Video games can have positive, therapeutic effects on players of all ages, especially those with mental or emotional problems. Games provide a chance to tune out the stresses of everyday life and decompress. Giving your mind time to rest is critical for emotional and mental well-being. Relaxation reduces the risk of heart problems and stroke, boosts memory, buffers against depression, and helps decision making. It even has physical health benefits, by suppressing
Playing videogames can be a social activity, gaming consoles have advanced overtime, it now allows us to play videogames online with our friends and meet new people. Videogames are also used by our generation to pass the time, like when a person isn’t busy one weekend so he spends that weekend playing videogames with friends who are also not busy; or if someone is in the waiting room of the doctors office, waiting for the nurse to tell him or her when the doctor is ready to see, they might play a game to pass the time. Videogames also give us things to talk about with one another. Many videogames have unique story plotlines with bizarre worlds that have their own lore; some videogames have scoring systems which creates competitivity. Some videogame even have characters that come with stats. So videogames gives us a lot to discuss about.
The videogame addiction may seem funny or ridiculous, but in reality it is a dangerous obsession that truly exposes several needs that have yet to be addressed within the afflicted. Addiction is a damaging problem, and the impact of varying sorts of addictions, such as illegal and
Video Games and Health ITT Technical Institute It’s easy to see the appeal of the video game. They allow us to do things that most people would never have the chance to experience, or something that’s flat out impossible. From the roar of a massive v-12 engine in a Ferrari, screaming down a straight at 230 miles per hour, to the rat-tat-tat of a heavy machine gun, complete with the imagined scent of cordite and powdery, obliterated dry wall, or even directing stalwart troops across a decimated sci-fi battlefield, there’s nothing quite like the visceral experience of a well-made video game. I’ve plummeted feet-first through Earth’s fiery atmosphere in a vessel no bigger than a phone booth with blue and purple iridescent plasma-bolts
According to Jane McGonigal in “Be a gamer, save the world”, video games have the ability to provide gamers with an opportunity to live a happy meaningful life by offering the hope of success with strong social connection and a satisfying work environment with a chance of becoming a part
“Should We Blame Video Games for Violence” Video games; a pastime for many people across the world, a form of entertainment, and, of course, a way to destress yourself from the outside world. Video games have been around since October 18, 1958 and have been evolving rapidly through the years. “ More than fifty years ago, before either arcades or home video games, visitors waited in line at Brookhaven National Laboratory to play “Tennis for Two,” an electronic tennis game that is unquestionably a forerunner of the modern video game” (“The First Video Game” 1). Since then, you can play video games at a local arcade or buy a copy of a game you like at a store like Gamestop! There are several companies and millions of titles of games to play from and, definitely, a wide variety of platforms to play on. Video games have a plethora of genres and types of games to play. For example, one could embark on a new journey in a role-playing game like Fallout 3 to playing an american football game in the Madden series. The options do not just end right there! Since video games are advancing so if there content! Specifically, in their action and shooter genre. In a modern action/ shooting games, one can see the blood and even characters get their head blown off. Some video game titles have mass murder scenes and even sexual themes. “As the level of violence in video games has increased, so has concern for the effects on those who play - especially those who play a lot” (“Video Game
The film Second Skin provided a large coverage of the effects of massive multiplayer online games on the players and the people around them. This film was used to shed light on what actually occurs in a gamers’ life and their perspective on their “hobby”. The point that jumped out the most would be the fact that excessive gaming can be as addictive as drugs and as a result can have mental and social repercussions.
