Video games have been parents’ on true enemy for many years. They believe that they’re “melting your eyes” and “making you dumber.” But, if you look at them at a different perspective, you may find that they can do the opposite. Many people think that video games can only harm children and teenagers, and yes, that is true, but only if they play them for an unhealthy amount of time each day. If you spend a healthy, reasonable length of time on video games, they can have a number of positive effects on you. Video games can benefit you because they can significantly expand areas of gray matter in the brain, help people work better in a team, and help people perform spatial and visual tasks easier.
Abstract: The world nowadays is on the rise of technology, along with the development of electronic entertainment. Not only that, people, especially children, are responding to this type of entertainment as part of their own life. The paper investigates the effect of one popular thing: video game. The paper examines both negative and positive impacts of video games on global players. In other words, games not only have abilities of relaxing people, impacts on brains’ flexibility and mind’s creativity, but also drain human’s health, causing many situations of addiction and even innovate players become crimes.
Because video games are so prominent in children’s lives, it is difficult to stop them from playing video games completely, but is that even necessary? As there is a huge variety of games out there, it impossible to say or predict if video games are good or bad. But we can describes its pros and cons as there is a lot of research carried out on this topic. Negative aspects of video games There are various types of video games available in today’s industry. Video games are deliberated to target different facets of a child’s life.
This being rooted in the fact that video games often reward players for committing violent acts, portraying them as fun and normal. This brings people to believe that children will become so desensitized that they will not realize the repercussions of their actions in the real world. On the other side of the coin, people argue that video games have no effect on the children that play them. Supporters of violent video games preach that while the video game
Retrieved from http://ftp.zew.de/pub/zew-docs/dp/dp11042.pdf Ferguson, C. (2014). The effects of Violent Video games. Retrieved from http://ithp.org/articles/violentvideogames.html Granic, I., Lobel, A., & Engels, R. (2014). The Benefits of Playing Video Games (1st ed., Vol. 69, pp.66-78).
But everything is not absolutely right or wrong. The violent video game also has the good effect. By playing violent video games, it can provide opportunities for children to explore virtually the consequences of violent actions and to develop their moral compasses. According to a study, “The Next Level of Research on Electronic Play: Potential Benefits and Contextual Influences for Children and Adolescents”, by Dorothy Salonius-Pasternak and Holly Gelfond , Violent video game can simulate the moral issue such as “war”, “violence”, and “death” without real world consequence. A researcher at the Harvard Medical School Center for Mental Health and Media wrote about her research: “Many war-themed video games allow or require players to take the roles of soldiers from different sides of a conflict, perhaps making players more aware of the costs of war."
Playing video games is a favorite activity of kids and most of kids today often spend more time playing video games. Yet its effects on their health are often perceived to be negative. Playing video games provide a rapid growing form of entertainment and also use for educational and business purposes. Playing video games are fun and having fun has a lot of benefits mentally. It has positive effects that we could apply to our daily activities.
Many such issues have caused severe back problems in children and thus, several researches concluded that playing too much video games and spending half or more of the day in front of video games and screens causes psychological problems along with physical problems in children. The following research paper is about the detrimental effects which video, computer and Wii games have on children’s health. Upon analysis of this issue statement, the impact it has on children will be discussed to show how it affects the well- being of children. Support and refutation of the same issue statement will also be provided in this paper to provide evidence of the research findings in this context. Approaching the end of this paper, personal view point will also discussed followed by few recommendations which are given to improve health or well- being of children who are too much involved video games.
Although playing video games has some positive effects on young people, it can seriously affect children in many ways negatively. Then the most strategic and correct position on video games for humanity is accepting them as a phenomenon in children’s world and trying to utilise those games by noticing the harmful points while not ignoring the beneficial features. DiSalvo (2014) states that one positive influence of video games is providing kids with a way to
In general, quite a lot people come up with the negative elements toward video games rather than positive things. According to Flanagan (2014), of course, video games can have pessimistic elements: “aggressive behavior” and “attention disorder”; yet, he focused on more optimistic factors: “abstract thinking”, “better decision-making”, “problem solving”, “logistical planning”, and “strategy and accuracy under duress”. He claims that, “as a video game designer, I can tell you these games can teach critical skill and offer social outlets. They can also promote positive values with conscientious designing” and “video games are far more than violent, and many can be as harmless as a toy gun” (Flanagan, 2014). As an illustration, violent inclinations are limited to some video games like a “Dungeons & Dragons” while “Pac –men” and several “digital games” are just normal, non- violence, and more positive (Flanagan, 2014).