Control ( 20)
The training period was 4–24 weeks (mean = 11.49; S.D. = 6.88). One study by Lee et al. had two length periods and total hours because the study examined video game training of two types. The total training hours were 16–90 h (mean = 40.63; S.D. = 26.22), whereas the training intensity was 1.5–10.68 h/week (mean = 4.96; S.D. = 3.00). One study did not specify total training hours. Two studies did not specify the training intensity. The training periods and intensities are in Table 8 .
Periods and intensities of video gaming intervention.
Author | Year | Length (Week) | Total Hours | Average Intensity (h/Week) |
---|---|---|---|---|
Gleich et al. [ ] | 2017 | 8 | 49.5 | 6.2 |
Haier et al. [ ] | 2009 | 12 | 18 | 1.5 |
Kuhn et al. [ ] | 2014 | 8 | 46.88 | 5.86 |
Lorenz et al. [ ] | 2012 | 8 | 28 | 3.5 |
Lee et al. [ ] | 2015 | 8–11 * | 27 | n/a |
Martinez et al. [ ] | 2013 | 4 | 16 | 4 |
Roush [ ] | 2013 | 24 | ns | n/a |
West et al. [ ] | 2017 | 24 | 72 | 3 |
West et al. [ ] | 2018 | 8.4 | 90 | 10.68 |
The training length was converted into weeks (1 month = 4 weeks). ns, not specified; n/a, not available; * exact length is not available.
Of nine eligible studies, one study used resting-state MRI analysis, three studies (excluding that by Haier et al. [ 40 ]) used structural MRI analysis, and five studies used task-based MRI analysis. A study by Haier et al. used MRI analyses of two types [ 40 ]. A summary of MRI analyses is presented in Table 9 . The related resting-state, structural, and task-based MRI specifications are presented in Table 10 , Table 11 and Table 12 respectively.
MRI analysis details of eligible studies.
MRI Analysis | Author | Year | Contrast | Statistical Tool | Statistical Method | Value |
---|---|---|---|---|---|---|
Resting | Martinez et al. [ ] | 2013 | (post- > pre-training) > (post>pre-control) | MATLAB; SPM8 | TFCE uncorrected | <0.005 |
Structural | Haier et al. * [ ] | 2009 | (post>pre-training) > (post>pre-control) | MATLAB 7; SurfStat | FWE corrected | <0.005 |
Kuhn et al. [ ] | 2014 | (post>pre-training) > (post>pre-control) | VBM8; SPM8 | FWE corrected | <0.001 | |
West et al. [ ] | 2017 | (post>pre-training) > (post>pre-control) | Bpipe | Uncorrected | <0.0001 | |
West et al. [ ] | 2018 | (post>pre-training) > (post>pre-control) | Bpipe | Bonferroni corrected | <0.001 | |
Task | Gleich et al. [ ] | 2017 | (post>pre-training) > (post>pre-control) | SPM12 | Monte Carlo corrected | <0.05 |
Haier et al. * [ ] | 2009 | (post>pre-training) > (post>pre-control) | SPM7 | FDR corrected | <0.05 | |
Lee et al. [ ] | 2012 | (post>pre-training) > (post>pre-control) | FSL; FEAT | uncorrected | <0.01 | |
Lorenz et al. [ ] | 2015 | (post>pre-training) > (post>pre-control) | SPM8 | Monte Carlo corrected | <0.05 | |
Roush [ ] | 2013 | post>pre-training | MATLAB 7; SPM8 | uncorrected | =0.001 |
* Haier et al. conducted structural and task analyses. + Compared pre-training and post-training between groups without using contrast. TFCE, Threshold Free Cluster Enhancement; FEW, familywise error rate; FDR, false discovery rate.
Resting-State MRI specifications of eligible studies.
Author | Year | Resting State | Structural | ||||||
---|---|---|---|---|---|---|---|---|---|
Imaging | TR (s) | TE (ms) | Slice | Imaging | TR (s) | TE (ms) | Slice | ||
] | 2013 | gradient-echo planar image | 3 | 28.1 | 36 | T1-weighted | 0.92 | 4.2 | 158 |
Structural MRI specifications of eligible studies.
Author | Year | Imaging | TR (s) | TE (ms) |
---|---|---|---|---|
Kuhn et al. [ ] | 2014 | 3D T1 weighted MPRAGE | 2.5 | 4.77 |
West et al. [ ] | 2017 | 3D gradient echo MPRAGE | 2.3 | 2.91 |
West et al. [ ] | 2018 | 3D gradient echo MPRAGE | 2.3 | 2.91 |
Task-Based MRI specifications of eligible studies.
Author | Year | Task | BOLD | Structural | ||||||
---|---|---|---|---|---|---|---|---|---|---|
Imaging | TR (s) | TE (ms) | Slice | Imaging | TR (s) | TE (ms) | Slice | |||
Gleich et al. [ ] | 2017 | win–loss paradigm | T2 echo-planar image | 2 | 30 | 36 | T1-weighted | 2.5 | 4.77 | 176 |
Haier et al. [ ] | 2009 | Tetris | Functional echo planar | 2 | 29 | ns | 5-echo MPRAGE | 2.53 | 1.64; 3.5; 5.36; 7.22; 9.08 | ns |
Lee et al. [ ] | 2012 | game control | fast echo-planar image | 2 | 25 | ns | T1-weighted MPRAGE | 1.8 | 3.87 | 144 |
Lorenz et al. [ ] | 2015 | slot machine paradigm | T2 echo-planar image | 2 | 30 | 36 | T1-weighted MPRAGE | 2.5 | 4.77 | ns |
Roush [ ] | 2013 | digit symbol substitution | fast echo-planar image | 2 | 25 | 34 | diffusion weighted image | ns | ns | ns |
All analyses used 3 Tesla magnetic force; TR = repetition time; TE = echo time, ns = not specified.
This literature review evaluated the effect of noncognitive-based video game intervention on the cognitive function of healthy people. Comparison of studies is difficult because of the heterogeneities of participant ages, beneficial effects, and durations. Comparisons are limited to studies sharing factors.
