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A Positive Effect of Video Games - Essay Example

Summary
This essay " A Positive Effect of Video Games" takes a look at the application of video games in education, medicine, and society. Specifically, the discussion highlights how video games can promote research in education, and improve language and maths skills. 

 
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Extract of sample "A Positive Effect of Video Games"

VIDEO GAMES by Student’s Name Code + Course Name Professor University City/State Date Video Games Introduction Video games have received mixed reviews in regard to their contribution to the society. Nonetheless, it is clear that video games are no longer an entertainment media; its application has transverse into education and medicine. Despite the negative associations, research has shown that video games can contribute towards better social skills. Therefore, this paper takes a look at the application of video games in education, medicine, and society. Specifically, the discussion highlights how video games can promote research in education, and improve language and maths skills. In regard to medicine, this paper takes a look at how it promotes telemedicine and fitness despite the negative associations. Lastly, this paper highlights how video games can lead to improved social skills. Education Today, video games can be used to promote research in the education field. Researchers have found out that video games have made learning both interesting and interactive and its use is not limited to the classroom only. According to Griffiths (2002, p.47), video games in research can be used a measurement tool. Consequently, researchers can use video games to measure how different variables compare to each other. Specifically, video games can be used to measure the performance, as well as standardize the data. The tool is flexible as it can perform different data analysis tasks and data can be changed with ease just like any other advanced statistical analysis program. However, video games are constantly being updated thus their application in research is rapidly evolving making it difficult to assess its impact on education (Griffith 2002, 47). The rapid changes make it difficult to accurately apply it in research. The changes are likely the skew or introduce errors in the data. To address this issue,the use of video games in research should be applied in the right context. Thus, its use should be limited to studies where its probability of introducing error margins is low or unlikely. Additionally, the approach should be limited to specific studies that contribute to the advancement of the knowledge. Besides research, video games are known to influence goal setting among students, facilitate the development of language and mathematical skills, improve attention among learners and contribute to the development of the reading skills. Students who use video games for this purpose note that they find it an interesting and engaging way to approach educational tasks. Moreover, video promotes spatial visualization, and cognitive skills. Griffith (2002, p.48) notes that playing video games promotes language skills because learners get an opportunity to engage in discussions, question and answer sessions, and participate in discussions through video aids among The interactive nature of the games captures the learner’s selective attention thus enhances a student’s ability to focus on one particular task for a long duration of time. Despite the above stated advantages there have been concerns regarding the extent to which video games actually contribute to the above stated benefits. Griffith(2002, p.47) points out that the games can enhance the learners performance in certain games hence skewing results. Also, participants tend to be excited about games, thereby introducing other variables like motivation and individual skill which may affect the results of the studies. These results imply that video games in itself is the reasons why participants are more attentive, learn language and mathematical skills among other perceived benefits. To address these concerns it is important that more research conducted to determine the correct extent of impact these games have on education (Doyle and Southwell 2004, p.394). Health Benefits Hawn (2009, p.43) notes that the games can promotes better health choices and behavior, increases awareness on the treatment process and promotes better patient outcomes. Also, it has introduced better ways of addressing lifestyle health issues and has promoted new concepts such as telemedicine. According to the American Telemedicine Association (2015, p.1), telemedicine involves the use of the electronic communications gadgets to improve health outcomes. Studies have shown that the video games can help patients recover from conditions such cerebral palsy. Although this category of games is still undergoing tests, the results so far have been positive (Hawn 2009, p.45). In regard to lifestyle diseases, many people are turning to this tech-savvy approach because it presents a fun way of become fit. Games such as exer-game not only monitor a person’s BMI but also help one track on weight loss. The success of the video games in health is attributed to the fact that they promote health education. In addition, they promote positive lifestyle behaviors that lead to improved health outcomes. The contributions of video games to health have been mixed. The games have been had the negative effects on the users mental health state Anderson and Bushman (2001, p. 353) note that video games promotes aggression-related thoughts and feelings. Most of these feelings are promoted through games that engage the players in violence related activities such as firing bullets. As a result of engaging in such games, the players tend to become more aggressive and prone to