Positive Impacts of Video Games
It is a fact beyond doubt that video games have incredibly become both popular and a pervasive form of entertainment to children as well as adolescents. Cases of playing video games have also increased steadily over time. For instance, in US alone, research estimates show that 99% of young men and 94% of young ladies exercise video gaming. Out of these estimates, 97% play these games for at least an hour on daily bases. For instance, revenue experts have also ranked video game industry on top with $25 billion dollars and this is a clear indication that video gaming has become part and parcel of the popular culture. Video games have more positive impacts than negative impacts to participants (Ferguson &Christopher, 309).
However, stories based on media keep on warning parents and guardians on the potential dangers to their children out of playing video game. Some of the dangers presented include depression, potential addiction as well as violent behavior. These warnings have come forth in the upshot of just a single violent occurrence associated with video gaming, Adam Lanza, a Sandy Hook Elementary School gunman who on regular bases practiced shooter games. Even after periods of thorough research on negative impacts of video gaming, the outcome still remains debatable despite of the attention given in sector of treatment programs to discourage youngsters from excessive video game playing (Rosser, et al., 181).
But is video gaming really harmful? An analysis article published by US psychologist has recently suggested for a look into the positive aspects of video gaming besides the negative impacts. In reference to Isabela Granic together with some other researchers from the University of Radboud in Netherlands, the media stories on Video gaming have largely ignored the fact that video gaming has recently changed to become more social and realistic in nature (Ryan et al., 344).
However, research in the past 5 years has documented positive impacts on both children and adolescents who play the current interactive video games. Dutch researchers for instance have put it clear that video gaming equip children with pretty persuasive cognitive, emotional and social capabilities; they also have an aptitude of boosting the mental health of a child as well as his or her well-being (Anderson et al., 353).
Research based on evolutionary and developmental mindset has long despised the positive impacts of playing video games, especially when a child is in the process of mental growth and development. Not only do playing social video games help a child to test different social scenarios, but also can enable them learn different approaches of handling different kinds of skirmishes they might encounter in real life situations. This helps children and adolescents cultivate social experiences which are very important as they mature up. Themes dominating in these video games such as aggression, separation, pain and dominance can be learned under non-threatening circumstances. This helps a child to learn how to unite and appreciate his or her peers (Granic et al., 66).
More recently, researchers on brain adaptability who were scrutinizing play fighting on pests concluded that play fighting has a capability of releasing chemical tumor elements in brain regions which are harmonized for social actions. This entails the detour frontal intricate which is stirred as a result and develops more. Considering the resilient similarities amongst some of the animals and human play, a research by Granic and her colleagues suggested that playing video games provides brain stimulation to children as well (Gee &James, 20).
Conclusion
There is no any pattern in the way I have used the devices to connect parts of my essay
Evidently, I have used devices such as Key terms and transitional words more often in the essay than the rest of devices
Generally, there is no passage hard to follow in my essay
Personal commentary
Use of transitional words has enabled me to come up with an essay whose readers can easily ready and understand as it flows
Work cited
Kato, Pamela M. “Video games in health care: Closing the gap.” Review of general psychology, vol.14, no.2, 2017, pp.113.
Rosas, Ricardo, et al. “Beyond Nintendo: design and assessment of educational video games for first and second grade students.” Computers & Education, vol.40, no.1, 2017, pp. 71-94.
Ryan, Richard M., C. Scott Rigby, and Andrew Przybylski. “The motivational pull of video games: A self-determination theory approach.” Motivation and emotion, vol.30, no.4, 2016, pp. 344- 360.
Greitemeyer, Tobias, et al. “Acting prosocially reduces retaliation: Effects of prosocial video games on aggressive behavior.” European Journal of Social Psychology, vol.42, no.2, 2016, pp. 235-242.
Ferguson, Christopher John. “The good, the bad and the ugly: A meta-analytic review of positive and negative effects of violent video games.” Psychiatric Quarterly, vol.78, no.4, 2017, pp. 309-316.