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The Negative Effects Of Video Games On The Four Domains Of Human Development

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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.

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