Video Games and Social Media

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The debate on whether video games foster violent behavior among kids is one which goes way back to when video games were first brought to the scene in the mid-70s. The pioneers of the game sought to bring forth the aspect as a form of entertainment among children. However, apprehensions from parents globally have been budding with each passing day that kids are undeniably becoming violent thanks to video games. But contrary to the popular belief, video games and social media have a wide variety of positive impacts on today’s youth.

Studies have found that a number of benefits can be derived from playing video games, including the most violent games. One such study found that First person shooters games enhance memory capacity and the ability to retain information at a congruent rate (or even higher) as to formal education[1]. The above study indicates that video games have cognitive benefits including improvements in attention allocation, visual-spatial processing, and problem-solving.

Further studies indicate that there are positive emotional and social implications for people who play video games, besides cognitive benefits.  A report by Albert Einstein College of medicine in 1984 stated that arcade games have a “relaxing effect”, and thus young adults use them to alleviate pressure[2]. Young people use video games as the go-to outlet to release stress and decompress, learning important social skills in the process.

There have been general perceptions that people who play video games to escape the content of their lives. Others wonder how people integrate games into their lives. However, studies indicate that people that recreationally play video games can derive motivation in other aspects of their life[3].  Ideally, the immediate success from a single play through of a video game has physiological implications that one is more driven to thrive in other facets of their life.

Bibliography

Granic, Isabela, Adam Lobel, and Rutger CME Engels. ”The benefits of playing video games.” American psychologist 69, no. 1 (2014): 66.

Kestenbaum, Gerald I., and Lissa Weinstein. ”Personality, psychopathology, and developmental issues in male adolescent video game use.” Journal of the American academy of child psychiatry 24, no. 3 (1985): 329-333.

[1]

Granic, Isabela, Adam Lobel, and Rutger CME Engels. ”The benefits of playing video games.” American psychologist 69, no. 1 (2014): 66.

[2]

Kestenbaum, Gerald I., and Lissa Weinstein. ”Personality, psychopathology, and developmental issues in male adolescent video game use.” Journal of the American academy of child psychiatry 24, no. 3 (1985): 329-333.

[3]

Granic, Isabela, Adam Lobel, and Rutger CME Engels. ”The benefits of playing video games.” American psychologist 69, no. 1 (2014): 66.

August 14, 2023
Category:

Entertainment

Subject area:

Video Games

Number of pages

2

Number of words

409

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60

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