Control ( 20)
The training period was 4–24 weeks (mean = 11.49; S.D. = 6.88). One study by Lee et al. had two length periods and total hours because the study examined video game training of two types. The total training hours were 16–90 h (mean = 40.63; S.D. = 26.22), whereas the training intensity was 1.5–10.68 h/week (mean = 4.96; S.D. = 3.00). One study did not specify total training hours. Two studies did not specify the training intensity. The training periods and intensities are in Table 8 .
Periods and intensities of video gaming intervention.
Author | Year | Length (Week) | Total Hours | Average Intensity (h/Week) |
---|---|---|---|---|
Gleich et al. [ ] | 2017 | 8 | 49.5 | 6.2 |
Haier et al. [ ] | 2009 | 12 | 18 | 1.5 |
Kuhn et al. [ ] | 2014 | 8 | 46.88 | 5.86 |
Lorenz et al. [ ] | 2012 | 8 | 28 | 3.5 |
Lee et al. [ ] | 2015 | 8–11 * | 27 | n/a |
Martinez et al. [ ] | 2013 | 4 | 16 | 4 |
Roush [ ] | 2013 | 24 | ns | n/a |
West et al. [ ] | 2017 | 24 | 72 | 3 |
West et al. [ ] | 2018 | 8.4 | 90 | 10.68 |
The training length was converted into weeks (1 month = 4 weeks). ns, not specified; n/a, not available; * exact length is not available.
Of nine eligible studies, one study used resting-state MRI analysis, three studies (excluding that by Haier et al. [ 40 ]) used structural MRI analysis, and five studies used task-based MRI analysis. A study by Haier et al. used MRI analyses of two types [ 40 ]. A summary of MRI analyses is presented in Table 9 . The related resting-state, structural, and task-based MRI specifications are presented in Table 10 , Table 11 and Table 12 respectively.
MRI analysis details of eligible studies.
MRI Analysis | Author | Year | Contrast | Statistical Tool | Statistical Method | Value |
---|---|---|---|---|---|---|
Resting | Martinez et al. [ ] | 2013 | (post- > pre-training) > (post>pre-control) | MATLAB; SPM8 | TFCE uncorrected | <0.005 |
Structural | Haier et al. * [ ] | 2009 | (post>pre-training) > (post>pre-control) | MATLAB 7; SurfStat | FWE corrected | <0.005 |
Kuhn et al. [ ] | 2014 | (post>pre-training) > (post>pre-control) | VBM8; SPM8 | FWE corrected | <0.001 | |
West et al. [ ] | 2017 | (post>pre-training) > (post>pre-control) | Bpipe | Uncorrected | <0.0001 | |
West et al. [ ] | 2018 | (post>pre-training) > (post>pre-control) | Bpipe | Bonferroni corrected | <0.001 | |
Task | Gleich et al. [ ] | 2017 | (post>pre-training) > (post>pre-control) | SPM12 | Monte Carlo corrected | <0.05 |
Haier et al. * [ ] | 2009 | (post>pre-training) > (post>pre-control) | SPM7 | FDR corrected | <0.05 | |
Lee et al. [ ] | 2012 | (post>pre-training) > (post>pre-control) | FSL; FEAT | uncorrected | <0.01 | |
Lorenz et al. [ ] | 2015 | (post>pre-training) > (post>pre-control) | SPM8 | Monte Carlo corrected | <0.05 | |
Roush [ ] | 2013 | post>pre-training | MATLAB 7; SPM8 | uncorrected | =0.001 |
* Haier et al. conducted structural and task analyses. + Compared pre-training and post-training between groups without using contrast. TFCE, Threshold Free Cluster Enhancement; FEW, familywise error rate; FDR, false discovery rate.
Resting-State MRI specifications of eligible studies.
Author | Year | Resting State | Structural | ||||||
---|---|---|---|---|---|---|---|---|---|
Imaging | TR (s) | TE (ms) | Slice | Imaging | TR (s) | TE (ms) | Slice | ||
] | 2013 | gradient-echo planar image | 3 | 28.1 | 36 | T1-weighted | 0.92 | 4.2 | 158 |
Structural MRI specifications of eligible studies.
