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Positive and Negative Effects of Video Games - Term Paper Example

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This research paper examines the effects of video games on children. A stereotype of video games’ harm has developed in society. But some studies suggest the opposite: with competent involvement, video games help to form internal motivation, initiative, empathy and mutual assistance.
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Positive and Negative Effects of Video Games
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Extract of sample "Positive and Negative Effects of Video Games"

Positive Effects of Video Games Today, many people have grown or will grow on video games. They have become very common in media as the game industry continues to expand. Recent research shows that the type of entertainment that is growing very fast in the world is in videogames. Also, ninety-seven percent of adolescents in the U.S play video games, and that per week, young people in the age bracket of eight to eighteen do gaming on an average of thirteen hours (Video Games ProCon.org, 2014). Majority of parents fear video games for various reasons, they perceive video games as having negative effects on their children thus neglecting to see the positive side. What they do not understand is that video games have so many positives than negatives. The intention of this paper is to show that effects of videogames are more good than bad for teenagers, students, and children. First, with the development in technology, video games can be played on various appliances. Such appliances include iPads, Smartphone, and even on computers, therefore, making them readily available and easy to access (Robertson and Howells, 2008). The question we should ask ourselves is how video games will affect the development of our children in the long run in a positive way. Parents should not have a negative bias about gaming. According to Jordan and Romer (2013), various studies shows that video games have negative effects to children such as addiction, hostility, and aggression but they fail to show the positives which includes intrinsic motivation, cooperation, and also development of initiative. These results show that researchers who study effects of videogames have been biased for a long period in what they study. Current studies show that there have been cases where mentally unstable and socially isolated teens have been engaged in acts of aggression and violence, due to exposure to video games. Nevertheless, when some studies argue that video games are associated with aggression, other studies fail to show an association (Video Games ProCon.org, 2014). Video games enhance greater attachment to schoolwork, family closeness, stable mental health, and more participation in activities. Some researchers also argue that positive video games foster sharing, empathy, helping behaviors, and cooperation among players, therefore, the same trait is applied in real life (Robertson et al., 2008). Video games help students, children, and teenagers to develop initiative. When these young people are playing video games, they find challenges in the gaming process and feel excited, thus, they experience intrinsic motivation (Ferguson, 2007). In addition, social benefits are achieved when one plays with friends. Another benefit that gamers reap from this experience is that they learn to conform to different gaming rules; this in turn is transferred to the real life. Moreover, children, teens, and students learn to put more effort and concentrate on other activities as they do when playing video games, thus, their passions in various activities are stimulated. Despite challenges in the gaming arena, kids learn to persevere leading to them gaining the ability to endure challenging activities over a significant period. What video games do is that they create a try and try again attitude on kids. Many debates about violent videogames having negative effects such as aggression are somehow overstated. It is important for parents, the creators, and players to adopt such games for positive outcomes or goals. Research conducted on the effects of video games on educational purposes has shown positive results. The games have proved being valuable as effective tools for learning especially in those areas that relate to visuospatial skills. For instance, Re-Mission game has violent content but it leads to a significant treatment adherence, self efficacy in youths suffering from cancer, cancer knowledge, and quality of life (Jordan et al., 2013). The treatment adherence was higher in those who played Re-Mission than who did not play. Moreover, video games can play a very important role in the process of learning in the classroom. Students who play games get an ability to explore different situations and occupy roles that would be difficult to access in real life. Environments and situations that cannot be altered in real life are easily changed and altered in the gaming environment. Therefore, the gamer acquires the ability to view different experiences that would be impossible to observe and witness within the real environment. Video games can thus be introduced in various lessons through games. Such introduction can occur in class discussions, linking course materials to games, making the learning process to be more game like by introducing video games fundamentals in teaching, using video games that are educational, giving homework assignments as video games. Finally designing and creating video games that suit the needs of students can be of significance. Video games provide a motivational environment for learning through its features. Various studies on video games show that many studies report that video games would make the learning process very interesting (Robertson et al., 2008). I am not in agreement with researchers who suggest that video games lead to students failing in class due to decreased creativity. Video games provide elements of challenge such success, peer feedback, and reward. These elements are important as they contribute towards motivation and enthusiasm in children, students, and teens to work hard in real life to succeed (Ferguson, 2007). According to Sil, Dahlquist & Burns (2013) video games that are interactive can be use to distract pre- scholars who are undergoing repeated medical procedures that are painful as a strategy for pain management. Therefore, it is important for every person to embrace the positive side of video games and ignore the aspects that are said to be negative. It is clear that more research is needed on the negative and positive effects of games for student, children, and teens because most of the research that have been conducted shows flawed results and shows no causal relationship between videogames and violence. Video games that are violent act as a substitute for tumble and rough play (Video Games ProCon.org, 2014). Therefore, they might reduce the likelihood of a child, student, and teen to engage in violent acts because it provides a secure way for angry and aggressive reactions or feelings. The relationship that has been found between gamers and violence is explained by violent people being drawn to violent games (Video Games ProCon.org, 2014). Violent video games are thus not the cause of aggression and violence. Alternatively, violent predisposed teens seek out entertainment that is violent including violent video games (Jordan et al., 2013). Video games give the players a sense of control. This is especially in terms of directing the behaviors of the characters and their pace. This control of direction and pace allows the gamers to regulate their state of emotion when playing (Video Games ProCon.org, 2014). Various studies have shown that the realization that one is in control reduces stressful and emotional reactions to real life events. Only inappropriate and excessive use of videogames is harmful to children. When used for appropriate reasons and time, video games can thus enhance children’s social connection, health, and education (Jordan et al., 2014) In summary, video games have positive effects on children, teenagers, and students. The studies that show video games cause negative effects lack feasibility. No causal relationship is found between video games and negative effects. For example, video games do not cause violent acts to occur but they may affect various forms of violence such as teens imitating what they have seen in violent games, but in absence of video games, violence would still take place. Therefore, it is important for parents and teachers to know which games are beneficial to their kids. Kids who have few friends and seem isolated should engage in video games that have features that enhance high self-esteem and motivation. Violent video games can also have positive effects in children who are mentally stable by developing their cooperation, initiative, and motivation in class. Finally, video games that display positive images and messages, characters with heroic features, features of perseverance, concentration, and teamwork have positive effects on children, students, and teens. References Ferguson, J. C. (2007). The Good, the Bad and the Ugly: A Meta-analytic Review of Positive and Negative Effects of Violent Video Games. Psychiatr Q, 78, 309–316. Jordan, B. A., & Romer, D. (2013). Media and the Well-Being of Children and Adolescents. Oxford: Oxford University Press. Robertson, J., & Howells, C. (2008). Computer game design: Opportunities for successful learning. Computers & Education, 50(2), 559-578. Sil, S., Dahlquist, L., & Burns, A. (2013). Case Study: Videogame Distraction Reduces Behavioral Distress in a Preschool-Aged Child Undergoing Repeated Burn Dressing Changes: A Single-Subject Design. Journal of Pediatric Psychology, 38(3), 330-341. Video Games ProCon.org, (2014). Violent Video Games: Pros and Cons. Retrieved from http://videogames.procon.org/#Background. Read More
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