Introduction
Video or computer games have developed and changed over the last three decades according to the changes in technology. Video games in the United States generated over $30 billion in revenues (Lazarus, 2019). Video games are an interactive medium that 81% of the youths play at least once a month (Hughes) There are however 8.5% of the youths who are addicted to video games (Hughes). The video game has become a prominent aspect of the lives of the children and is difficult to prevent them from playing the games completely. There are various proponents that support and others oppose the use of video games based on different reasons.
The proponents that support the use of video games as a neurologist is of the opinion that video games have a positive effect on the nervous system (Aliyari, Hamed, et al). The video games activate various parts of the brain. The games activate the cortical regions of the brain and subcortical areas. They therefore positively affect the personal behavior and cognitive function of the players (Aliyari, Hamed, et al). The players learn how to strategies and anticipate while playing the games.
The players learn how to multitask. The gamer has to juggle various objectives and changing elements. The gamers are also required to quickly think in order to achieve some aspects of the games. The gamers have to be attuned to their environment and also be able to navigate better. Playing games has been associated with reduced reaction times which does not sacrifice the accuracy of the players. The United States Military makes use of games by the use of warfare simulations when training and this has been beneficial to the military (Hughes).
There has also been positive effects on the hand and eye coordination of the children who play the video games (Tiret). The players have better hand and eye coordination. In games that involve shooting, the players must consider their position, speed, aim, direction and other factors (Hughes). The player's brain has to process all this information and coordinates the hands through the use of the keyboards or controller.
Gaming can also be considered a stimulating learning experience and social activity. The games challenge the players and actively engage them too. There are some games that are also educational such as "Rise of Nations," (Hughes). There are other games that focus on other areas of study such as history, cultural studies, politics, and science. Playing games is a social activity where friends, siblings, and parents come together to play.
Aggressive behavior in children has been associated with playing violent video games. Children and teenagers who play violent games have been associated with fights at school and poor grades (Tiret). Studies have shown that youths who play Grand Theft Auto are less empathetic to women, in comparison to other youths who play benign games (Wells & Blagburn). In the game, the women are presented as sexual objects and the youths who play this game show a lower capacity of sympathy and compassion towards female victims of domestic violence. The male youths take the sexist and violent characteristics which led to their lack of empathy towards the female victims (Wells & Blagburn).
Games can be addictive. Many children spend all their free time on their computers playing games. Children spend 13 to 14 hours every week playing games (Hughes). They miss out on other important aspects of life such as physically playing outside. They have very minimal social lives. They are less likely to compete in extracurricular activities and thus lack opportunities to meet new people and make new friends.
Parents need to educate themselves on the various games, their contents, and ratings. The parents need to ensure that their children play games that have ratings equal to the age of their children or teenagers (Tiret). The ratings used include EC that is meant for children, T for teens, M for mature and AO for Adults only (Tiret).
It is evident that both of the sides for and against computer games have legitimate and well supported reasons. Video games are beneficial to the players but there is need for the negative aspects of playing games to be resolved to allow more people to continue to benefit from them. As previously mentioned, video games improve cognitive function but can also be addictive. Parents and other stakeholders need to determine the obsessive behaviors that can be a sign of the child's or individual's addiction (Hughes). Moderation needs to be maintained while playing games and thus parents should limit the time that a child can spend playing games. Parents should ensure that there is time used in physical outdoor games. Moderation is very important to ensure that the negative aspects of the games are reduced. Parents and government stakeholders need to be more involved in ensuring that age appropriate games are played by teens and children. The parent should ensure that their children do not gain access to violent games that are meant for mature audience. Parents should better make use of the ratings on the games when making decisions on the games to provide for their children (Hughes).
Conclusion
Video games have various benefits and drawbacks. Video games have cognitive benefits and the drawbacks should be managed to ensure that they serve their puspose. As mentioned above, parental involvement, providing age-appropriate games, and monitoring playing habits are some ways that one can ensure that they monitor video games to avoid detrimental effects on children and teenagers.
Work Cited
Aliyari, Hamed, et al. "The beneficial or harmful effects of computer game stress on cognitive functions of players." Basic and clinical neuroscience 9.3 (2018): 177.
Lazarus, D. Are video games bad for your kids? Not so much, experts now believe (2019). Retrieved from https://www.latimes.com/business/lazarus/la-fi-lazarus-video-games-parenting-20171110-story.html
Hughes, E. Effect of video games on child development, (2014). Retrieved from https://my.vanderbilt.edu/developmentalpsychologyblog/2014/04/effect-of-video-games-on-child-development/
Tiret, H. Do video game help or harm children? Retrieved from https://www.canr.msu.edu/news/do_video_games_help_or_harm_children
Wells, J., & Blagburn, F. Is video gaming bad for you? The science for and against. Retrieved from https://www.telegraph.co.uk/men/thinking-man/is-video-gaming-bad-for-you-the-science-for-and-against/
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Are Computer/Video Games Harmful? - Argumentative Essay. (2022, Nov 29). Retrieved from https://proessays.net/essays/are-computer-video-games-harmful-argumentative-essay
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