anger management issues as well as compulsive disorders. Moreover, these games tend to promote the Anger, Hostility, and Aggression syndrome (AHA). Persons suffering from this syndrome tend to experience psychological problems such as depression. In more severe cases, the syndrome is thought to cause health problems such as heart diseases and ulcers, mainly because it promotes chronic stress. Batholow (2001, p.288) notes that the aggressive behavior affects both gender. This finding demonstrates the extensive nature of the negative implications of video games. Doyle and Southwell (2004, p. 392) note that it can induce seizures among photo sensitive participants. The validity of the above findings and concerned cannot be ignored. Thus, it is believed that controlled exposure to the games is one way of handling the problem since studies have shown that the games can be beneficial. This assertion is further advanced by Hawn(2009, p.43) who notes that exposure the right games can lead to positive health outcomes. In addition, to counter the negative effects of games Doyel and Southwell (2013, p.398) note that controlled exposure to games can result in positive health outcomes Social Benefits Video games tend to be popular among children. Many children build their social skills, builds their conflict resolution abilities, promotes health competition among others. These benefits are due to the fact that videogames provide participants with an opportunity to interact with one other. Additionally, it is an avenue for them to discover common interests and passion. Some of the video games promote self confidence and heighten one’s self value. Among children, the constant affirmation boosts the confidence of the players and motivates them to become more aware of their abilities. Furthermore, they promote communication between the players. The constant dialogue between the players enables them to challenge each other. Consequently, the players learn to work collaboratively as well as the solve differences. Based on the research, it appears that allowing children to play video games for a few minutes each day could have positive effects on their social skills. According to Nature World News (2014, Para. 4), limiting the time that children play video games helps them to create a balance between the real and virtual world. Thus, the players tend to create conversations along their experiences; hence, they learn to dialogue and share. Furthermore, video games have created a forum where players can engage in positive competition. As the players compete against each other, they begin to develop awareness on the need for strategic partnerships in order to overcome obstacles. Such lessons are learnt through games that allow the players to seek assistance from each other in order to overcome a specific level. Generally, if well monitored, controlled, and applied, video games can promote positive social skills. Despite the apparent benefits the games have been noted to lead to increased anti-social behavior among children. Schmierbach (2010, p.261) notes that while games promote competition among players the negative repercussions such as aggressive competition. Also, competitive multiplayer games tend to create frustration among players and aggressive behavior. To counter this problem, there is need to develop more knowledge that investigates the borderline between rewards and frustration and aggressive competition. It is believed that a general conclusion based on a few studies may not be a correct representation of the individual factors that is leading to aggressive competitive behaviors. Conclusion Video games can be as beneficial as they can be detrimental. Research has shown that they can be a useful tool that promotes learning and improvement of mathematical and language skills. In addition, video games are known to improve the health outcomes of patients. Lastly, the games help users to become more confident and sociable because they promote collaboration and communication among players. Despite the advantages, there are concerns on their negative impact on health, social and education. Generally, there is need to conduct more research to ascertain the threshold level of exposure that could result in negative consequences. Additionally, it is important to understand the individual and motivational factors that have influenced both the positive and negative evidential outcomes. References American Telemedicine Society 2015, What is telemedicine, available at: [Accessed 5 June 2015] Anderson, CA 2004, ‘An update on the effects of playing violent video games’, Journal of Adolescence, vol. 27, no. 1, pp. 113-122. Anderson, CA & Bushman, BJ 2001, ‘Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: A meta-analytic review of the scientific literature’, Psychological Science, vol. 12, no.5, pp.353-359. Bartholow, BD & Anderson, CA 2002, ‘Effects of violent video games on aggressive behavior: Potential sex differences’, Journal of Experimental Social Psychology, vol. 38, no.3, pp.283-290. Griffiths, M 2002, ‘The educational benefits of videogames’, Education and Health, vol. 20, no. 3, pp. 47-51. Hawn, C 2009, ‘Games for health: The latest tool in the medical care arsenal’, Health Affairs, vol. 28, no.5, pp. w842-w848. Nature World New 2014, Playing videogames for less than an hour linked to better social skills: Health & medicine: Nature world news, available at: http://www.natureworldnews.com/articles/8376/20140804/playing-videogames-less-hour-linked-better-social-skills.htm [Accessed 5 June 2015] Schmierbach, M. 2010. “Killing spree”: Exploring the connection between competitive game play and aggressive cognition. Communication Research. Vol 37 no.2, pp. 256–274 Southwell, B. G., & Doyle, K. O. (2004). The good, the bad, or the ugly? A multilevel perspective on electronic game effects. American Behavioral Scientist, 48(4), 391-401. Read More