Author | Year | Imaging | TR (s) | TE (ms) |
---|---|---|---|---|
Kuhn et al. [ ] | 2014 | 3D T1 weighted MPRAGE | 2.5 | 4.77 |
West et al. [ ] | 2017 | 3D gradient echo MPRAGE | 2.3 | 2.91 |
West et al. [ ] | 2018 | 3D gradient echo MPRAGE | 2.3 | 2.91 |
Task-Based MRI specifications of eligible studies.
Author | Year | Task | BOLD | Structural | ||||||
---|---|---|---|---|---|---|---|---|---|---|
Imaging | TR (s) | TE (ms) | Slice | Imaging | TR (s) | TE (ms) | Slice | |||
Gleich et al. [ ] | 2017 | win–loss paradigm | T2 echo-planar image | 2 | 30 | 36 | T1-weighted | 2.5 | 4.77 | 176 |
Haier et al. [ ] | 2009 | Tetris | Functional echo planar | 2 | 29 | ns | 5-echo MPRAGE | 2.53 | 1.64; 3.5; 5.36; 7.22; 9.08 | ns |
Lee et al. [ ] | 2012 | game control | fast echo-planar image | 2 | 25 | ns | T1-weighted MPRAGE | 1.8 | 3.87 | 144 |
Lorenz et al. [ ] | 2015 | slot machine paradigm | T2 echo-planar image | 2 | 30 | 36 | T1-weighted MPRAGE | 2.5 | 4.77 | ns |
Roush [ ] | 2013 | digit symbol substitution | fast echo-planar image | 2 | 25 | 34 | diffusion weighted image | ns | ns | ns |
All analyses used 3 Tesla magnetic force; TR = repetition time; TE = echo time, ns = not specified.
This literature review evaluated the effect of noncognitive-based video game intervention on the cognitive function of healthy people. Comparison of studies is difficult because of the heterogeneities of participant ages, beneficial effects, and durations. Comparisons are limited to studies sharing factors.
Video gaming intervention affects all age categories except for the children category. The exception derives from a lack of intervention studies using children as participants. The underlying reason for this exception is that the brain is still developing until age 10–12 [ 52 , 53 ]. Among the eligible studies were a study investigating adolescents [ 40 ], six studies investigating young adults [ 41 , 42 , 43 , 47 , 49 , 51 ] and two studies investigating older adults [ 48 , 50 ].
Differences among study purposes underlie the differences in participant age categories. The study by Haier et al. was intended to study adolescents because the category shows the most potential brain changes. The human brain is more sensitive to synaptic reorganization during the adolescent period [ 54 ]. Generally, grey matter decreases whereas white matter increases during the adolescent period [ 55 , 56 ]. By contrast, the cortical surface of the brain increases despite reduction of grey matter [ 55 , 57 ]. Six studies were investigating young adults with the intention of studying brain changes after the brain reaches maturity. The human brain reaches maturity during the young adult period [ 58 ]. Two studies were investigating older adults with the intention of combating difficulties caused by aging. The human brain shrinks as age increases [ 56 , 59 ], which almost invariably leads to declining cognitive function [ 59 , 60 ].
Three beneficial outcomes were observed using MRI method: grey matter change [ 40 , 42 , 50 ], brain activity change [ 40 , 43 , 47 , 48 , 49 ], and functional connectivity change [ 41 ]. The affected brain area corresponds to how the respective games were played.
Four studies of 3D video gaming showed effects on the structure of hippocampus, dorsolateral prefrontal cortex (DLPFC), cerebellum [ 42 , 43 , 50 ], and DLPFC [ 43 ] and ventral striatum activity [ 49 ]. In this case, the hippocampus is used for memory [ 61 ] and scene recognition [ 62 ], whereas the DLPFC and cerebellum are used for working memory function for information manipulation and problem-solving processes [ 63 ]. The grey matter of the corresponding brain region has been shown to increase during training [ 20 , 64 ]. The increased grey matter of the hippocampus, DLPFC, and cerebellum are associated with better performance in reference and working memory [ 64 , 65 ].
The reduced activity of DLPFC found in the study by Gleich et al. corresponds to studies that showed reduced brain activity associated with brain training [ 66 , 67 , 68 , 69 ]. Decreased activity of the DLPFC after training is associated with efficiency in divergent thinking [ 70 ]. 3D video gaming also preserved reward systems by protecting the activity of the ventral striatum [ 71 ].
