Introduction
To begin off, how many of you enjoy playing video games? What are your thoughts after watching this video? Do you have any resentment for your character’s death? How often would you play the game before giving up and turning it off? It is, after all, human nature to never give up; this is also what can lead to addiction and aggressive behavior. We tend to be bitter when we do not get what we want in life, whether it’s our dream job or a decent score on an exam. I have been active gameplay for as long as now. I began by playing Super Mario Bros on the Nintendo production system.
I used to stay up late in primary school, playing Pokémon on my Gameboy, well past my bedtime. I still enjoy playing video games from the Wii to the Xbox on my computer. I set off an interest in the consequences of video games on individuals like me because I am an active and long-time gamer. Video games, according to research, can have a wide range of physical and behavioral effects on their users (King, 2018). I would want to speak about video games’ harmful and beneficial impacts on their users. I will add that both of these factors contribute to the multi-dimensionality of video games.
Advantages of Computer Games
According to studies carried out on youngsters who play video games, it was noted that it boost their reading abilities (Muhametjanova et al., 2021). The activity has proven effective for children who have difficulties participating in action games and reading. Philosophers believe this happens because the children are expected to understand instructions and play the game (André et al., 2020). Kids who are not convenient to using books may use their favorite game or internet to read the latest news. However, this does not imply that video games should substitute the role of books. Secondly, several games, such as Minecraft, are built-in a three-dimensional background; hence, children have to navigate to find their way as there are no GPS or smartphones available. Through this, the children who play such games can strengthen their visualization skills.
Children who play computer games evolve in three key areas; organization, the flexibility of cognition, and planning. However, it is yet to be verified if the problem-solving skills acquired in games apply to real life. There is no valid documentation to prove that brain training application to real life. On my fourth point, some children may fail to fit in or make friends with other individuals. Hence, video games can be used as a mechanism for them to feel safe as they connect with positive people while playing. Moreover, video games give children topics of discussion in school. Such games as music and sports are now popular discussion conversations among children. Gaming has also proven effective in creative thinking among individuals (King, 2018). A particular study carried on a group of teens demonstrated that youngsters had a great interest and inventiveness.
Some of the Drawbacks of Video Games
Video games can be a pleasurable way to pass the time. Although, video game addiction can negatively affect our relationships, work performance, and thoughts. Children as early as five years old are exposed to the world of computer gaming; these games can sometimes promote violence and crime. As a result, the type of gameplay should be supervised. Second, the quantity of time spent playing computer games must be restricted. People have been known to spend long periods playing video games without eating, socializing, or studying. The habit impacts a person’s health and capacity to engage with others face to face.
Third, women are frequently shown as weak and inanimate things in a video game; it is a form of racial stereotyping. It may harm young boys’ attitudes about women, undermining the female figure in society. Studies have also demonstrated that playing video games regularly can lead to aggressive behavior since players are forced to participate in violence. Video games do not necessarily result in mental health issues. An individual is substantive to become addicted to video games if the person is ailing from anxiety, depression, or mental illness (Muhametjanova et al., 2021). Research on gaming on mental health identified that gamers were associated with low self-esteem, unpleasant feelings, and poor performance in school.
Another issue with video games is that parents rarely spend time with their children to learn what games they are playing. As a result, parents miss out on the opportunity to bond and spend quality time with their children. Hence, they miss out on the chance to understand what type of behavior changes their children are experiencing due to video games. Finally, there is the risk of failing to distinguish between the real and dream worlds. There may be periods of bewilderment and disappointment if children are not educated on the distinctions between gaming and the natural world.
Conclusion
As I conclude, we must not overlook the reality that video games and gaming have grown into a multibillion-dollar industry. It may be the world’s fastest-growing kind of entertainment right now. Thanks to high-quality graphics that give virtual reality a more incredible sensation, people are increasingly drawn into a new world far apart from the actual one. And it is having a significant impact on the youth’s lives. Only time will tell how youth’s play, study, thinking, and relationships have altered due to video games dominating their lives.
References
André, F., Broman, N., Håkansson, A., & Claesdotter-Knutsson, E. (2020). Gaming addiction, problematic gaming, and engaged gaming – Prevalence and associated characteristics. Addictive Behaviors Reports, 12, 100-324.
King, D. (2018). Comment on the global gaming industry’s statement on ICD-11 gaming disorder: A corporate strategy to disregard harm and deflect social responsibility? Addiction, 113(11), 2145-2146.
Muhametjanova, G., Adanır, G., & Arpaci, I. (2021). Investigation of gaming habits, personality traits, and internet gaming disorder among Kyrgyz adolescents. International Journal of Mental Health and Addiction, 15,
20-50.