Video gaming intervention affects all age categories except for the children category. The exception derives from a lack of intervention studies using children as participants. The underlying reason for this exception is that the brain is still developing until age 10–12 [ 52 , 53 ]. Among the eligible studies were a study investigating adolescents [ 40 ], six studies investigating young adults [ 41 , 42 , 43 , 47 , 49 , 51 ] and two studies investigating older adults [ 48 , 50 ].
Differences among study purposes underlie the differences in participant age categories. The study by Haier et al. was intended to study adolescents because the category shows the most potential brain changes. The human brain is more sensitive to synaptic reorganization during the adolescent period [ 54 ]. Generally, grey matter decreases whereas white matter increases during the adolescent period [ 55 , 56 ]. By contrast, the cortical surface of the brain increases despite reduction of grey matter [ 55 , 57 ]. Six studies were investigating young adults with the intention of studying brain changes after the brain reaches maturity. The human brain reaches maturity during the young adult period [ 58 ]. Two studies were investigating older adults with the intention of combating difficulties caused by aging. The human brain shrinks as age increases [ 56 , 59 ], which almost invariably leads to declining cognitive function [ 59 , 60 ].
Three beneficial outcomes were observed using MRI method: grey matter change [ 40 , 42 , 50 ], brain activity change [ 40 , 43 , 47 , 48 , 49 ], and functional connectivity change [ 41 ]. The affected brain area corresponds to how the respective games were played.
Four studies of 3D video gaming showed effects on the structure of hippocampus, dorsolateral prefrontal cortex (DLPFC), cerebellum [ 42 , 43 , 50 ], and DLPFC [ 43 ] and ventral striatum activity [ 49 ]. In this case, the hippocampus is used for memory [ 61 ] and scene recognition [ 62 ], whereas the DLPFC and cerebellum are used for working memory function for information manipulation and problem-solving processes [ 63 ]. The grey matter of the corresponding brain region has been shown to increase during training [ 20 , 64 ]. The increased grey matter of the hippocampus, DLPFC, and cerebellum are associated with better performance in reference and working memory [ 64 , 65 ].
The reduced activity of DLPFC found in the study by Gleich et al. corresponds to studies that showed reduced brain activity associated with brain training [ 66 , 67 , 68 , 69 ]. Decreased activity of the DLPFC after training is associated with efficiency in divergent thinking [ 70 ]. 3D video gaming also preserved reward systems by protecting the activity of the ventral striatum [ 71 ].
Two studies of puzzle gaming showed effects on the structure of the visual–spatial processing area, activity of the frontal area, and functional connectivity change. The increased grey matter of the visual–spatial area and decreased activity of the frontal area are similar to training-associated grey matter increase [ 20 , 64 ] and activity decrease [ 66 , 67 , 68 , 69 ]. In this case, visual–spatial processing and frontal area are used constantly for spatial prediction and problem-solving of Tetris. Functional connectivity of the multimodal integration and the higher-order executive system in the puzzle solving-based gaming of Professor Layton game corresponds to studies which demonstrated training-associated functional connectivity change [ 72 , 73 ]. Good functional connectivity implies better performance [ 73 ].
Strategy gaming affects the DLPFC activity, whereas rhythm gaming affects the activity of visuospatial working memory, emotional, and attention area. FPS gaming affects the structure of the hippocampus and amygdala. Decreased DLPFC activity is similar to training-associated activity decrease [ 66 , 67 , 68 , 69 ]. A study by Roush demonstrated increased activity of visuospatial working memory, emotion, and attention area, which might occur because of exercise and gaming in the Dance Revolution game. Results suggest that positive activations indicate altered functional areas by complex exercise [ 48 ]. The increased grey matter of the hippocampus and amygdala are similar to the training-associated grey matter increase [ 20 , 64 ]. The hippocampus is used for 3D navigation purposes in the FPS world [ 61 ], whereas the amygdala is used to stay alert during gaming [ 74 ].
Change of the brain structure and function was observed after 16 h of video gaming. The total durations of video gaming were 16–90 h. However, the gaming intensity must be noted because the gaming intensity varied: 1.5–10.68 h per week. The different intensities might affect the change of cognitive function. Cognitive intervention studies demonstrated intensity effects on the cortical thickness of the brain [ 75 , 76 ]. A similar effect might be observed in video gaming studies. More studies must be conducted to resolve how the intensity can be expected to affect cognitive function.
Almost all studies used inclusion criteria “little/no experience with video games.” The criterion was used to reduce the factor of gaming-related experience on the effects of video gaming. Some of the studies also used specific handedness and specific sex of participants to reduce the variation of brain effects. Expertise and sex are shown to affect brain activity and structure [ 77 , 78 , 79 , 80 ]. The exclusion criterion of “MRI contraindication” is used for participant safety for the MRI protocol, whereas exclusion criteria of “psychiatric/mental illness”, “neurological illness”, and “medical illness” are used to standardize the participants.
Some concern might be raised about the quality of methodology, assessed using Delphi criteria [ 45 ]. The quality was 3–9 (mean = 6.10; S.D. = 1.69). Low quality in most papers resulted from unspecified information corresponding to the criteria. Quality improvements for the studies must be performed related to the low quality of methodology. Allocation concealment, assessor blinding, care provider blinding, participant blinding, intention-to-treat analysis, and allocation method details must be improved in future studies.
Another concern is blinding and control. This type of study differs from medical studies in which patients can be blinded easily. In studies of these types, the participants were tasked to do either training as an active control group or to do nothing as a passive control group. The participants can expect something from the task. The expectation might affect the outcomes of the studies [ 81 , 82 , 83 ]. Additionally, the waiting-list control group might overestimate the outcome of training [ 84 ].
Considering the sample size, which was 20–75 (mean = 43.67; S.D. = 15.63), the studies must be upscaled to emphasize video gaming effects. There are four phases of clinical trials that start from the early stage and small-scale phase 1 to late stage and large-scale phase 3 and end in post-marketing observation phase 4. These four phases are used for drug clinical trials, according to the food and drug administration (FDA) [ 85 ]. Phase 1 has the purpose of revealing the safety of treatment with around 20–100 participants. Phase 2 has the purpose of elucidating the efficacy of the treatment with up to several hundred participants. Phase 3 has the purpose of revealing both efficacy and safety among 300–3000 participants. The final phase 4 has the purpose of finding unprecedented adverse effects of treatment after marketing. However, because medical studies and video gaming intervention studies differ in terms of experimental methods, slight modifications can be done for adaptation to video gaming studies.
