Negative Effects Of Video Games

1394 WordsSep 7, 20176 Pages
In October of 1958, William Higinbotha created the first ever piece of technology known to be a ‘video game’. Starting as just a simple adaptation of a tennis game, Higinbotha couldn’t begin to dream of what he had started. Now in 2017, there are more than two-billion video game players world-wide. Just here in the United States, sixty-three percent of households have at least one person that spends over three hours a week dedicated strictly to video games. Today, in the United States, 91% of children between the ages of 2 and 17 play video games. Since this muli-billion-dollar industry has become such a present part of our society, it’s expected for people, specifically parents to have reservations. Forbes even states “Parents tend to…show more content…
In-game puzzles can range in difficulty from finding the quickest route from point A to point B, to uncovering complex action sequences based on memorization and repetition. Game developers typically don’t provide any sort of or very little instruction about how to solve in-game problems. This provides players with nearly a blank canvas to brainstorm a vast amount of possibilities utilizing their past experience along with their gut intuition. Prensky, writer of “From Digital Natives to Digital Wisdom: Hopeful essays for 21st century learning” argues that exposure to games that provide open-ended problems has crafted a generation of children growing up as ‘digital natives’. He suggests that instead of learning in a traditional way of linear instruction (like reading a manual for example), many young children will problem-solve through strictly through trial and error. They collect evidence that’s tested through experimentation. Studies also show that video games also enhance children’s creative capabilities. Linda Jackson a professor of psychology, who published “Computers in Human Behavior” took a sample of almost 500 12-year old students and proved that video game playing was positively associated with creativity. However, she discovered that children’s use of

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