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.
Read More