Several unresolved issues persist in relation to video gaming intervention. First, no studies assessed chronic/long-term video gaming. The participants might lose their motivation to play the same game over a long time, which might affect the study outcomes [ 86 ]. Second, meta-analyses could not be done because the game genres are heterogeneous. To ensure homogeneity of the study, stricter criteria must be set. However, this step would engender a third limitation. Third, randomized controlled trial video gaming studies that use MRI analysis are few. More studies must be conducted to assess the effects of video gaming. Fourth, the eligible studies lacked cognitive tests to validate the cognitive change effects for training. Studies of video gaming intervention should also include a cognitive test to ascertain the relation between cognitive function and brain change.
The systematic review has several conclusions related to beneficial effects of noncognitive-based video games. First, noncognitive-based video gaming can be used in all age categories as a means to improve the brain. However, effects on children remain unclear. Second, noncognitive-based video gaming affects both structural and functional aspects of the brain. Third, video gaming effects were observed after a minimum of 16 h of training. Fourth, some methodology criteria must be improved for better methodological quality. In conclusion, acute video gaming of a minimum of 16 h is beneficial for brain function and structure. However, video gaming effects on the brain area vary depending on the video game type.
We would like to thank all our other colleagues in IDAC, Tohoku University for their support.
PRISMA Checklist of the literature review.
Section/Topic | # | Checklist Item | Reported on Page # |
---|---|---|---|
Title | 1 | Identify the report as a systematic review, meta-analysis, or both. | 1 |
Structured summary | 2 | Provide a structured summary including, as applicable: background; objectives; data sources; study eligibility criteria, participants, and interventions; study appraisal and synthesis methods; results; limitations; conclusions and implications of key findings; systematic review registration number. | 1 |
Rationale | 3 | Describe the rationale for the review in the context of what is already known. | 1, 2 |
Objectives | 4 | Provide an explicit statement of questions being addressed related to participants, interventions, comparisons, outcomes, and study design (PICOS). | 2 |
Protocol and registration | 5 | Indicate if a review protocol exists, if and where it is accessible (e.g., Web address), and if available, provide registration information including registration number. | 2 |
Eligibility criteria | 6 | Specify study characteristics (e.g., PICOS, length of follow-up) and report characteristics (e.g., years considered, language, publication status) used as criteria for eligibility, giving rationale. | 2 |
Information sources | 7 | Describe all information sources (e.g., databases with dates of coverage, contact with study authors to identify additional studies) in the search and date last searched. | 2 |
Search | 8 | Present full electronic search strategy for at least one database, including any limits used, such that it could be repeated. | 2 |
Study selection | 9 | State the process for selecting studies (i.e., screening, eligibility, included in systematic review, and if applicable, included in the meta-analysis). | 3 |
Data collection process | 10 | Describe method of data extraction from reports (e.g., piloted forms, independently, in duplicate) and any processes for obtaining and confirming data from investigators. | 3 |
Data items | 11 | List and define all variables for which data were sought (e.g., PICOS, funding sources) and any assumptions and simplifications made. | 3 |
Risk of bias in individual studies | 12 | Describe methods used for assessing risk of bias of individual studies (including specification of whether this was done at the study or outcome level), and how this information is to be used in any data synthesis. | 2 |
Summary measures | 13 | State the principal summary measures (e.g., risk ratio, difference in means). | - |
Synthesis of results | 14 | Describe the methods of handling data and combining results of studies, if done, including measures of consistency (e.g., I ) for each meta-analysis. | - |
Risk of bias across studies | 15 | Specify any assessment of risk of bias that might affect the cumulative evidence (e.g., publication bias, selective reporting within studies). | - |
Additional analyses | 16 | Describe methods of additional analyses (e.g., sensitivity or subgroup analyses, meta-regression), if done, indicating which were pre-specified. | - |
Study selection | 17 | Give numbers of studies screened, assessed for eligibility, and included in the review, with reasons for exclusions at each stage, ideally with a flow diagram. | 3,5 |
Study characteristics | 18 | For each study, present characteristics for which data were extracted (e.g., study size, PICOS, follow-up period) and provide the citations. | 5-11 |
Risk of bias within studies | 19 | Present data on risk of bias of each study, and if available, any outcome level assessment (see item 12). | 5,6 |
Results of individual studies | 20 | For all outcomes considered (benefits or harms), present, for each study: (a) simple summary data for each intervention group (b) effect estimates and confidence intervals, ideally with a forest plot. | 4 |
Synthesis of results | 21 | Present results of each meta-analysis done, including confidence intervals and measures of consistency. | - |
Risk of bias across studies | 22 | Present results of any assessment of risk of bias across studies (see Item 15). | - |
Additional analysis | 23 | Give results of additional analyses, if done (e.g., sensitivity or subgroup analyses, meta-regression [see Item 16]). | - |
Summary of evidence | 24 | Summarize the main findings including the strength of evidence for each main outcome; consider their relevance to key groups (e.g., healthcare providers, users, and policy makers). | 12,13 |
Limitations | 25 | Discuss limitations at study and outcome level (e.g., risk of bias), and at review-level (e.g., incomplete retrieval of identified research, reporting bias). | 13 |
Conclusions | 26 | Provide a general interpretation of the results in the context of other evidence, and implications for future research. | 14 |
Funding | 27 | Describe sources of funding for the systematic review and other support (e.g., supply of data); role of funders for the systematic review. | 14 |
For more information, visit: www.prisma-statement.org .
D.B.T., R.N., and R.K. designed the systematic review. D.B.T. and R.N. searched and selected the papers. D.B.T. and R.N. wrote the manuscript with R.K. All authors read and approved the final manuscript. D.B.T. and R.N. contributed equally to this work.
Study is supported by JSPS KAKENHI Grant Number 17H06046 (Grant-in-Aid for Scientific Research on Innovative Areas) and 16KT0002 (Grant-in-Aid for Scientific Research (B)).
