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Effects of Video Games - Essay Example

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This paper 'Effects of Video Games' tells that games are important applications that people play when bored and serve as entertainment gadgets. The development of technology has seen the rise of gaming applications as some are built into handsets while some are played over the Internet…
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Effects of Video Games
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Extract of sample "Effects of Video Games"

Buthainah Saleh Kent Corbin WRIT 110-11 2 FEB Effects of Video Games Games are important applications that people play when bored and serve as entertainment gadgets. The development of technology has seen the rise of gaming applications as some are built into handsets while some are played over the Internet. Because of this, their usability has increased and become part of individuals. However, there are debates on the effects of online video games with some arguing that they are not of help. On the other hand, there are proponents who believe video games are critical to individuals since they help in brain stimulation. For this reason, people have divided opinions on the effects of video games and making its application done selectively. Hence, the two sides agree on one thing that video games should be played sparingly to enable an individual balance with work or assigned duties because of its addictive nature. This paper will focus on the effects of video games. When considering the negative effects, most video games have undesired implications for children or adults because they shape the way individuals think and modify their behaviors. For instance, some video games such as “Mortal Combat” contain violence, which affects the behavior of the player negatively (Mullan 5). This prompts the development of aggressive thoughts, feelings, and actions towards the third party (Mullan 5). Similarly, it affects the pro-social orientations negatively, such as the need to help, negatively making it a harmful effect. The violent nature of video games results from the interactive nature where the players are rewarded for being violent (Mullan 7). In addition, the players control the violent experience through actions such as killing, stabbing, shooting, among others depending on the programming of the game (Greitemeyer 500). Hence, the active participation allows the players to learn the inherent violent behaviors, which they might exercise after the end of the game (Mullan 7). Secondly, video games make the players become socially isolated since they spend most of their time playing games than interacting with other peers (Kim, Byungjoon and Robert 22). Those who become addicted to video games devote little or no time to their homework, reading, sports and interacting with family members; hence contributing to their isolation. In many cases, a child who is used to interacting with the game finds pleasure in games than bonding with family members. This makes others lock themselves in houses as they play these games. In other instances, gamers stay away from people whom they feel interferes with their gaming abilities and experiences. For this reason, many children will abscond their duties so as to create more time for playing video games. The effects of absconding assigned activities are numerous such as poor performance in school, loss of time among others. Thirdly, the society has a duty of teaching its young ones the values expected of them using its social institutions such as families and schools. However, people who interact with online games, socialize themselves with ethical values they obtain from those games, hence instilling wrong values (Kim, Byungjoon and Robert 29). For instance, society teaches children that they need to be non-violent and should be polite and respectful towards other people. However, the video games, more so violent ones, eradicate these values by rewarding them for wrongdoing. Rewarding behaviors make them accepted hence knowing that punishing ethical values. For this reason, video games are teaching false values because they do not give the option of negotiating or resorting to non-violent solutions. Similarly, video games portray women as weaker characters, and hopeless hence children grow knowing that there is nothing good which women can offer other than fulfilling the sexual desires of men. Through this, gamers get no benefit, but instead the real moral they have acquired from the society is eroded. Fourthly, there are a number of cases when gamers have developed complications as well as disorders because of video games. For instance, there are many studies, which indicate that video gaming causes skeletal disorders and seizures in addition to obesity and muscular problems (Griffith 34). This is so because gamers tend to sit for a longer time and this affects fluid circulation in their bodies. Similarly, video gaming is not a physical exercise, hence those who spend more time on it are likely to develop complications. Specifically, the old age and young children who are not physically active are more likely to feel the adverse effects of these disorders because