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Video Games Benefits and Advantages - Essay Example

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The writer of this paper seeks to examine the positive and negative impact of video games on individuals. From the essay, it is evident, that the disadvantages of the video games are highly possible addiction while the benefits are improved reflects…
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Video Games Benefits and Advantages
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Extract of sample "Video Games Benefits and Advantages"

 The effects of playing video games are not as harmful as many experts would have society believe. Most of the attention given and the research conducted has been negative. It is possible to become addicted and there is evidence that playing games that contain violence and aggression increase aggressive behavior. However, there has been little discussion about the benefits. Few researchers have analyzed various aspects of cognitive functioning before and after playing video games. There is little information available about the effects on hand eye coordination or fine motors skills. There are violent games and they can affect a person’s outlook and social interactions. “In fact, the military has begun using Doom-like games to improve so-called fire rates--encouraging soldiers to pull the trigger in battle” (Quittner 1). Statistics on fire rates indicate the figure had more than doubled from World War II to Vietnam, when the use of simulations was introduced. However, there are just as many non-violent games and parents can easily choose which games to purchase. Many adults remember some of the first video games available, on systems like Atari. While games have come a long way from Pac-man and Ms. Pac-man, even the most basic games can be beneficial. “Research dating right back to the early 1980s has consistently shown that playing computer games produces reductions in reaction times, improved hand-eye co-ordination and raises players’ self-esteem” (Griffiths 47). While on the surface, such benefits might not seem important. However, quicker reaction times are beneficial for a variety of tasks, including driving a motor vehicle. As inexperienced drivers, teens need all the help they can get in preventing collisions. If quicker reaction times mean avoiding the vehicle that runs through the red light, then it can save lives. If video games help speed up reaction time, they can be beneficial for many other tasks or in other contexts. Reaction time is what often gives an athlete a competitive edge. Improved hand eye coordination also helps, particularly with those sports that require throwing, kicking or hitting an object. Self esteem is an important aspect of any child’s development. It allows them to become more confident in many areas, including social skills and learning. Video game players often discuss games with peers and exchange ideas, providing them with a sense of pride and belonging. This social interaction is necessary for all levels of development. Games that simulate real life situations or contexts help players improve observation skills. Improved observation can lead to more positive social interaction and better decision making. When a child or teen is more observant of the language and gestures of others, the ability to make judgments about character are enhanced. Scaffolding and language skills are additional benefits that some experts claim video games can have. Scaffolding in the principle of presenting tasks, having them mastered, then presenting a more difficult level. “Researchers have shown that programs that contain a substantial amount of scaffolding also may improve language skills” (Schlimme). Not all video games are presented in this manner or present the player with new language, but many have underlying value that is not as obvious as some of the games designed specifically for learning and improving academic or cognitive skills. Even games that contain violence or aggression may be structured in such as manner as to challenge the thought processes, by demanding increased memory, advanced planning and sharpened spatial abilities. They may not improve language skills but they can improve attention span and the ability to understand interconnected concepts or topics, and their relationship to each other. This does not mean that every child should be allowed to play video games with violence and aggression routinely. It does mean that the occasional play at a friend’s house or with adult supervision may not be as harmful as we would be made to believe. Much of the research on violent video games and the causal effect of increased aggression in children has been week. If parents are really concerned, they can exert their parental authority and set limits. “The purpose of the rating system is to empower the parents to make an informed choice” (Quittner 2). The problem is that many parents fail to take an active role in monitoring the games and images their children see. Too often they just give the child money for a new game and don’t ask questions about it. Just as there are ratings for movies and television shows, there are ratings for music, videos and games. The various aspects of the entertainment industry are required to maintain the rating system. They have done their part. Responsible parents should do their part, in screening and evaluating the games that their children purchase or play online. Every child is a unique personality. Some are better able to distinguish fantasy from reality. Parents should know where their children are at in their development and make decisions appropriate to the child’s level of maturity or reality. James Gee claims the benefits of video games can extend well beyond hand eye coordination, acquisition of language skills and other social benefits. He claims that video games can actual improve pattern recognition, system thinking and patience (Johnson). Even though the game is contains quite a bit of violence, he uses Grand Theft Auto III as an example of the systems that are built into more complex video games. Many of the video games start out simply, then become increasingly complex with each level that is mastered. When compared to television shows, they can be viewed as much more beneficial. Television and movies do not provide the type of scaffolding that Schlimme describes. They do not move from one level of understanding to another. They are geared toward the average viewer and offer no room for cognitive growth. System thinking is very much a task that working adults must have to succeed in the job market today. They are increasingly required to understand how their roles or jobs relate to other departments or positions within an organization. For example, the graphic designed must understand how the role is affected by marketing campaigns and even how organizational goals affect the nature of the work and the workload. Gee contends that gamers “explore virtual worlds mirrors the way the brain processes multiple, but interconnected, streams of information in the real world” (Johnson). Neurological effects of playing video games involve the neurotransmitter ‘dopamine.’ Levels are significantly increased in activities such as gaming, according to Schlimme. In fact, increased levels of dopamine are said to be the cause for many different types of addiction. However, increased levels also can increase the individual’s happiness or self satisfaction. Though video gaming can become addictive, it can also be a source of great pleasure and can have a calming effect. Griffiths (48) points to case studies conducted by Demarest, which involve assessing the benefits of video games for children with developmental disabilities. “Demarest’s account of her own autistic 7-year old son reported that although he had serious deficiencies in language and understanding, and social and emotional difficulties, videogame playing was one activity he was able to excel. This was ego-boosting for him and also had a self- calming effect” (Griffiths 48). Video games are commonly used in programs for children with such disabilities. Children with developmental issues such as Demarest’s child often have poor social skills. Trying to improve such skills in real life situations can be a challenge. Matching children at the same level and gaining their cooperation are a few of the obstacles that educators or therapists may experience. However, providing a neutral environment for such children to improve social skills, through video games that teach such skills. There are also claims that video games can help improve impulsivity. Griffiths ( 49) discusses a study conducted by Kreppes, which involves incarcerated juveniles age 15-18, using biofeedback or a video game. The results are that “impulsivity scores improved for both conditions.” There are clearly some emotional and cognitive benefits of playing video games. Though much research focuses on children and youth, the indications are that the benefits may be similar for adults. Shankar Vedantam explains what a 49 year old female with depression claims, about playing the game ‘Bejeweled.’ The woman describes her mood when playing as “a state of relaxation or zen” (Vedantam). In fact, after the woman contacted Popcap games explaining the benefits, the company began researching the effects of playing ‘Bejeweled’and similar video games. “Researchers found that volunteers who played Bejeweled displayed improved mood and heart rhythms compared with volunteers who weren't playing” (Vedantam). One explanation of the calming or relaxing effect stresses the distraction of video games. Another focuses on the type of simple activity that provides a means for an individual to wind down, without having to force oneself to simply sit or lie down and do nothing. The latter does not often work with those who are under quite a bit of stress. Beyond the emotional or psychological benefits of video games, there are the actual physical benefits. Griffiths discusses a number of applications of video games in physical therapy situations. Not only do video games improve hand eye coordination, they can strengthen and improve muscle control of the hands and arms. Those with muscular degeneration or muscles that have wasted due to inactivity can slowly build up strength. Those with poor hand control, due to stroke or other disease may be able to recover some use. There are many types of video games with various controllers and devices that can be used. Because video games often require players to process information quickly, it is believed this ability transfers to other tasks in life. Researchers at the University of Rochester found that “avid players got faster not only on their game of choice, but on a variety of unrelated laboratory tests of reaction time” (Allen-West). This is beneficial in many types of jobs where information is processed and analyzed quickly for decision making. It may also be beneficial in helping stave off mental decline that is part of the aging process. It is well known that as a person ages, reflexes and though processes show. One could assume that as a gamer gets faster, the rate of error might increase. The research indicates that the opposite happens. So, not only does playing video games have the potential to increase the speed in which information is processed, it has the potential to increase accuracy as well. Results also indicate that improved visual and spatial memory may help close the gender gap in such areas, allowing girls to more easily adapt skills to such areas as engineering and technology. It also has implications for children with developmental delays who are behind their peers. If improved visual and spatial memory allows them to read better or solve problems easier, then video games may well be a possible solution. There is no dispute that video games can be addicitive. Quittner and James Gee admit as much in their discussions about how easily they got caught up in the video games they tried. There are some individuals though, who are more likely to become addicted to the point they Ignore other aspects of their lives. Quittner (3) actually admits that he became bored with games he had once loved, and was disappointed that they no longer interested him. He also explains that there are not many games that can hold his interest for long periods of time. Those who become addicted typically spend hours on the same games and if they lose interest, move on to other games that are more detailed or challenging. Addiction to video games is similar to other kinds of addictions. This shows that some people may have a greater tendency toward addiction than others. However, this does not mean that parents should not monitor the time and frequency spent on video games. If they believe that violent or aggressive games are not right for their child, they should trust their instincts. Overall, there are far more benefits of playing video games than many realize. There are the social benefits from gaining a sense of belonging or being connected to others. There are social benefits of learning to read and understand the characteristics and behaviors of others. There are physical benefits such as improved coordination and in some cases, muscle control. Improved reflex time can help improve driving skills and help athletes gain a competitive edge. Psychological benefits include having a calming effect and providing a means for relaxing and de-stressing. Cognitive benefits include improved spatial ability, greater vocabulary and greater understanding of inter-related systems. Used in the right context, with careful thought in choosing the correct applications, video games have the potential to be useful in a wide variety of therapeutic environments. Works Cited Allen-West, C. “Study finds benefits of playing video games” Medical News Today, 18 Dec. 2009. Web. 10 Apr. 2010. Griffiths, M. “The Educational benefits of video games” Education and Health, 20.3 (2002): 47- 49. Johnson, S. “Your Brain on video games” Discover. 24 Jul. 2005. Web. 9 Apr. 2010. Quittner, J. “Are Video games really so bad?” Time Asia, 10 May 1999. Web. 9 Apr. 2010. Schlimme, M. “Video games: A Source of benefits or addiction?” Serendip, 2002. Web 9 Apr. 2010. Vedantam, S. “Researchers explore mental health benefits of video games” The Washington Post, 18 Aug. 2009. Web. 10 Apr. 2010. Read More
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