None of the other authors has any conflict of interest to declare. Funding sources are not involved in the study design, collection, analysis, interpretation of data, or writing of the study report.
Are video games eroding our minds? These TED Talks suggest the opposite -- that video games can improve our brain function, and even help better the world.
With the UK in a second national lockdown due to the COVID-19 pandemic and Christmas on the horizon, many will stay indoors to play and socially connect through video games. New research from Oxford University has delivered a surprising finding; time spent playing games is positively associated with well-being.
The new study is the first of its kind. Rather than asking players how much they play, it uses industry data on actual play time for popular video games Plants vs Zombies: Battle for Neighborville and Animal Crossing: New Horizons. The study suggests that experiences of competence and social connection with others through play may contribute to people’s well-being. Indeed, those who derived enjoyment from playing were more likely to report experiencing positive well-being.
These experiences during play may be even more important than the actual amount of time a player invests in games and could play a major role in the well-being of players.
Professor Andrew Przybylski , Director of Research at the Oxford Internet Institute , University of Oxford, and lead-author of the study, says, 'Previous research has relied mainly on self-report surveys to study the relationship between play and well-being. Without objective data from games companies, those proposing advice to parents or policymakers have done so without the benefit of a robust evidence base.
'Our findings show video games aren’t necessarily bad for your health; there are other psychological factors which have a significant effect on a persons’ well-being. In fact, play can be an activity that relates positively to people’s mental health – and regulating video games could withhold those benefits from players.
'Working with Electronic Arts and Nintendo of America we’ve been able to combine academic and industry expertise. Through access to data on peoples’ playing time, for the first time we’ve been able to investigate the relation between actual game play behaviour and subjective well-being, enabling us to deliver a template for crafting high-quality evidence to support health policymakers.'
Our findings show video games aren’t necessarily bad for your health; there are other psychological factors which have a significant effect on a persons’ well-being
The study explored the association between objective game time and well-being, examining the link between directly measured behaviour and subjective mental health. It also explored the roles of player experiences, specifically how feelings of autonomy, relatedness, competence, enjoyment and feeling pressured to play related to well-being.
In their study, the Oxford researchers looked at patterns of player behaviour for two popular video games. More than 3,270 players were asked to complete a survey designed by the researchers to measure well-being, self-reported play, and motivational experiences during play. The survey findings were combined with objective behavioural data for the survey participants, collected by the video game companies.
Key findings include:
• Actual amount of time spent playing was a small but significant positive factor in people’s well-being
• A player’s subjective experiences during play might be a bigger factor for well-being than mere play time.
• Players experiencing genuine enjoyment from the games experience more positive well-being
• Findings align with past research suggesting people whose psychological needs weren’t being met in the ‘real world’ might report negative well-being from play.
See an extended interview with Professor Przybylski here.
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This essay will discuss the benefits of playing video games, challenging the common negative perceptions. It will cover cognitive, social, and emotional advantages, such as improved problem-solving skills, enhanced hand-eye coordination, and opportunities for social interaction. The piece will also consider the educational potential of video games and their role in skill development. Moreover, at PapersOwl, there are additional free essay samples connected to Video Game.
How it works
Video games are seen as a useless entertainment to many parents and even some educators believe that they damage a child’s brain. Over the years, violent video games have been blamed for leading people to a life of crime because they believe that games are the cause of kids becoming violent or develop an antisocial behavior. In reality many psychologists and scientists have found that playing video games can actually have benefits towards a person’s brain. Video games can eventually teach kids skills that they will need and use in their lives.
Today everyone has played video games for fun, but some have put it to the test to use video games for research purposes. In a study done in New York, one set of surgeons played video games for 3 hours a week, while the other set played none. The set who played the video games made 37 percent fewer mistakes during laparoscopic (Medical bag). In another study, those who play action video games on a regular basis can process visual information faster and can track 30 percent more objects than non gamers. Action video games are shown to increase one’s contrast sensitivity, or the ability to notice minute changes in color against a uniform background. One group of gamers played action games, like Call of Duty, while the others played The Sims. The Call of Duty group showed a 38 percent increase in aforementioned sensitivity, whereas the Sims group showed none whatsoever. Video games can also slim you down. Wii Fit, for example, has players doing yoga, stretches and other exercise in order to unlock fun and exercise. Dance Dance Revolution requires players to dance by placing their feet on the corresponding arrows. After a while, players work up a sweat due to the required rapid movement. Gaming can also make you smarter. People who play video games display fluid intelligence and problem solving. Managing multiple objectives and multiple resources is one of the goals that helps you become smarter. Learning the rules of the game and what strategy works best for you also helps you.
When playing video games, the coordination and concentration can physically, socially, and mentally benefit the user. Research today shows that certain video games can reduce fat and therefore promote weight loss. Other sources state that doctors have instructed parents to let their children play video games to help control focus. Active video games are also being marketed for adults. New Gaming companies have been turning their gaming systems into exercise machines. The workout levels are increasing stamina causing weight loss and health awareness. The new video machines can drastically change an adults workout routine.
Video games can also improve visual skills and brain function. Action video games train the brain to better process certain visual information. When people play action video games, they’re changing the brain’s pathway responsible for visual processing. When people play action games, they’re changing the brain’s pathway responsible for visual processing. These games push the human visual system to the limits and the brain adapts to it, and we’ve seen the positive effect remains even two years after the training was over. By playing Action video games, vision improves up to 58 percent. Video games that involve high levels of action, such as first-person-shooter games, increase a player’s real-world vision, according to research in today’s Nature Neuroscience. The ability to discern slight differences in shades of gray has long been thought to be an attribute of the human visual system that cannot be improved. But Daphne Bavelier, professor of brain and cognitive sciences at the University of Rochester, has discovered that very practiced action gamers become 58 percent better at perceiving fine differences in contrast. Normally, improving contrast sensitivity means getting glasses or eye surgery. However, this will need further testing in people with this condition. As a treatment for poor eyesight generally though, gaming is unlikely to replace conventional approaches in the near future. Bavelier had previously found that game players had better vision when compared with non-game players. She says that these video games, and spending time in front of the computer, may not be harmful to our vision. The researchers suggest that this indicates that playing video games could have potential for improving some conditions such as amblyopia (Rochester.edu). Additionally, evidence has shown that gaming can help with psychological problems and games reduce symptoms of depression more than conventional treatment. Another research team at Oxford University found that playing Tetris shortly after exposure to something very upsetting in the experiment, a film of traumatic scenes of injury and death was used, can actually prevent people from having disturbing thoughts (oxford.edu). Therefore playing games can also help in releasing tension and help a person to have lighter thoughts.
