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The positive effects of video games on society - Essay Example

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In the paper “The positive effects of video games on society” the author discusses negative effects of video games. The association of violence to violent video games has amplified the view that video games have negative effects on the society…
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The positive effects of video games on society
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The positive effects of video games on society Video games are considered a waste of time, which is why most of the studies conducted on the effects of these games have focused on its negative effects. These negative effects include aggression, depression, and addiction. Furthermore, violent video games are associated with acts of violence as well as anti-social behaviors. Although these studies have valid findings, it is important to have a more balanced approach, which considers both the negative and the positive effects of video games on society. Consideration of the positive effects of video games is important because of the drastic changes in the nature of these games. These changes have made video games realistic, complex, diverse and social and have resulted in an emergence of research on the positive effects of these games (Ferguson, 2007). In this regard, this essay will consider the positive effects of video games on society. The association of violence to violent video games has amplified the view that video games have negative effects on the society. It is for this reason that a vast majority of research conducted on this topic has concentrated on the negative effects of these games on society. Despite the lack of extensive research on the positive effects of video games, the benefits associated with play can be linked to video games. The general benefits associated with play include the ability to experiment social experiences while simulating possible emotional consequences and the opportunity to reproduce real life situations and find solutions. This is essential in the development of social skills (Durkin and Barber, 20002). However, unlike traditional games, video games are interactive and may not allow physical involvement in the game. Video games allow users to interact with gaming systems and these systems react to the behavior of the player. Video games can be played alone with the physical presence of other players or can be played online with other numerous players. These games can also be played alone, competitively or cooperatively. The games also take various genres and allow the players to interact in different contexts. This diversity in video games makes it necessary to reexamine the benefits associated with these games (Isabela, Adam and Rutger, 2014). One of the most outstanding benefits of video games is its promotion of cognitive skills. Contrary to believes that video games are intellectually sedating and lazy, video games can effectively enhance cognitive skills. Most of the games that enhance these skills are action games, which are often considered violent in nature. These games enable the players to develop accurate attention allocation, increased spatial resolution in processing visual information, as well as improve mental rotation capabilities (Millar and Navarick, 1984). Some of these benefits, especially the improved spatial skills, are comparable to academic courses intended to improve the skills. These skills can also be trained with the use of video games and the skills acquired from playing video games can be extended to other spatial tasks outside the context of video games. These benefits result in considerable changes in neural efficiency and processing which accounts for the extension of skills gained from playing video games to other contexts. However, these benefits do not extend to all games but apply to those, which require the players to engage in maneuvers that involve fast-paced demands and quick decision-making (Rosser, et al., 2007). Video games are also beneficial in the development of problem solving skills, as most of them require problem solving. Video games do not include instructions on how to solve problems within the game and the player ha to explore a range of available solutions to a problem. Essentially, the player has to solve the problem through trial and error and the testing of solutions through experimentation. Problem solving involves the use of information gathered in evaluating available options in order to formulate a plan or adopt strategies before implementing a solution. Apart from improving problem solving skills, these games also enhance creativity. Playing video games also improves an individual’s executive functioning. Executive functioning is the ability of an individual to allocate mental resources to aid effective decision-making and problem solving. This is because video games allow players to engage in multiple tasks simultaneously and improves mental flexibility (Green and Bavelier, 2012). Another benefit associated with video games concerns motivation. These games have some characteristics that extend to outside gaming contexts. Motivational styles, which are evident in persistent and continuous engagement, are essential in success and achievement. Video games provide players with incremental intelligence due to concrete and immediate feedback about the efforts made by players. This feedback is a reward for continuous efforts, which results in development. Individuals who play video games perceive ability as a mark of effortful commitment and failure is seen as a sign to remain engaged and foster ones abilities. The desire to remain engaged in order to achieve better results is a positive attitude towards failure and this can be extended to other contexts outside the video games such as academic performance. Failure in video games is used as a motivational tool and acts as a chance to foster ability in order to achieve success. Gamers who persist to play despite of failure tend to be successful due to persistence. This in essence demonstrates to those individuals who play video games that persistence may be rewarding. Playing video games is seen as a form of entertainment but also nurtures persistent motivation, which may extend to academic and work contexts (Squire, 2003). Video games can also be