Two studies of puzzle gaming showed effects on the structure of the visual–spatial processing area, activity of the frontal area, and functional connectivity change. The increased grey matter of the visual–spatial area and decreased activity of the frontal area are similar to training-associated grey matter increase [ 20 , 64 ] and activity decrease [ 66 , 67 , 68 , 69 ]. In this case, visual–spatial processing and frontal area are used constantly for spatial prediction and problem-solving of Tetris. Functional connectivity of the multimodal integration and the higher-order executive system in the puzzle solving-based gaming of Professor Layton game corresponds to studies which demonstrated training-associated functional connectivity change [ 72 , 73 ]. Good functional connectivity implies better performance [ 73 ].
Strategy gaming affects the DLPFC activity, whereas rhythm gaming affects the activity of visuospatial working memory, emotional, and attention area. FPS gaming affects the structure of the hippocampus and amygdala. Decreased DLPFC activity is similar to training-associated activity decrease [ 66 , 67 , 68 , 69 ]. A study by Roush demonstrated increased activity of visuospatial working memory, emotion, and attention area, which might occur because of exercise and gaming in the Dance Revolution game. Results suggest that positive activations indicate altered functional areas by complex exercise [ 48 ]. The increased grey matter of the hippocampus and amygdala are similar to the training-associated grey matter increase [ 20 , 64 ]. The hippocampus is used for 3D navigation purposes in the FPS world [ 61 ], whereas the amygdala is used to stay alert during gaming [ 74 ].
Change of the brain structure and function was observed after 16 h of video gaming. The total durations of video gaming were 16–90 h. However, the gaming intensity must be noted because the gaming intensity varied: 1.5–10.68 h per week. The different intensities might affect the change of cognitive function. Cognitive intervention studies demonstrated intensity effects on the cortical thickness of the brain [ 75 , 76 ]. A similar effect might be observed in video gaming studies. More studies must be conducted to resolve how the intensity can be expected to affect cognitive function.
Almost all studies used inclusion criteria “little/no experience with video games.” The criterion was used to reduce the factor of gaming-related experience on the effects of video gaming. Some of the studies also used specific handedness and specific sex of participants to reduce the variation of brain effects. Expertise and sex are shown to affect brain activity and structure [ 77 , 78 , 79 , 80 ]. The exclusion criterion of “MRI contraindication” is used for participant safety for the MRI protocol, whereas exclusion criteria of “psychiatric/mental illness”, “neurological illness”, and “medical illness” are used to standardize the participants.
Some concern might be raised about the quality of methodology, assessed using Delphi criteria [ 45 ]. The quality was 3–9 (mean = 6.10; S.D. = 1.69). Low quality in most papers resulted from unspecified information corresponding to the criteria. Quality improvements for the studies must be performed related to the low quality of methodology. Allocation concealment, assessor blinding, care provider blinding, participant blinding, intention-to-treat analysis, and allocation method details must be improved in future studies.
Another concern is blinding and control. This type of study differs from medical studies in which patients can be blinded easily. In studies of these types, the participants were tasked to do either training as an active control group or to do nothing as a passive control group. The participants can expect something from the task. The expectation might affect the outcomes of the studies [ 81 , 82 , 83 ]. Additionally, the waiting-list control group might overestimate the outcome of training [ 84 ].
Considering the sample size, which was 20–75 (mean = 43.67; S.D. = 15.63), the studies must be upscaled to emphasize video gaming effects. There are four phases of clinical trials that start from the early stage and small-scale phase 1 to late stage and large-scale phase 3 and end in post-marketing observation phase 4. These four phases are used for drug clinical trials, according to the food and drug administration (FDA) [ 85 ]. Phase 1 has the purpose of revealing the safety of treatment with around 20–100 participants. Phase 2 has the purpose of elucidating the efficacy of the treatment with up to several hundred participants. Phase 3 has the purpose of revealing both efficacy and safety among 300–3000 participants. The final phase 4 has the purpose of finding unprecedented adverse effects of treatment after marketing. However, because medical studies and video gaming intervention studies differ in terms of experimental methods, slight modifications can be done for adaptation to video gaming studies.