The effects are not always so positive, however. Indiana University researchers carried out brain scans on young men and found evidence that violent games can alter brain function after as little as a week of play, affecting regions in the brain associated with emotional control and causing more aggressive behaviour (Indiana.edu). But Daphne Bavelier, one of the most experienced researchers in the field, says that the violent action games that often worry most parents may actually have the strongest beneficial effect on the brain (Bavelier). Games like Mortal Kombat, Grand Theft Auto, Doom and others, have taken the blame for various heinous crimes (Gross). Certain government officials have even gone as far as filing lawsuits against the developing companies in an attempt to outlaw video games in general. Not only that, but they have also been under inspection for supposedly causing a gaming “”addiction””.
Some of the other controversial video games are also the ones with the greatest potential benefits. Fast-paced, FPS like BioShock Infinite, Halo, Half-Life, Borderlands and third-person equivalents like God of War: Ascension, Dragon Age, Mass Effect, and Force Unleashed have all been accused of being too violent, but the benefits gamers gain from playing them are astounding. Researchers like Daphne Bavelier and C. Shawn Green have been able to demonstrate in multiple laboratory tests that playing these fast-paced games increases a person’s ability to try multiple pieces of visual information and decrease reaction time. They also have worked with another researcher, Alexandre Pouget, and showed that fast-action games also decrease decision making time. Basically, these games have so much going on all the time that for someone not used to following and tracking so much information it can be overwhelming. Gamers have no trouble keeping up with this information overload. The players are able to assess, make decisions and react quickly because they have learned how to do so in order to play and advance. If they are playing by themselves they may have to give orders to their computer allies. If they are playing with other humans then they have to be able to communicate effectively with them while tracking all the other data. This shows how playing video games cna help a person be more confident in telling others what to do and helps their communication skills and interact with others better. The brains of gamers adapt so quickly, that they can keep track of all the information they need to. Bavelier and her team found that a video gamer’s brain physically changes so that the player can process all of this information, and, most importantly, use it. A video gamer is capable of making accurate, informed decisions faster than a non-gamer with the same percentage of right answers. Bavelier and Green demonstrated that this benefit from fast-action video games sticks around for at least six months after a test subject has played only 10 hours over the course of 2 weeks. This means that every person can gain this benefit without actually being a gamer, as long as he or she is willing to put in a few hours a week to train his or her brains. This is really exciting because many of these changes have immediate benefits other senacios such as driving because when driving, the increased awareness, ability to track the many things going on around us and to make correct, fast decisions about likely outcomes of movements is invaluable in the prevention of car accidents. Playing video games has a huge impact on an individual’s brain and as a result has a direct impact on how gamers interact with and navigate our world.
Many gamers are told over and over that they have trouble focusing, but they do so well in focusing when there is so much happening on their screens all the time. Exciting new research, again from Daphne Bavelier and her team, is showing that gamers’ attention and focus is actually better than that of non-gamers. They are capable of resolving visual conflicts faster, which is frequently used in the lab to determine attention and focus capabilities. However, video game detractors point to information released by the Centers of Disease Control (CDC) regarding increased Attention Deficit Hyperactivity Disorder (ADHD) diagnosis rates since 1997 with growth rates as high as 22% between 2003 and 2007. They argue that more and more children are being exposed to video games and more and more educators and parents are complaining that their children are unable to focus on things like classroom instruction the female orgasm and homework (Sucutti). What has been found, though, is that these child gamers’ brains, as well as the brains of their already adult counterparts, are very capable of focusing and they can maintain the same level of performance in what we find in many video games like World of Warcraft, much of the Final Fantasy series, and the previously mentioned first person shooters for hours. However, Gabe Zicherman, a leader in the development and application of “”gamification””, disagrees with such views. He suggests that it is adults that need to catch up and keep up with kids, not slow down kids to their slower pace.
Today’s kids play games in which they’re expected to chat in text and voice, operate a character, follow long and short term objectives, and deal with their parents interrupting them all the time to talk to them. Kids have to have an extraordinary multi-tasking skill to be able to achieve things today. It should then not be a surprise to discover that children who have become excellent learners in high-stimulus virtual environments may have trouble settling down into a sedate classroom with other children who are also conditioned to learning through video games. Tom Chatfield has written multiple articles and a book on how video games are the perfect education and motivation tools. He points out that children are constantly learning in a virtual environment where there are consequences to not accomplishing a task, losing a life, a tool, or not meeting a time requirement. There are also clearly stated rewards to completing the task as well as possible unexpected rewards that are doled out at calculated increments. Video game designers have been fine tweaking the ratio of difficulty, rewards and consequences to being a dumbass so that they know exactly how much to throw at a gamer at what level in each game in order to keep that person engaged and coming back for more. Educators could learn a lot from what these designers already know; children who are engaged and rewarded in an interactive learning process can and do give their entire attention and focus.
The fact that video games are a tool that can be used for education, and therefore do have an impact on the human brain, means we do need to be aware of what the potential negative impacts of those changes could be. What most every person has heard as an argument against video games is that they encourage violence and aggression in the people who play them. Multiple studies have been published on the topic, but when those studies have been reviewed and compared, it was found that they contradicted each other, and in many cases, used flawed methods to reach their conclusion regardless of the results. Christopher J. Ferguson with Texas A&M University used meta-analysis to review 12 studies available to him at the time of his publishing and found that researchers often used flawed methodology, drew conclusions that were not supported by their evidence, or in general could find no link between video games and violence. Holly Bowen and Julia Spaniol of the Dept. of Psychology with Ryerson University found that there is no indication that people who play violent video games have any long-term emotional desensitization to violence in their immediate surroundings. They do acknowledge that there may be a period immediately after playing these violent games that a gamer may be desensitized, but it is not an effect that could be attributed to an increase violence and aggressive behavior in those test subjects. Essentially, the evidence so far is showing that video games have a short-term impact on how people respond to violence and are likely desensitized to violence and possibly even reading for a short period after they play violent video games, but there is little evidence that there is a long-term impact. The heart of the argument against violent video games is based on the idea of a long-term, negative impact on gamers. Research just does not support that position.