they lack exercise (Kastenmüller Peter and Julia 192). For this reason, there is the need to balance actions such as the activities that one is involved in to enable them to do other exercises to keep the body fit. Lastly, the Internet is a place for all the evils that takes place in the society since people from all lifestyles meet there to transact business, which may be legal or illegal. This puts many people at risk of developing or copying unaccepted behaviors without their knowledge (Griffith 36). Specifically, young people who go online to play games fall prey to con people hence endangering themselves. For instance, many gamers pick abusive and bad languages as well as behaviors from online hence diluting them (Griffith 39). This is an adverse effect associated with the online video gaming since it makes one vulnerable to harmful practices on the Internet (Kastenmüller Peter and Julia 192). For this reason, it calls for one’s attention when dealing online or when playing games since there are many dangers they are predisposing themselves to without prior knowledge. Although there are many bad things associated with video gaming, more so to young children, there is a positive aspect of this that requires consideration. Just as there are studies indicating that video gaming is bad, there are numerous crediting its contribution to ones wellbeing. Video games stimulate a person’s coordination as well as improve their skills (Griffith 34). For instance, people playing shooting games are involved in shooting and running at the same time. This is to help in keeping track of the character in terms of movement, speed and aiming among others (Griffith 34). The player takes many things into account that keep them active throughout the gaming process. Similarly, the player coordinates the brains interpretations as well as the movements of fingers and eyes, which is helpful in making one active (Griffith 34). For this reason, the player may learn visual attention as well as iconic skills when playing video games. Similarly, online video gaming helps learners to plan for the logistics and use the limited resources available (Mullan 7). Many games entail the usability of limited resources, planning of given apparatus as well as arranging for logistics. Hence, the players decide on the best ways to use the available resources to accomplish the desired goals, which guarantees a win. Similarly, one applies these challenges in real life situation to overcome their weaknesses, which is helpful. For instance, games such as Age of Empires, SimCity are beneficial because they inspire people to apply the skills acquired to do something real in life (Mullan 7). Lastly, online video gaming helps people to develop accuracy by training their brains on fast making of decisions (Mullan 9). In today’s world, people achieve their goals through efficiency as well as speedy actions. Hence, action games are essential in making one decide the steps towards achieving the actions as well as developing skill to reach critical goals. However, weighing on the negatives and positives leads to a conclusion that these games should be avoided. Although an individual may acquire skills that can be applied in the commerce world, they would not have the time to exercise these skills because they may be addicted to the point that they do not want to leave their computers. In addition, they may have developed additional health issues such as obesity that may limit their participation in the job environment. Moreover, they may develop fast decision making skills but deterioration of values and the love for violence would make them unacceptable in the job sector. This, therefore, implies that in spite of the few benefits involved in gaming, it should be avoided bearing in mind that the demerits outweigh the benefits. In conclusion, video games are apparatus that people will live with because they are essential to their lives. They make people become addicts hence absconding their duties. They are also associated with certain disorders and diseases such as obesity making it discouraged. However, they are useful in stimulating ones coordination, thinking, and accuracy. It also helps one to develop decision-making skills used to accomplish a task. For this reason, it is advisable for gamers to balance it with other activities assigned or exercises in order to enjoy the full benefits. Work Cited Greitemeyer, Tobias. "Effects Of Playing Video Games On Perceptions Of Ones Humanity." Journal Of Social Psychology 153.4 (2013): 499-514. Griffiths, Mark. "Online Video Gaming: What Should Educational Psychologists Know?." Educational Psychology in Practice 26.1 (2010): 35-40. Kastenmüller, Andreas, Peter Fischer, and Julia Fischer. "Video Racing Games Increase Actual Health-Related Risk-Taking Behavior." Psychology Of Popular Media Culture 3.4 (2014): 190-194. Kim, Kwansoo, Byungjoon Yoo, and Robert J. Kauffman. "Valuation of Participation in Social Gaming." International Journal of Electronic Commerce 18.2 (2013): 11-50. Mullan. "Consequences of Play: A Systematic Review of the Effects of Online Gaming." International Journal of Mental Health & Addiction 10.1 (2012): 3-23. Read More
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