Several unresolved issues persist in relation to video gaming intervention. First, no studies assessed chronic/long-term video gaming. The participants might lose their motivation to play the same game over a long time, which might affect the study outcomes [ 86 ]. Second, meta-analyses could not be done because the game genres are heterogeneous. To ensure homogeneity of the study, stricter criteria must be set. However, this step would engender a third limitation. Third, randomized controlled trial video gaming studies that use MRI analysis are few. More studies must be conducted to assess the effects of video gaming. Fourth, the eligible studies lacked cognitive tests to validate the cognitive change effects for training. Studies of video gaming intervention should also include a cognitive test to ascertain the relation between cognitive function and brain change.
The systematic review has several conclusions related to beneficial effects of noncognitive-based video games. First, noncognitive-based video gaming can be used in all age categories as a means to improve the brain. However, effects on children remain unclear. Second, noncognitive-based video gaming affects both structural and functional aspects of the brain. Third, video gaming effects were observed after a minimum of 16 h of training. Fourth, some methodology criteria must be improved for better methodological quality. In conclusion, acute video gaming of a minimum of 16 h is beneficial for brain function and structure. However, video gaming effects on the brain area vary depending on the video game type.
We would like to thank all our other colleagues in IDAC, Tohoku University for their support.
PRISMA Checklist of the literature review.
Section/Topic | # | Checklist Item | Reported on Page # |
---|---|---|---|
Title | 1 | Identify the report as a systematic review, meta-analysis, or both. | 1 |
Structured summary | 2 | Provide a structured summary including, as applicable: background; objectives; data sources; study eligibility criteria, participants, and interventions; study appraisal and synthesis methods; results; limitations; conclusions and implications of key findings; systematic review registration number. | 1 |
Rationale | 3 | Describe the rationale for the review in the context of what is already known. | 1, 2 |
Objectives | 4 | Provide an explicit statement of questions being addressed related to participants, interventions, comparisons, outcomes, and study design (PICOS). | 2 |
Protocol and registration | 5 | Indicate if a review protocol exists, if and where it is accessible (e.g., Web address), and if available, provide registration information including registration number. | 2 |
Eligibility criteria | 6 | Specify study characteristics (e.g., PICOS, length of follow-up) and report characteristics (e.g., years considered, language, publication status) used as criteria for eligibility, giving rationale. | 2 |
Information sources | 7 | Describe all information sources (e.g., databases with dates of coverage, contact with study authors to identify additional studies) in the search and date last searched. | 2 |
Search | 8 | Present full electronic search strategy for at least one database, including any limits used, such that it could be repeated. | 2 |
Study selection | 9 | State the process for selecting studies (i.e., screening, eligibility, included in systematic review, and if applicable, included in the meta-analysis). | 3 |
Data collection process | 10 | Describe method of data extraction from reports (e.g., piloted forms, independently, in duplicate) and any processes for obtaining and confirming data from investigators. | 3 |
Data items | 11 | List and define all variables for which data were sought (e.g., PICOS, funding sources) and any assumptions and simplifications made. | 3 |
Risk of bias in individual studies | 12 | Describe methods used for assessing risk of bias of individual studies (including specification of whether this was done at the study or outcome level), and how this information is to be used in any data synthesis. | 2 |
Summary measures | 13 | State the principal summary measures (e.g., risk ratio, difference in means). | - |
Synthesis of results | 14 | Describe the methods of handling data and combining results of studies, if done, including measures of consistency (e.g., I ) for each meta-analysis. | - |
Risk of bias across studies | 15 | Specify any assessment of risk of bias that might affect the cumulative evidence (e.g., publication bias, selective reporting within studies). | - |
Additional analyses | 16 | Describe methods of additional analyses (e.g., sensitivity or subgroup analyses, meta-regression), if done, indicating which were pre-specified. | - |
Study selection | 17 | Give numbers of studies screened, assessed for eligibility, and included in the review, with reasons for exclusions at each stage, ideally with a flow diagram. | 3,5 |
Study characteristics | 18 | For each study, present characteristics for which data were extracted (e.g., study size, PICOS, follow-up period) and provide the citations. | 5-11 |
Risk of bias within studies | 19 | Present data on risk of bias of each study, and if available, any outcome level assessment (see item 12). | 5,6 |
Results of individual studies | 20 | For all outcomes considered (benefits or harms), present, for each study: (a) simple summary data for each intervention group (b) effect estimates and confidence intervals, ideally with a forest plot. | 4 |
Synthesis of results | 21 | Present results of each meta-analysis done, including confidence intervals and measures of consistency. | - |
Risk of bias across studies | 22 | Present results of any assessment of risk of bias across studies (see Item 15). | - |
Additional analysis | 23 | Give results of additional analyses, if done (e.g., sensitivity or subgroup analyses, meta-regression [see Item 16]). | - |
Summary of evidence | 24 | Summarize the main findings including the strength of evidence for each main outcome; consider their relevance to key groups (e.g., healthcare providers, users, and policy makers). | 12,13 |
Limitations | 25 | Discuss limitations at study and outcome level (e.g., risk of bias), and at review-level (e.g., incomplete retrieval of identified research, reporting bias). | 13 |
Conclusions | 26 | Provide a general interpretation of the results in the context of other evidence, and implications for future research. | 14 |
Funding | 27 | Describe sources of funding for the systematic review and other support (e.g., supply of data); role of funders for the systematic review. | 14 |
For more information, visit: www.prisma-statement.org .