Video games have become a part of our culture and a part of our lives in many ways. As a society we need to focus our energy and attention on is how to use them to make our lives better. We’ve already seen research that shows how video games can be used to help with several tasks with real world applications. We can use video games to increase our ability to track multiple objects and thus be able to monitor more of our surroundings while driving. They teach people how to be able to focus and maintain attention in situations where there is a lot of information to absorb in very short period of time. Video games can help us to better analyze what is going on around us and make quick decisions about the best action to take in a variety of situations. New research about the benefits of video games is coming out every year. It is time for us all to step forward and embrace the technology around us that has so many benefits and work together to mitigate the deficits that are present. Our society will not be ruined by this action, but will instead be enhanced further. There is one further thing we need to do. We need to sit down and pick up a controller. We leave ourselves at a disadvantage if we refuse to play out of false concerns regarding violence and aggression. Video games are a form of media that is often believed to be associated with negative health consequences. However, they are a great source of stress relief and improvement and development of mental health for social skills. They are engaging and immersive on a level different from traditional board games and other forms of entertainment. The player actively contributes to the level of satisfaction they attain because of the willingness to engage in the elements of the video game. The amount of play time can also be an important factor to the effects of playing certain games. In other words, excessive screen time can have its negative consequence, but if used correctly, video games possess advantages not present in other learning environments and can be a powerful tool to help children improve and develop life skills. Playing video games has become a normal part of childhood for many children and gaming in its proper manner can be healthy, fun, and educational to all ages.
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February 2014, Vol 45, No. 2
Print version: page 10
Playing video games, including violent shooter games, may boost children's learning, health and social skills, according to a review of research in American Psychologist .
The study comes out as debate continues among psychologists and other health professionals regarding the effects of violent media on youth. An APA task force is conducting a comprehensive review of research on violence in video games and interactive media and will release its findings later this year.
"Important research has already been conducted for decades on the negative effects of gaming, including addiction, depression and aggression, and we are certainly not suggesting that this should be ignored," says Isabela Granic, PhD, of Radboud University Nijmegen in The Netherlands, lead author of the article. "However, to understand the impact of video games on children's and adolescents' development, a more balanced perspective is needed."
While one widely held view maintains that playing video games is intellectually lazy, such play actually may strengthen a range of cognitive skills such as spatial navigation, reasoning, memory and perception, according to several studies reviewed in the article. This is particularly true for shooter video games, which are often violent, the authors found. A 2013 meta-analysis found that playing shooter video games improved a player's capacity to think about objects in three dimensions just as well as academic courses designed to enhance these same skills, according to the study.
"This has critical implications for education and career development, as previous research has established the power of spatial skills for achievement in science, technology, engineering and mathematics," Granic says.
This enhanced thinking was not found when playing other types of video games, such as puzzles or role-playing games.
Playing video games may also help children develop problem-solving skills, the authors said. The more adolescents reported playing strategic video games, such as role-playing games, the more they improved in problem solving and school grades the following year, according to a long-term study published in 2013. Children's creativity was also enhanced by playing any kind of video game, including violent games, but not when the children used other forms of technology, such as a computer or cell phone, other research revealed.
Simple games that are easy to access and can be played quickly, such as "Angry Birds," can improve players' moods, promote relaxation and ward off anxiety, the study said. "If playing video games simply makes people happier, this seems to be a fundamental emotional benefit to consider," said Granic. The authors also highlighted the possibility that video games are effective tools for learning resilience in the face of failure. By learning to cope with ongoing failures in games, the authors suggest that children build emotional resilience they can rely upon in their everyday lives.
Another stereotype the research challenges is the socially isolated gamer. More than 70 percent of gamers play with a friend, and millions of people worldwide participate in massive virtual worlds through video games such as "Farmville" and "World of Warcraft," the article noted. Multiplayer games become virtual social communities, where decisions need to be made quickly about whom to trust or reject and how to lead a group, the authors said. People who play video games, even if they are violent, that encourage cooperation are more likely to be helpful to others while gaming than those who play the same games competitively, a 2011 study found.
— Lisa Bowen
500+ words essay on sports and games.
sports and games are essential for both physical and mental of the students. Moreover, it increases the immunity of the person. As it increases the blood flow in the body and makes it adaptable for exertion. The main difference between a sport and a game is, we can play games both indoors and outdoors. But we can only play sports outdoors. Furthermore, there are various advantages to sports and games. Some of them are below:
Physical Fitness- Sports and games play a major rule in keeping a person fit and fine. Furthermore, it increases the blood flow in the entire body. So this helps in keeping the heart in the best condition. Moreover, the immunity of the body increases by playing outdoor sports. Also, it helps in keeping your body fat percentage low. This makes the appearance of the body better and makes a person good-looking.
Increase mental health- Games like chess , card games increase the mental health of a person . As it develops Spontaneity and the response time of a person. As a result, a person’s mind can make a decision under pressure. Thus this helps in increasing the IQ of a person and its’ presence of mind.
Increase Stamina- Outdoor Sports like Football , cricket, basketball, swimming builds the stamina of a person. As all these sports require a lot of running, the stamina of a person automatically increases. Therefore a person can work for a longer period of time without getting tired.
Builds a sense of teamwork- Some sports need individual participation, while some require teamwork. Thus sports enlists teamwork in a person. Which is essential in every fieldwork. A company can only run by working together and not individually. So it is important for a person to know how to work together in a team. Only then you can achieve the desired goal .
Stress-relieving- Sports can bring a change to your day to day routine. Moreover, it can relieve you from stress as your body will experience a change. It gives your mind a boost of enthusiasm and happiness. As a result, it will fill you with energy for the next day.