Despite the above stated advantages there have been concerns regarding the extent to which video games actually contribute to the above stated benefits. Griffith(2002, p.47) points out that the games can enhance the learners performance in certain games hence skewing results. Also, participants tend to be excited about games, thereby introducing other variables like motivation and individual skill which may affect the results of the studies. These results imply that video games in itself is the reasons why participants are more attentive, learn language and mathematical skills among other perceived benefits.

To address these concerns it is important that more research conducted to determine the correct extent of impact these games have on education (Doyle and Southwell 2004, p.394). Health Benefits Hawn (2009, p.43) notes that the games can promotes better health choices and behavior, increases awareness on the treatment process and promotes better patient outcomes. Also, it has introduced better ways of addressing lifestyle health issues and has promoted new concepts such as telemedicine. According to the American Telemedicine Association (2015, p.1), telemedicine involves the use of the electronic communications gadgets to improve health outcomes.

Studies have shown that the video games can help patients recover from conditions such cerebral palsy. Although this category of games is still undergoing tests, the results so far have been positive (Hawn 2009, p.45). In regard to lifestyle diseases, many people are turning to this tech-savvy approach because it presents a fun way of become fit. Games such as exer-game not only monitor a person’s BMI but also help one track on weight loss. The success of the video games in health is attributed to the fact that they promote health education.

In addition, they promote positive lifestyle behaviors that lead to improved health outcomes. The contributions of video games to health have been mixed. The games have been had the negative effects on the users mental health state Anderson and Bushman (2001, p. 353) note that video games promotes aggression-related thoughts and feelings. Most of these feelings are promoted through games that engage the players in violence related activities such as firing bullets. As a result of engaging in such games, the players tend to become more aggressive and prone to anger management issues as well as compulsive disorders.

Moreover, these games tend to promote the Anger, Hostility, and Aggression syndrome (AHA). Persons suffering from this syndrome tend to experience psychological problems such as depression. In more severe cases, the syndrome is thought to cause health problems such as heart diseases and ulcers, mainly because it promotes chronic stress. Batholow (2001, p.288) notes that the aggressive behavior affects both gender. This finding demonstrates the extensive nature of the negative implications of video games.

Doyle and Southwell (2004, p. 392) note that it can induce seizures among photo sensitive participants. The validity of the above findings and concerned cannot be ignored. Thus, it is believed that controlled exposure to the games is one way of handling the problem since studies have shown that the games can be beneficial. This assertion is further advanced by Hawn(2009, p.43) who notes that exposure the right games can lead to positive health outcomes. In addition, to counter the negative effects of games Doyel and Southwell (2013, p.398) note that controlled exposure to games can result in positive health outcomes Social Benefits Video games tend to be popular among children.

Many children build their social skills, builds their conflict resolution abilities, promotes health competition among others. These benefits are due to the fact that videogames provide participants with an opportunity to interact with one other. Additionally, it is an avenue for them to discover common interests and passion. Some of the video games promote self confidence and heighten one’s self value.

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