D.B.T., R.N., and R.K. designed the systematic review. D.B.T. and R.N. searched and selected the papers. D.B.T. and R.N. wrote the manuscript with R.K. All authors read and approved the final manuscript. D.B.T. and R.N. contributed equally to this work.
Study is supported by JSPS KAKENHI Grant Number 17H06046 (Grant-in-Aid for Scientific Research on Innovative Areas) and 16KT0002 (Grant-in-Aid for Scientific Research (B)).
None of the other authors has any conflict of interest to declare. Funding sources are not involved in the study design, collection, analysis, interpretation of data, or writing of the study report.
Authors suggest balancing questions of harm with potential for positive impact
WASHINGTON — Playing video games, including violent shooter games, may boost children’s learning, health and social skills, according to a review of research on the positive effects of video game play to be published by the American Psychological Association.
The study comes out as debate continues among psychologists and other health professionals regarding the effects of violent media on youth. An APA task force is conducting a comprehensive review of research on violence in video games and interactive media and will release its findings in 2014.
“Important research has already been conducted for decades on the negative effects of gaming, including addiction, depression and aggression, and we are certainly not suggesting that this should be ignored,” said lead author Isabela Granic, PhD, of Radboud University Nijmegen in The Netherlands. “However, to understand the impact of video games on children’s and adolescents’ development, a more balanced perspective is needed.”
The article will be published in APA’s flagship journal, American Psychologist .
While one widely held view maintains playing video games is intellectually lazy, such play actually may strengthen a range of cognitive skills such as spatial navigation, reasoning, memory and perception, according to several studies reviewed in the article. This is particularly true for shooter video games that are often violent, the authors said. A 2013 meta-analysis found that playing shooter video games improved a player’s capacity to think about objects in three dimensions, just as well as academic courses to enhance these same skills, according to the study. “This has critical implications for education and career development, as previous research has established the power of spatial skills for achievement in science, technology, engineering and mathematics,” Granic said. This enhanced thinking was not found with playing other types of video games, such as puzzles or role-playing games.
Playing video games may also help children develop problem-solving skills, the authors said. The more adolescents reported playing strategic video games, such as role-playing games, the more they improved in problem solving and school grades the following year, according to a long-term study published in 2013. Children’s creativity was also enhanced by playing any kind of video game, including violent games, but not when the children used other forms of technology, such as a computer or cell phone, other research revealed.
Simple games that are easy to access and can be played quickly, such as “Angry Birds,” can improve players’ moods, promote relaxation and ward off anxiety, the study said. “If playing video games simply makes people happier, this seems to be a fundamental emotional benefit to consider,” said Granic. The authors also highlighted the possibility that video games are effective tools to learn resilience in the face of failure. By learning to cope with ongoing failures in games, the authors suggest that children build emotional resilience they can rely upon in their everyday lives.
Another stereotype the research challenges is the socially isolated gamer. More than 70 percent of gamers play with a friend and millions of people worldwide participate in massive virtual worlds through video games such as “Farmville” and “World of Warcraft,” the article noted. Multiplayer games become virtual social communities, where decisions need to be made quickly about whom to trust or reject and how to lead a group, the authors said. People who play video games, even if they are violent, that encourage cooperation are more likely to be helpful to others while gaming than those who play the same games competitively, a 2011 study found.