The researchers found that kids play games to cope with their emotions, to enjoy challenging situations, to keep up with peers playing similar games, to create their own worlds, and to relieve stress ( MassGeneral, 2012 ). A child may revel video games because it gets the child's mind off whatever is going on in his or her life situations. In addition, the child may be seeking a challenge from computerized gaming. When a child plays a challenging game it works various parts of their brain, and who doesn't like to overcome a challenging situation, while being ignorant to your own life experiences. Keeping up to date with your peers is an absolute must for a solemn gamer. In most cases, an online game player wants to rise to the top of the leaderboards. Found mostly in role-playing games, the child is permitted to create a world of his or her own. The player can create, demolish, or act the part of a character in the world they have created. Lastly, the child may be playing the game to relieve current stress that he or she has. While playing the game, stress can easily vanish for the child. Thereupon, Video games are mostly used to get the child's mind off stress or emotions, to allow the enjoyment of difficult positions, to keep updated on the leaderboards, or to allow role-play in the child's own made-up
According to Document C, “5 percent to 10 percent of...teens are gaming addicts.” This addiction has become a serious problem in recent years. With more games online, creators want to keep players online. “The games are designed to keep you at your computer as long as possible because you can’t win,” according to Liz Woolley from Online Gamers Anonymous. The games are diminishing the players motivation to do anything but play (Document C). This can also be said about internet addiction the constant flood of information and artificial communication to some people can be intoxicating. With the added risks of serious mental and social health problems gaming and extensive internet use may bring with it a new generation of antisocial
Video Games, to many, are a way to escape reality and get into their “zone” and do things only imaginable in virtual reality. For others it's a stress relievers, and then there are those who see it as a horrendous creation that should be brought down! But to us,
Many people have differing views on the topic of video games. While some individuals view gaming as positive, others view it in a negative light. Electronic games should not control a person’s life. Instead, individuals should prioritize and focus on objectives that matter in life. Spending time with family, friends, and studying, have countless benefits that gaming cannot provide in a person’s
The following is an analysis of the idea of “video game obsession disorder”. This will bring to light three variations of video game obsession as well as whether or not it’s actually commonplace. Video game obsession can be somewhat related to that of drug addiction, with cases of withdrawal symptoms and/or dangerous actions to keep up on their “fix”, rather than giving it up, or of cases where video games have driven people to some pretty dark places. Now before we continue any further into the subject, I must note that my opinion of this is that a large proportion of the cases I will list will be of people who have severe psychological problems, not necessarily an average person who plays Candy Crush too much. As well as my passion for video
Video Games cause social isolation, for example a 15 year old boy in Sweden pass out after playing World of Warcraft for 24 hours straight, he passed out because he started experiencing social withdrawal, the kid was lacking contact with other humans, and his body’s response to the problem was to pass out. On an extreme level, Ruya Cunningham, a college student spent twenty hours a week playing video games, she eventually “dropped out of school, stopped exercising, and even stopped bathing” (Marcovitz 70). Later on, Ruya Cunningham developed depression, but she kept playing video games because she was addicted to the game. When people are addicted to a game, there is a spiraling vortex sucking the gamer away from society and from sanity. As a consequence of playing violent video games, many teen gamers struggle with real world relationships, this is because they form close virtual relationships with people they meet online. A man in Wisconsin has formed a tremendously close relationship with a group of guys he plays online with, he discusses politics with them and they send each other Christmas gifts even though they do not know each other (Marcovitz 70-72). Video games can also affect the players mental and their physiological state.
The use of video games has become a norm for many people and families. They may be used to relax after a long day of work, or as a way for the family to all participate in something together. Many people view video games as just another form of entertainment, but could they actually be more?
For this reason, a lot of research has been done on the consequences of online gaming, however, there are only a few longitudinal studies that mainly focus on the excessive online gamers. Lemmens, Valkenburg and Peter (2011), for example, researched whether psychosocial factors such as loneliness and a low self-esteem were a cause or a consequence of pathological online gaming. Their first main finding was that lower psychosocial well-being was an antecedent of pathological gaming. Specifically, declined social competence, increased loneliness and lower self-esteem predicted an increase in pathological gaming six months later. The second main finding was a complementary relation between loneliness and pathological gaming, indicating that loneliness is both a cause and a consequence. Nevertheless, the authors say it is important that we do not overstate the dangers of playing computer and video games, as this study also indicated that adolescents’ time spent playing video games was not related to their psychosocial well-being. Therefore, playing games does not decrease well-being, nor does lower well-being necessarily lead to increased use of games. (Lemmens, Valkenburg,& Peter,