Topic: Video Games Introduction When it comes to emerging adulthood, video games is controversial topic on whether it is beneficial, non-beneficial, or possibly a mix of both. Emerging adulthood can be defined as the period of someone’s life from the age of 18-25, in which they explore the possibilities of multiple life decisions. My early emerging adulthood years consisted of playing multiple video games, to be specific, massive multiplayer online role playing games (MMORPG or MMO for short). There are many different versions of MMO but they all share the characteristics of keeping up with multiple variables, swift decision making, and retaining a vast amount of information. These requirements had long lasting beneficial effects on my mental processes, decision-making, memory, perception and awareness. On the other hand, it negatively affected my self-esteem, physical fitness and connection with my family. This paper will ultimately examine the effects of video games on my late emerging adulthood years within the context of the four domains of human development, cognitive, social, emotional, and physiological. Cognitive Developmental Domain The beneficial effects of MMOs on my mental processes can be related to intelligence, or also referred to as the way in which we organize, process, and receive information. Chiappe et al (2013) conducted a research on 350 junior students at CSU Long Beach. Of these participants, there were 100 regular gamers and 250 non gamers.
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
“Be a Gamer, Save the World,” written by Jane McGonigal, is an article found in the Norton Reader 14th Edition. Video game critics are often quick to dismiss playing video games as brain numbing and a waste of time. McGonigal challenges critics of video games by discussing the benefits of playing video games. She makes a valid point by stating that video games make players more optimistic and help create better social bonds. These emotions can encourage people to desire working for the betterment of the world. McGonigal believes we can solve some of the world’s most difficult issues with the use of video games. The author makes a valid point, especially considering the advancements in technology and the
Video games were created to provide a unique, interactive experience for the user. This “experience” is something we can define as being fun, engaging, and interesting. This was the mindset of Dr. Frankenstein in Mary Shelley’s Frankenstein; he was extremely engaged and interested in his work regarding the monster. However, MMORPG’s represent the bad side to video games; in the same way that Frankenstein’s monster was the hellish subject that interested him, MMORPG’s still interest some users despite their lack of true video game “experience”. In fact, MMORPG’s cause addiction, separate families, lead to depression, and separate the user from real life, indicating that they are virtual “animals” that need to be tamed.
Video games or online games are played everyday by a vast majority of teens in the United States. It is estimated that in 2008 approximately 70-90% of teens reportedly play these games. Many individuals believe that video games offer a learning experience like no other. However, video games distract from learning and actually negatively affect the minds of teen players, therefore, playing video or online games is indisputably harmful to adolescents’ intellectual and social development.
The impact video games have on the brain can differ by the opinions of others. Some may argue that it is a disadvantage and others may say it is the total opposite, an advantage. I will be exploring the viewpoints on both ends of the spectrum. Looking into documented research on the topic, I will be discussing the benefits of gaming, why people correlate excessive playing time to negative behaviors, and the long term effects that video games cause to the brain.
The articles in track number two surrounded the topic of family influence on the development of an individual. All of the research studies revolved around how external sources effected the development of a person. Each study focused on a different age and aspect of an individual’s surroundings. Article one “Infant Development Outcomes: A Family Systems Perspective” focused on the early stages of infancy; birth to seventeen months, and the effects of the individual mental status of each parent and the relationship of the parents on the infants cognitive and physical development. The second article “Contextualizing video game play: The moderating effects of cumulative risk and parenting styles on the relations among video
This paper will explore the psychological benefits that video games have on individuals based on research conducted online (Internet) and offline (non-Internet) . The research will focus mainly on cognitive , motivational , emotional and social benefits that individuals gain by playing video games. Furthermore it will compare gamers with those that don 't play video games or normal teaching methods and what helps better retain the skills gained. The research conducted is based on console gaming (xbox, playstation, wii) and pc. The research will focus on first person shooters, role playing, racing games.
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
Although that I hear from my doctor and others that too much video games playing is not good for me, I am not sure that I would totality agree to it. So, can playing one or more video games quite a bit teach me life skills? From my reading of Gerald Graff’s Essay, I feel that I can use academic skills that I have learned to skillfully play in all sorts of games. My innate knowledge of how to play video games can be considered hidden intellectualism because it allows me to use intellectual skills such as perspective, thinking critically, and creativity. My focus on this paper will be about developing several types of life skills such as strategizing, multitasking, teamwork, and patience that comes from playing video games from different genres.