The article emphasized that educators are currently redesigning classroom experiences, integrating video games that can shift the way the next generation of teachers and students approach learning. Likewise, physicians have begun to use video games to motivate patients to improve their health, the authors said. In the video game “Re-Mission,” child cancer patients can control a tiny robot that shoots cancer cells, overcomes bacterial infections and manages nausea and other barriers to adhering to treatments. A 2008 international study in 34 medical centers found significantly greater adherence to treatment and cancer-related knowledge among children who played “Re-Mission” compared to children who played a different computer game.
“It is this same kind of transformation, based on the foundational principle of play, that we suggest has the potential to transform the field of mental health,” Granic said. “This is especially true because engaging children and youth is one of the most challenging tasks clinicians face.”
The authors recommended that teams of psychologists, clinicians and game designers work together to develop approaches to mental health care that integrate video game playing with traditional therapy.
Article: “The Benefits of Playing Video Games,” Isabela Granic, PhD, Adam Lobel, PhD, and Rutger C.M.E. Engels, PhD, Radboud University Nijmegen; Nijmegen, The Netherlands; American Psychologist , Vol. 69, No. 1.
Isabela Granic can be contacted by email , cell: 011.31.6.19.50.00.99 or work: 011.31.24.361.2142
The American Psychological Association, in Washington, D.C., is the largest scientific and professional organization representing psychology in the United States. APA's membership includes more than 134,000 researchers, educators, clinicians, consultants and students. Through its divisions in 54 subfields of psychology and affiliations with 60 state, territorial and Canadian provincial associations, APA works to advance the creation, communication and application of psychological knowledge to benefit society and improve people's lives.
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Children and young adults love video games as they are fun and help to relax. At the same time, many adults claim that children spend too much time playing, which makes them violent and do not bring any benefit. However, facts indicate that video games are useful for the cognitive development of children and adults, while the myth of increased violence of players is not supported.
Video games are not a tool to solve all problems, but they have more advantages than many people think. First, games have a positive effect on cognitive and intellectual development (Etchells). For example, a player needs attentiveness, fast reaction, and often logical thinking to complete a mission in a shooter. Other games require attention and concentration, as well as ingenuity, to find a solution to a problem or task. Educational programs can also be built in the form of online games and bring more benefits than memorizing rules from books. Besides, games for adults also have such an advantage as they help developmental skills and memory. For example, Barr conducted a study and found that students playing video games improved their communication, resourcefulness, and adaptability significantly. At the same time, the idea that violent video games force people to be crueler has no convincing evidence, and scientists argue that the connection between the game process and increased aggression is very weak (Etchells). Consequently, video games cannot be called useless, harmful, or dangerous.
In conclusion, video games can be useful for a person’s development as they help to develop various cognitive and intellectual skills. In addition, since the myth that video games make people more violent still has not found cconfirmed it is difficult to talk about their harm. However, all these statements are correct with an average number of playing hours, since a strong passion for any activity, even useful, can harm the mental and physical health of a person.
Barr, Matthew. “ Video Games Can Turn University Graduates into Better Employees ” The Guardian , Guardian News and Media, 2019.
Etchells, Pete. “ Five Damaging Myths about Video Games – Let’s Shoot ‘Em Up .” The Guardian , 2019.
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A brief essays and paragraph about video games are given below. These paragraphs briefly answers the queries: Are video games good or not?. Also read advantages and disadvantages.
There is no doubt that the video game industry is massive. Every year, billions of dollars are spent on video games, and the market is only growing. But what draws people to them? What is it about video games that entice people to keep playing them?
Table of Contents
There are numerous theories, but one of the most widely accepted is the concept of escapism. People play video games to distract themselves from reality. They want to forget about their problems and simply have fun for a while. Video games provide a distinct form of entertainment that is difficult to find elsewhere.
Another reason people enjoy video games so much is that they are extremely immersive. When you’re playing a game, you completely immerse yourself in it. You lose track of time and become completely absorbed in the world on the screen. This is a sensation that is difficult to replicate through other forms of entertainment.
I’ve been thinking a lot about video games lately, and how they’ve changed my perspective on the world. Since I began playing them at the age of 11, they have brought me joy that few other things can match. I was hooked from the moment I got Mario Kart 64 to play with friends or try out all those new tracks. I began to play more and more, learning every trick in the game and eventually beating it with all of my friends. This was only the beginning of my fascination with video games.