emotionally beneficial. The gratification theory of communications is connected with the use of several media to manage and enhance mood in individuals. Playing video games is one of the most effective methods of generating positive feelings in gamers. Playing a favorite video game enhances an individual’s mood and increases positive feelings. Playing games that require high accessibility or short-term commitment promote relaxation reduce anxiety and enhance a players moods. Video gamers show flow experiences when they engage in rewarding games that require a high sense of control while inducing loss of self-consciousness. This experience is connected to positive results, which include achievement, commitment, reduced anxiety and increased self-esteem. A continuous experience of positive emotions is helpful in broadening the number of activities that are perceived to be motivating and results in motivating social relationships that are essential in coping with failure and pursuing goals (Ferguson, 2010). Additionally, these positive motivations are critical in countering negative emotions and demotivation. Playing video games elicit adaptive regulatory strategies such as acceptance and reappraisal, which are rewarding in the context of these games as they are linked to achievement. Video games provide continuously shifting challenges, which require its players to change existing appraisals to achieve new goals. These games, therefore, promote flexible and effective reappraisal of emotional experiences, which assists the players to cope with anxiety and frustration outside the context of video games (Greitermeyer and Osswald, 2010). The most prevalent characteristic of video games is their universal nature. This is true especially for games that are played virtually. This aspect means that the individual playing the game is not socially isolated but engages in a virtual world. These virtual communities, just like traditional communities, require cooperation and coordination within the community. These communities assist the players to develop social skills and behavior that might be helpful in real life interactions. Some video games that are intended to reward cooperation and communal behavior, which assist the players to acquire social skills and socially acceptable behavior (Tear and Nielsen, 2013). Despite these positive effects of video games, there are negative effects of these games. These effects include an increase of aggressive behavior especially in connection with violent video games. This is a major concern as many video games include elements of violence. These games may increase aggressive behavior because players engage in violent acts repeatedly during the game. This repeated action reinforces learning patterns for aggressive behavior and thus affect the players (Weber, Ritterfield and Mathiak, 2006). Several incidences, for example the killings at Columbine High School, are linked to violent video games. Video games can also be addictive and can consume a substantial part of an individual’s productive time. Moreover, some video games teach individuals the wrong morals. Some games promote its players to associate pleasure and happiness with the ability to cause pain and suffering to others. This is so especially with games, which allow its plays to role-play and identify with the characters in the game (Sherry, 2001). However, these negative effects can be addressed with the use of ratings on video games. These ratings are done based on the content of the game and an age recommendation is assigned to the game accordingly. Additionally, setting guidelines and providing parental control for minor players can effectively reduce the negative effects of video games. The view associated with video games is that they are a waste of time and connected with increase in aggression and violence, especially for those who play violent video games. The media has placed emphasis of the negative effects of video games ignoring the positive effects derived from these games. The positive effects off these games include promotion of cognitive skills, development of problem solving skills, improvement of executive functioning, improved motivation, and improvement of emotions. Despite of these benefits of video games there are negative effects of these games. These perils include aggression, addiction and increased violence. However, these perils can be reduced with the adoption of the right strategies, which include parental guidance and rating of video games according to the contents. Reference list Durkin, K. and Barber, B., 2002. Not so doomed: Computer game play and positive adolescent development. Journal of applied development psychology, 23 (4) pp. 373-392. Ferguson, C. J., 2007. The good, the bad and the ugly: A meta-analytic review of positive and negative effects of violent video games. Psychiatric Ferguson, C. J., 2010. Blazing angels or resident evil? Can violent video games be a force for good? Review of general psychology, 14 (2) pp. 68. Green, C. S., and Bavelier, D., 2012. Learning, attentional control, and action video games. Current Biology, 22, pp. 197–206. Greitermeyer, T., and Osswald, S., 2010. Effects of pro social video games on pro social behavior. Journal of personality and social psychology. 98 (2) pp. 211. Isabela G., Adam L. and Rutger C.M.E., 2014. The Benefits of Playing Video Games. American Psychologist, 69 (1), pp. 66-78. Millar, A. and Navarick, D. J., 1984. Self-control and choice in humans: effects of video game playing as a positive reinforce. Learning and motivation, 15 (2) pp. 203-218. Quarterly, 78, pp. 309 –316. Rosser, J. C., Lynch, P. J., Cuddihy, L., Gentile, D.A. and Merrell, R., 2007. The impact of video games on training surgeons in the 21st century. Archives of surgery, 142 (2) pp. 181-186. Sherry, J., 2001. The effects of violent video games on aggression: a meta-analysis. Human Communications Research, 27 (3) pp. 409-431. Squire, K., 2003. Video games in education. Int. J. Intell. Games & simulation, 2 (1) pp. 499-62. Tear, M. J., and Nielsen, M., 2013. Failure to demonstrate that playing violent video games diminishes pro-social behavior. PLOS ONE, 8. Weber, R., Ritterfield, U. and Mathiak K., 2006. Does playing violent video games induce aggression? Empirical evidence of a functional magnetic resonance imaging study. Media Psychology, 8, pp. 39-60. Read More
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