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Dangerous- Some sports like football, cricket , basketball, swimming can be dangerous. Because any injury can occur while playing these sports. Therefore you should wear proper safety gear before playing it. Moreover, it can be harmful if you are playing it while you are sick.
Exhausting- Sports require energy, so a person needs to have proper meals. Moreover, the body needs rest to recover from the exertion. Therefore you need proper sleep every day if you are indulging in any sport.
Takes time- In order to play any sport, you have to take out time from your busy schedule. This may be very difficult for some people. As they work day and night to fulfill the needs of their family. So a person needs to cut off some things from their busy schedule to take out time to play a sport.
Q1. What is the main difference between sports and games?
A1. The main difference between sports and games is, we can play sports only outdoors. But games can take place both indoors and outdoors.
Q2. Write any two advantages and disadvantages of sports.
A2. The advantages of sports are it keeps a person fit and is a stress buster. The disadvantages of sports are it can be dangerous to play, injury can occur while playing and it is can be exhausting.
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Games are an essential part of everyone’s childhood. Games are a fun way to keep kids entertained. They provide an interactive and engaging way to learn something new while considering themselves and others. They give children a break from daily study routines. Playing games improves kids’ immunity and helps them stay strong. BYJU’S essay on games allows the little ones to understand the difference between indoor and outdoor games and the importance of playing games.
Indoor games, outdoor games, importance of playing games.
The essay on games is an article that explains why playing indoor games is vital for the development of kids in their early years. Indoor games are essential for kids who spend a lot of time indoors. There are many benefits to playing these games, like improving a child’s vision and developing memory skills. These skills help them in academics. While playing indoor games, kids can have a friendly competition.
The importance of indoor games is something that many people have probably not thought about. Indoor games can teach children how to move a coin, improve coordination, and use their imaginations. Examples of indoor games are carrom board, table tennis, chess, scrabble, charades, paper games, ludo, etc.
Outdoor games are essential to children’s health and development. Children who play outdoors experience nature, which is good for their physical, social, and mental health. Outdoor games are a fun way to get out of the house, meet new people, and take an opportunity to bond with new friends.
The little ones need to engage in physical activities to stay healthy. They help children develop problem-solving, teamwork, communication, cooperation, flexibility, and physical activity skills. Outdoor activities can be more beneficial than indoor activities because they provide more exposure to sunlight. Examples of outdoor games are kabaddi, cricket, football, kho kho , etc.
Playing games is an excellent way for kids to learn about the world and make new friends. Games improve kids’ learning experience and interest in studies, which helps them score better grades. Experts say playing games has cognitive benefits and can help increase social skills.
When playing games, kids’ brains grow stronger and wiser. Games teach children how to interact with others and think strategically while they are still young and learning new things. They also provide a safe place for kids to learn and explore without fear of judgement. You can also use games to teach your child how to communicate using a game board or cards.
To conclude, games are an essential part of early childhood, and an essay on games helps children understand the value of playing games. When kids soak in the sun while playing, they become strong, improving their vitamin D levels. In addition, playing games keep the kids engaged and entertained. For more kid-friendly activities, stories , GK questions and other games visit, BYJU’S website.
What are the benefits of playing indoor games.
Indoor games provide kids with a way to exercise their minds while playing. Solving puzzles or educational games help children learn new skills, strengthen maths skills and improve memory. Research is also being conducted to see how playing indoor board games can improve children’s literacy skills.
Parents should encourage their children to participate in outdoor games to teach them the importance of teamwork and cooperation. Games like kabaddi, cricket, and hockey are fun ways for children to stay active during the summer. They also help children build their physical strength.
BYJU’S essay on games is essential for children because it explains the significance of playing and how games allow them to release stress, have fun, and learn valuable skills.
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Home — Essay Samples — Social Issues — Violence in Video Games — Advantages And Disadvantages Of Video Games Essay
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Published: Feb 9, 2022
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Introduction, video games: advantages and disadvantages, works cited.
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Students are often asked to write an essay on Importance of Games and Sports in their schools and colleges. And if you’re also looking for the same, we have created 100-word, 250-word, and 500-word essays on the topic.
Let’s take a look…
Introduction.
Games and sports are essential for every individual. They bring about overall development, instilling discipline and team spirit.
By playing games and sports, we maintain physical fitness. They help in strengthening muscles and improving body flexibility.
Games and sports are stress relievers. They help in improving concentration and enhancing problem-solving skills.
Through games and sports, children learn teamwork, cooperation, and leadership. They also foster a spirit of healthy competition.
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The significance of games and sports.
Games and sports are not merely physical activities but they are also significant aspects of our lives that contribute to our holistic development. They serve as a platform where individuals can showcase their abilities, enhance their skills, and improve their health.
Engaging in games and sports promotes physical fitness, fostering the development of a healthy body. Regular physical activity can help prevent various health issues such as obesity, cardiovascular diseases, and diabetes. Beyond physical health, sports also contribute to mental well-being. They help reduce stress, improve mood, and promote better sleep, thereby enhancing overall mental health.
Sports are a microcosm of life, teaching us crucial life skills such as teamwork, leadership, discipline, and time management. They foster a sense of responsibility, enhancing our decision-making abilities and strategic thinking skills. These skills are not only applicable on the field but also translate into our personal and professional lives.
Games and sports offer an opportunity for social interaction, helping to build strong relationships and fostering a sense of community. They bridge cultural and societal gaps, promoting unity and mutual respect among individuals.
Games and sports are integral components of human life, with a significance that transcends mere physical activity. They serve as platforms for learning, growth, and development, fostering critical skills that are applicable to various life scenarios.
The importance of games and sports in maintaining physical health cannot be overstated. They promote cardiovascular health, enhance muscular strength, improve flexibility and coordination, and help maintain a healthy weight. However, the benefits are not limited to the physical realm. Engaging in sports also contributes to mental health by reducing stress, anxiety, and depression. It encourages the release of endorphins, the body’s natural mood elevators, thereby promoting feelings of happiness and satisfaction.
The universal appeal of sports serves as a powerful tool for social integration and cultural exchange. It brings people together, regardless of their backgrounds, fostering mutual respect, understanding, and tolerance. Major sporting events like the Olympics or the World Cup are testament to this, where athletes from diverse nations compete, showcasing not only their athletic prowess but also their cultural heritage.
