Negative Effects Of Video Games

Words: 1218
Pages: 5

Introduction
In America, video games are considered an all time favorite for people of various ages. Throughout the past decades, video games have advanced from basic arcade games to home consoles. As computer scientists conducted simple games as part of their ‘research’ in the early 1950s, it quickly escalated into modern-day entertainment. There wasn’t much variety of games during this time. It wasn’t until the 1970s where video games became a very popular hit. According to Gentile, a developmental psychologist at the Department of Psychology, Iowa State University, “The video game industry's revenues surpassed the movie industry's several years ago, and surpassed the music industry's in 2008” (Gentile & Anderson 2009). Now in the 21st century,
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Video games could be used in both a positive or negative way. In fact, Yee suggests that video games could be used for pedagogical purposes (Yee 2006). Isabela Granic, Adam Lobel, and Rutger, authors continuing medication at Engels Radboud University Nijmegen published the article “The Benefits of Playing Video Games.” They provided examples of how different games have different effects on the player. Certain games like Portal 2, requires players to solve intricate maze like problems. By playing this challenging game, players are essentially polishing their brain as they continue aging. When solving these puzzles, both the left and right side of the brain are being exercised. Research like the Macarthur study have been conducted to test the positive effects of jigsaw puzzles on the brain. Results show that people are less likely to contracting memory disorders such as Alzheimer's. World of Warcraft, a multiplayer online role-playing game, can also be considered a game that may influence anxiety in a positively. Players of World of Warcraft are more likely to adjust to unique social and emotional goals (Granic et.al 2013). One woman explains how her son was very strategic when leading a group in a different environment (Yee 2006). Many video games can be used to improve social performances within …show more content…
These types of video games are an enhancing factor of anxiety amongst young adults. Hollingdale, a psychologist at University of Sussex, states that students who play violent games online were expected to have the highest rates of aggression (Hollingdale 2014). Not only do violent video games create an aggressive nature, but it also decreases one’s social capability. According to Mazurak, “... as well as a decrease in prosocial behavior or “caring about the welfare and rights of others, feeling concern and empathy for them and acting in ways that benefit others (Mazurak 2010).” These violent video games change their behavior, both physically and