p played because it helped them get their anger out. Teenagers can use these games to experience fantasies of power and fame, to explore what they accept as exciting and realistic environments to work through angry feelings or relieve stress. The games can serve as a substitute for actually rough and aggressive play. Also many studies fail to look for other factors that can contribute to why teenagers are aggressive, such as family history and mental health, plus most studies do not follow children over long periods of time. Video game experiments usually just have people playing a game for a few minutes, which is not how games are played in real life. Most teens end up playing their games for hours. What is not addressed in most studies that are against video game violence is the majority of well-adjusted teenagers who are also playing those same games, and are showing no signs of any kind of aggressive
In this study, people meticulously studied other articles based on criteria they created for the research question, and conducted a trial themselves to come to a conclusion. “The research demonstrates a consistent relation between violent video game use and increases in aggressive behavior, aggressive cognitions, and aggressive affect and decreases in prosocial behavior, empathy, and sensitivity to aggression.” They deemed that violent video game usage has a direct and constant relationship with all behavioral activities related to
Findings supporting these claims also show that with an increase in violence comes other negative health risks such as an increased likelihood of substance abuse, sexual activity, and obesity(Denniston, Swahn, Feldman, and Romero). Media use, and subsequent exposure to violent content is extremely prevalent among 8 to 18 year old children who spend, on average, 7.4 hours a day using media or computers and 80% of teens have some type of gaming console(Denniston, Swahn, Feldman, and Romero) These claims and the amount of media children are exposed to were concerning enough that the American Academy of Pediatrics started making advisory statements about violent video games and media being health risks for children in 2001. (Hall, Day, and Hall) Since then the link between violent games and violent behavior in youths has been researched across many “population groups”(Denniston, Swahn, Feldman, and Romero). The second theory revolves around any positive effects that might be gained from playing these games (Hall, Day, and Hall). Stating that these may offer “safe” outlets for negative emotions and thusly allowing players to be more emotionally balanced. (Hall, Day, and Hall)
Video games are a enormous part in the world today. “More than 150 million people in the United States play video games regularly or for at least three hours per week. The number of sales has increased and in 2016, 24.5 billion games were sold, up from 23.2 billion in 2015.” “This Type of Video Game May Actually Harm Your Brain.” written by Mahita Gajanan is my positive article and “How Video Games Affect the Brain.” written by Hannah Nichols is my negative article. In this essay I am going to talk about video games and their impact on the brain (Nichols).
According to the article “Shooting in the Dark” author, Benedict Carey, states that studies today on violent video games show no concrete evidence on actually long term negative effects on gamers. Mr. Carey is not a researcher or scientist but is a veteran writer of neuroscience, neurology, and psychology. Throughout this article he gives factual evidence and quotes from scholarly sources such as doctors and researchers in the fields of behavior and psychology. The author gives ample explanation on evidence used from his sources to give the optimal understanding to the reader of the results and/or findings given by the sources. The article connects to the modern age of gamers with examples from big name video
The effects of video games on the brain was a topic chosen to explain the negative effects of gaming on a person’s overall health. The research on the effects of video games on the brain was captivating and made me want to learn more about the negative effects due to extended periods of gaming. Research from scholarly articles, written by different credible sources associated in this field, denotes that video gaming can cause negative when played. Evidence includes how gaming can affect people(a) how video games affect a person’s overall health, (b) how to negate the negative effects of video games, and (c) how video games can affect your overall education. Focusing on these points help support the claim that video gaming can negatively affect the brain.
In today’s society, the concerns for the effects of video games have acquired quite a terrible reputation. Worried parents around the world assume video games make their children do poorly in school, and create violent, desensitized, antisocial children. The increase in violent games, usually get the blame for aggressive behavior, shootings and violence in schools and young individuals. Most beliefs about video games effect on the brain and emotions are very common misconceptions. I strongly believe that video games are an essential tool to learning and gaining much-needed skills. When people look at the studies that have been done on video games and the brain, it will be apparent that some myths about video games have been blown out of proportion. It has come to my attention that there are studies that prove the negative effects of video games may only last the duration of game play. Kids can improve in general knowledge with educational video games like Leap Frog. Video games can train specific areas of the brain as well as increase brain flexibility and memory. Gaming actually has more beneficial effects than negative effects. Video games are excellent educational implement used in elementary schools. It is extremely helpful in brain development and helping kids with trouble reading improve. Memory retention can be improved and increased with the use of strategic, thinking games. Video games, as funny as it might sound, even promote
Playing video games is among one of the favorite pastimes of many people around the world. Some play games to kill time with simple tasks found most commonly on the phone, while others play them to challenge their mind in the form of complex puzzles or to practice management skills, some play them to experience a sense of adventure that they just can’t find anywhere else, and many use them as a way to communicate or have fun with friends both near and far. Whatever the reason someone may have for playing video games, they may not think that games can have an effect on their brains. Some would say that playing video games can lead to negative effects such as harming the player’s cognitive skills or causing them to become much more violent than normal. Others would argue that playing video games quickens the minds of their players, leading to higher mental performance or an increased attention to detail. Thanks to this hotly debated controversy many studies have been conducted over the past years in order to settle the debate once and for all. So what effect can playing video games have on the cognitive skills of their players, and are these effects positive, negative, or somewhere in the middle?
Video games are a lucrative business anywhere in the world today, claiming US$ 10 billion in sales in the United States alone in one year. However, with this increasing sales come serious concerns about their effects on players, especially teenagers. Researches have been conducted to show the effects of video games on teenagers. Results prove that there is indeed a high possibility and likelihood of aggressive and violent behaviors to be manifested in some adolescents who frequently play violent video games. With these findings, public policy options for limiting distribution of these kind of games are being created; however, the creation and spread of more video games seem too many too stop. In 2006, the Radiological Society of North America (RSNA) reported their findings on studies conducted on teenagers who play violent games. These young adolescents show long-lasting effects of abnormal brain functions which include