The ethical dimensions of sports are often overlooked, yet they are crucial in character building. Sportsmanship, fairness, respect for rules and opponents, and acknowledging defeat with grace are all virtues learned on the playing field. Cheating, violence, or unsportsmanlike conduct are generally frowned upon, reinforcing the importance of ethical behavior.
In conclusion, the importance of games and sports extends far beyond the playing field. They are not mere pastimes but vital aspects of human development, promoting physical and mental health, fostering life skills, facilitating social integration, and contributing to the economy. Recognizing their value and incorporating them into daily life can lead to balanced growth and a healthier society.
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In conclusion, video games have several benefits that contribute positively to cognitive, social, and emotional development. They have the potential to enhance problem-solving and critical thinking skills, facilitate teamwork and collaboration, and serve as a form of stress relief and escapism. It is important for society to recognize the ...
Introduction. "Video games foster the mindset that allows creativity to grow", said Nolan Bushnell. Video games, a highly debated subject for many parents, have been the subject of social stigmas for a long time. Many believe that video games do more harms than goods, and waste precious time for kids and adults alike, time that could be ...
Pallavicini puts the mental health benefits of playing video games down to achieving a state of "flow". She says flow is the " the optimal experience when nothing else matters", and is also ...
500 Words Essay on Benefits of Playing Games Introduction. Games, whether they are physical, digital, or mental, have been an integral part of human culture for centuries. They provide not only entertainment but also numerous benefits that contribute to overall well-being and development. This essay will delve into the multifaceted advantages ...
Finally, Newman believes that these "harmful" can make you a better person. 5. The health effects of too much gaming by Peter Grinspoon. "Gamers need to be educated on how to protect their thumbs, wrists, and elbows, their waistlines, their emotional state, their sleep, and their eyes.
Given this vast diversity in video games, a single definition may not be useful. In fact, top scholars in the field have declared, "One can no more say what the effects of video games are, than one can say what the effects of food are" (Bavelier et al., 2011, p. 763). Thus, rather than define video games according to a convenient generality,
In conclusion, video games can be a valuable tool for the cognitive and intellectual development of individuals. They require players to exercise various skills such as attentiveness, fast reaction times, logical thinking, and problem-solving. Additionally, video games can also benefit adults by improving communication, resourcefulness, and ...
Psychological Development. Games stimulate cognitive abilities, promoting analytical thinking, decision-making, and problem-solving skills. For example, strategy-based games, such as chess or Risk, demand players to anticipate opponents' moves and plan their own. This helps in improving critical thinking and strategic planning skills.
The game genres examined were 3D adventure, first-person shooting (FPS), puzzle, rhythm dance, and strategy. The total training durations were 16-90 h. Results of this systematic review demonstrated that video gaming can be beneficial to the brain. However, the beneficial effects vary among video game types.
The illuminating benefits of video games. Are video games eroding our minds? These TED Talks suggest the opposite -- that video games can improve our brain function, and even help better the world. Watch now. Add to list. 19:46. Jane McGonigal. Gaming can make a better world. 19 minutes 46 seconds.
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1. Introduction. Video games are an immensely popular and profitable leisure activity. Last year, the revenues of the games industry were larger than the film industry's [] and the number of people who report playing games has never been higher [].Across the globe, the rise of games as a dominant form of recreation and socializing has raised important questions about the potential effect of ...
This essay will discuss the benefits of playing video games, challenging the common negative perceptions. It will cover cognitive, social, and emotional advantages, such as improved problem-solving skills, enhanced hand-eye coordination, and opportunities for social interaction.
Benefits of Video Games. Video games can improve hand-eye coordination, problem-solving skills, and strategic thinking. They can also be a fun way to relax. ... 250 Words Essay on Video Games Introduction. Video games, a form of interactive entertainment, have evolved dramatically from their rudimentary origins in the 1970s. They have ...
Are Video Games Good for You and Your Brain?
Simple games that are easy to access and can be played quickly, such as "Angry Birds," can improve players' moods, promote relaxation and ward off anxiety, the study said. "If playing video games simply makes people happier, this seems to be a fundamental emotional benefit to consider," said Granic.
Video games can improve visual skills and brain function. Video games increase spatial awareness. When playing different video games eyes are focused on a video game a person are more likely to gain different eye strengths after training the brain. Action video games train the brain to better process certain visual information.
Benefits of Video Games: A Discursive Paper Essay. In contemporary discourse, video games often polarize opinion. Initially perceived predominantly as a form of entertainment, video games have evolved into complex, multifaceted experiences that offer a wide range of benefits.
A1. The main difference between sports and games is, we can play sports only outdoors. But games can take place both indoors and outdoors. Q2. Write any two advantages and disadvantages of sports. A2. The advantages of sports are it keeps a person fit and is a stress buster.
The essay on games is an article that explains why playing indoor games is vital for the development of kids in their early years. Indoor games are essential for kids who spend a lot of time indoors. There are many benefits to playing these games, like improving a child's vision and developing memory skills. These skills help them in academics.
Video games: advantages and disadvantages. Firstly, it is argued by many that video games can cause a lot of health problems. For instance, looking at the screen for long hours can harm eyes and cause vision impairment because the cornea and iris of the eyes are not intended for viewing electronic devices for a long time. Moreover, using video games for too long may also cause headaches ...
Sports and games improve the physical fitness of a person significantly. It can increase a person's stamina and agility and make him fit. Sports involve a lot of physical activity. This will activate our muscles and ensure good respiration while we play. Moreover, it will strengthen our joints and maintain blood flow correctly.
Although these games are cruel for every children, it can help them about learning in several ways. As a matter of fact, games has three benefit for children include learning second or third language, practical aptitude and chronic therapy. Nowadays, technology is growing up meanwhile modern age children.
The importance of games and sports in maintaining physical health cannot be overstated. They promote cardiovascular health, enhance muscular strength, improve flexibility and coordination, and help maintain a healthy weight. However, the benefits are not limited to the physical realm. Engaging in sports also contributes to mental health by ...