Over 1.2 billion people around the world play video games and of that, roughly 700 million play online video games. Neurologists believe that video games retune connectivity across and within different brain areas, but even though there are positive results, heavy use of video games can also have serious drawbacks. (Denworth, 2013) This study explains how video games can both positively and negatively affect our everyday life. Since the dawn of the technology era, video games have become increasingly more popular, and although some deride them as needlessly violent and pointless, there can be benefits to spending hours playing video games. In her article, Denworth talks about how it’s actually the violent video games that are the most beneficial
As a video game and computer game lover, the thought that negative effects ever being present in these enjoyable past time devices never crossed my mind. Over this past summer I was able to spend countless hours improving my skills on different games. I of course made multiple visits to video game stores such as Game Stop and Game Crazy. As I entered one these stores to purchase a new game, I noticed two boys, probably about eight or nine years of age, were playing one of the latest war games on a new video game console known as the Xbox 360. As I walked over to the shelves to search for the game that I had gone there to buy I heard a loud, "That's right bitch, I got your ass!" I slowly turned to notice that it was one of the boys who were
It is believed the average gamer usually ages 13 and up spends up to 6.3 hours a day playing video games. That is an alarming rate, which concerns both the public and scientist. Through out this paper three different articles will be analyzed and their view on the impact of video games on children’s and adolescents. The first article to be discussed is “Prospective Investigation of Video Game Use in Children and Subsequent Conduct Disorder and Depression Using Data from the Avon Longitudinal Study of Parents and Children.” In this article research is done on how video game violence have affect a child’s behavior. They conducted this research by using self-report questionnaires; they started by asking children at age 8/9 years their game use. The type of video game played was assessed with the question: “Which types of computer games do you have at home?” Children were free to check any game that was applicable to them. Different game options were included in the questionnaire, the options differed from violent games like those that include firearms, blood and weapons, sport games, racing, puzzles, “and other educational or learning games. This questionnaire was designed this way to get the most precise results. The studies results indicated that playing violent video games in childhood has a weak association with an increased risk of conduct disorder in adolescence. They measured this by testing and investigating children who had
Alternating feet and slamming them down on each stair, I make my way up to my apartment. The throbbing in my head seems to be in cadence with my every step. It has been one of those days, the kind of day that I want to start over but cannot. So instead I continue up the stairs to the comfort of my own home. Fiddling with the keys in the door just prolongs the process of me relaxing on the couch. But finally I am inside. The softness of the couch hugs my body. I surrender myself to it. It helps my mood but not enough. The stress of the day is still sitting on my shoulders. The only way to relieve this stress is to try and forget and what better way to do that than to play a video game. For as long as I can remember, playing video games has been my outlet to relieve stress. There is something about playing ‘Call of Duty’ and creeping through the battlefields, shooting up enemies, that is relaxing. My fingers, moving a thousand miles a minute, press every button while trying to stay alive. Some may argue that this is not a healthy way to de-stress but as with every thing in life there are positive and negative aspects to it. Playing video games can have both positive and negative effects on children.
Social scientists have been examining the effect that video games have on behavior. From the introduction of video games in the 1980s, there have been numerous research studies to this effect (Andersen & Taylor, 2008). The issue has become even more significant in the modern context because these video games have become bloodier and more realistic than ever before. Even though boys play these games more than girls in America, the consumption of video games has generally been high. Carey (2013) indicates that 32% of these gamers are below the age of 18. Therefore, it would be crucial to evaluate the effects
Gaming has been such a huge part of nearly everyone’s life growing up as a kid and it’s only getting bigger and bigger every day. Growing up as a kid, online gaming wasn’t as popular as it is today. I started off with a Gameboy and Dreamcast console that later shifted to better consoles like the PlayStation, Xbox, Wii, and Nintendo. Nowadays, almost everyone, including myself, have shifted to the more popular gaming platforms in mobile games and online PC games. More specifically, certain types of online gaming styles like FPS, MOBA, and MMO are distinctly more popular than many others. Not only has the popularity for online gaming platforms evolved but the importance and relevance of