For quite a long time, there has been mixed reactions regarding the impacts of video games on adolescents. Some psychologists argue that video games have detrimental effects on adolescents whereas others argue that playing video games is important for brain development and creativity. Based on the diverse perceptions, the research aims at exploring both the adversities and advantages of video games on adolescents so as to draw a comprehensive conclusion based on a rational evaluation.
Some of the adverse impacts linked to video games include adoption of ferocious and aggressive behaviors. Although the impacts could be long-term or short-term, psychologists argue that violent electronic gamers are subject to be aggressive and violent (Anderson et al., 2003). Also, although the change of behavior might appear mild, it is considered significant. Adolescents tend to engage in aggressive and violent activities and whenever they develop interests in video gaming, especially violent video gaming, their levels of aggressiveness and violence is heightened (Kirsh, 2003). Video games thus foster the psychological arousal of adolescents towards fierceness in real life. Besides violence and aggressiveness, some psychologists link video games to depression; an adverse outcome that foster involvement into violent and aggressive activities (Ferguson, 2011).
Video games have also been linked to deteriorated performance in academics. Specifically, adolescents who do not have regulated times of play record poor performance in academics (Sharif & Sargent, 2006). Poor performance is also linked to unregulated games and too much time in front of the screen. Therefore, unless a balance is stricken between time, type of games and school activities, poor performance remains a concern (Sharif & Sargent, 2006). Adolescents playing action games are also reported to have heightened levels of stress as compared to non-gamers (Yeh, 2015).
Amid the adverse impacts, some scholars link video games to improved creativity and improved emotional responses. Video games are linked to improved creativity and production (Yeh, 2015). Adolescent video gamers showed improved originality and flexibility in their practices. Video games are also linked to health improvement measures. For instance, video games are linked to improved physical and psychological therapy (Primack et al. 2012). The scholars thus point out that video games are important for therapeutic purposes.
Creativity is also a positive outcome that has been linked to video gaming. In comparison to passive gamers, video gamers are often engaged and subjected to aspects that require creative decision making; a measure that is linked to improved creativity and thinking (Meskin, 2018). Video games that subject players towards solving particular problems enhance coordination, reaction, curiosity, and concentration (Griffiths, 2002). Such measures are considered as attributes towards educational development.
Whereas video games have been linked to adverse outcomes, they contribute to positive social influence among gamers. Pro-social video games thus have positive outcomes (Greitemeyer & Mugge, 2014). Electronic games are also linked to the expansion of cognitive, emotional and social abilities; measures that are considered important in fostering a real world (Granic, Lobel & Engels, 2014). In relation to cognitive abilities, gamers have improved transfer of cognitive abilities as compared to non-gamers (Boot, Blakely & Simons, 2011).
Conclusion
Conclusively, video gaming among adolescents has both positive and negative effects. As adolescents interact with video games, there is a need to evaluate consequences (Southwell & Doyle, 2004). A broader perspective depicts both positive and negative outcomes. The effects are therefore related to aspects such as parental guidance, times of play and contents of play (Gentile, 2011). Positive effects could be realized through parental mediation measures such as restriction and co-playing (Nikken & Jansz, 2006). Parental mediation is also important in eliminating risks of participation in deceptive games (Shin & Huh, 2011).
References
Anderson, C. A., Berkowitz, L., Donnerstein, E., Huesmann, L. R., Johnson, J. D., Linz, D. ... & Wartella, E. (2003). The influence of media violence on youth. Psychological science in the public interest, 4(3), 81-110.
Boot, W. R., Blakely, D. P., & Simons, D. J. (2011). Do action video games improve perception and cognition? Frontiers in psychology, 2, 226.
Ferguson, C. J. (2011). Video games and youth violence: A prospective analysis in adolescents. Journal of youth and adolescence, 40(4), 377-391.
Gentile, D. A. (2011). The multiple dimensions of video game effects. Child development perspectives, 5(2), 75-81.
Granic, I., Lobel, A., & Engels, R. C. (2014). The benefits of playing video games. American Psychologist, 69(1), 66.
Greitemeyer, T., & Mugge, D. O. (2014). Video games do affect social outcomes: A meta-analytic review of the effects of violent and pro-social video game play. Personality and Social Psychology Bulletin, 40(5), 578-589.
Griffiths, M. D. (2002). The educational benefits of video games. Education and health, 20(3), 47-51.
Kirsh, S. J. (2003). The effects of violent video games on adolescents: The overlooked influence of development. Aggression and violent behavior, 8(4), 377-389.
Meskin, A. (2018). Video games and Creativity. The Aesthetics of Videogames (pp. 95-111). Routledge.
Nikken, P., & Jansz, J. (2006). Parental mediation of children's video game playing: A comparison of the reports by parents and children. Learning, media, and technology, 31(2), 181-202.
Primack, B. A., Carroll, M. V., McNamara, M., Klem, M. L., King, B., Rich, M. ... & Nayak, S. (2012). Role of video games in improving health-related outcomes: a systematic review. American journal of preventive medicine, 42(6), 630-638.
Sharif, I., & Sargent, J. D. (2006). Association between television, movie, and video game exposure and school performance. Pediatrics, 118(4), e1061-e1070.
Shin, W., & Huh, J. (2011). Parental mediation of teenagers' video game playing: Antecedents and consequences. New Media & Society, 13(6), 945-962.
Southwell, B. G., & Doyle, K. O. (2004). The good, the bad, or the ugly? A multilevel perspective on electronic game effects. American Behavioral Scientist, 48(4), 391-401.
Yeh, C. S. H. (2015). Exploring the effects of video game play on creativity performance and emotional responses. Computers in Human Behavior, 53, 396-407.
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