Research demonstrates that video games can influence our brains in both beneficial and harmful ways.
The Effect of Videogames on Student Achievement By Jonathan Craton Introduction In the past few decades, interactive electronic media has grown from virtual non-existence to one of the primary means of entertainment for college students.
In more recent years, the Internet has completely changed the landscape of electronic media from something individual and static into something with the potential to be interactive and social.
This article examines the effects of increased student usage of traditional video games as well as online games. The demographics of the typical game player will be examined along with effects on the individual development and sociological perceptions.
This article will also look at the potential education utility of video games and the effect of games on student engagement and social development.
The data show that most college students have played video games, many play them regularly, and a small percentage use them as a primary means of entertainment and leisure. There is an enormous gender disparity in the amount of time spend on videogames. While less than 1 in 50 incoming freshmen women played more than 10 hours of videogames per week, 1 in 10 males admitted to doing this UCLA Higher Education Research Institute, The disparity increases with 10 times more males than females admitting to playing more than 20 hours per week.
Video game usage tends to drop significantly during the first year of college.
The trend toward increased video game and other interactive digital media usage does not appear to be going away. The upcoming college students are even more likely to be tightly tied to their technology than students are today.
The current generation is exceedingly comfortable with technology and electronic entertainment. Psychological Effects There is a large body of evidence which suggests that violent video games lead to increased aggression and even violence.
There is some mixed evidence on the psychological effects of video game violence, but Craig Anderson offers overall implications that can be reached by looking at all studies that relate video games to risk factors: Some studies have yielded nonsignificant [sic] video game effects, just as some smoking studies failed to find a significant link to lung cancer.
But when one combines all relevant empirical studies using meta-analytic techniques, five separate effects emerge with considerable consistency. Violent video games are significantly associated with: Anderson,Myths and Facts, para.
Video game violence is linked to aggression in the short term. Cross-sectional studies have been able to show a correlation between long term exposure to video game violence and real world violence.
A few longitudinal studies are also able to suggest that video game exposure has long term effects on aggression.
The researchers looked at five major areas of risky behavior. These include obesity, smoking, drinking, violence, and early sexual activity. The study found that, in general, there is at least a modest link between electronic media consumption and obesity, smoking, drinking, and violence. The study focused largely on TV and movies as the basis for the first three, but specifically mentioned the effect of videogame violence as increasing the risks of violence in teens.
Gender Identity Violent videogames seem to affect men differently than women. One study of 43 undergraduate students yielded particularly interesting results. It then placed participants in different rooms and told them that their reaction time would be measured. Admittedly, the study was small, and it was difficult to choose games that were not inherently gender biased already, but the study does still serve to show that in at least some cases, men experience more added aggression than women after playing violent videogames.
Videogames, Masculinity, Culture, Derek Burrill suggests that modern videogames have borrowed much of their material from Hollywood.Because of this effect on perceptual reaction times, even the U.S.
military uses warfare simulation games in training and claims its benefits (Vargas, ). Video games also increase hand-eye coordination, fine motor skills and spatial reasoning (Tumbokon, ). Jul 07, · Dispute: How Violent Video Games Affect Kids Scientists have long clashed over whether violent video games have an adverse effect on young people, and recently the Supreme Court overturned a.
Online multiplayer gaming is a playground which can give us clues about the future of social and technological developments, Siitonen states. Online multiplayer games enable the formation of. Video Games and Children: Playing with Violence.
No. 91; June there are concerns about the effect of video games on young people who play videogames excessively.
Monitoring online interactions and warning children about potential dangers of Internet contacts while playing games online;.
In the s, some argued that young children should not be allowed to partake in video games and similar stimuli because the activity only exercised certain portions of the brain and could, potentially, lead to the underdevelopment of the portion of the brain responsible for behavior.
Supervise your child's Internet use—there are now many "video games" available for playing online. Take the time to discuss with your children the games they are playing or .