Soon after, I obtained the Pokemon Blue version and began collecting fakemon to add to a new team, battling with them online on Game boys or trying out all of the new games like Pokémon.
Does that appear to be something to be taken lightly? Are gamer simply lazy kids who spend too much time playing video games and don’t get enough exercise to burn off those calories? I’m sure some people use it. How could you live with yourself if you were one of them?
I believe that many of the negative stereotypes about gamer stem from the fact that adults are less likely to play video games. It’s something you do as a child, not after you graduate from high school. This is most likely why we don’t hear much about adult gamer and instead concentrate on children.
The truth is that people who play video games are not slackers. They’re just people who have a different hobby than the rest of us. And there are numerous advantages to playing video games. For starters, they can assist you in improving your problem-solving abilities. Games like Portal and Super Meat Boy necessitate quick thinking and precise movements, which can be applied in real life.
Games can also aid in the development of your hand-eye coordination. This is especially critical for athletes and surgeons. Sports like Street Fighter and Dance Dance Revolution have helped people improve their skills in sports and surgery.
Furthermore, video games can help you improve your social skills. Playing online games with people from all over the world can teach you how to communicate with strangers and make new friends through online chat. Also, because they will most likely be talking about something they enjoy rather than forcing conversation, playing video games is a great way for shy people to feel more comfortable around others.
While some gamer do not get out as much as they should, the majority of negative stereotypes about gamer are simply false. There are numerous advantages to playing video games that can help you improve your life in some way. Don’t pass judgment on someone who is playing a video game the next time you see them. Simply think to yourself, “that person must be having fun because there’s no way they’d be playing a game if they didn’t enjoy it.”
Finally, there are numerous reasons why people enjoy video games. Some enjoy the challenge, while others enjoy the escapism and immersion they provide. Whatever the reason, it is obvious that video games are here to stay.
1. Introduction
Video games have become a ubiquitous part of modern society, with people of all ages and backgrounds engaging with them on a daily basis. From console games to mobile games, the video game industry has grown significantly in recent years, and shows no signs of slowing down.
2. Positive Effects Of Video Games
Video games can have a number of positive effects on players. For example, they can improve hand-eye coordination and reaction time, as well as cognitive skills such as problem-solving and critical thinking. Additionally, video games can serve as a form of stress relief, allowing players to relax and unwind after a long day.
3. Negative Effects Of Video Games
However, there can also be negative effects associated with playing video games. Excessive gaming can lead to addiction, and can also negatively impact social relationships and physical health. Furthermore, some video games can contain violent or inappropriate content that may not be suitable for all players.
4. Conclusion
Overall, while video games can have both positive and negative effects, it is important for players to be aware of these potential effects and to use moderation when playing. Parents should also monitor the games that their children are playing and ensure that they are appropriate.
The relationship between video games and violence has been the subject of ongoing debate and research for many years. Some studies have suggested that playing violent video games can lead to an increase in aggressive behavior, while others have found no significant link between the two.
One argument for a link between video games and violence is that playing violent games can desensitize individuals to real-world violence and make them more likely to engage in aggressive behavior. This theory is based on the idea that repeated exposure to violent imagery can lead to a decrease in the emotional response to violence, making it easier for individuals to commit acts of aggression.
On the other hand, other studies have found no significant correlation between playing violent video games and increased aggression. Some researchers argue that other factors, such as a person’s overall level of aggression or their environment, may play a greater role in determining their behavior. Additionally, it has also been suggested that playing violent video games can actually serve as a outlet for aggression and help to reduce the likelihood of real-world violence.
It is important to note that the majority of research in this area has found that video games are not the sole or even primary cause of violence. Rather, a complex interplay of genetic, psychological, and environmental factors are typically at play in determining an individual’s likelihood of committing acts of aggression.
In conclusion, while some studies have suggested a link between video games and violence, the evidence is not conclusive. Further research is needed to fully understand the relationship between the two, and it is important not to jump to conclusions about the effects of video games on behavior without considering other potential factors.
Q: Can video games be addictive?
A: Yes, excessive gaming can lead to addiction, and it is important for players to use moderation when playing.
Q: Are video games bad for children?
A: Not necessarily, but it is important for parents to monitor the games that their children are playing and ensure that they are appropriate.
Q: Can video games improve cognitive skills?
A: Yes, video games can improve cognitive skills such as problem-solving and critical thinking.
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