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Essay / The effects of video games - 1195
The effects of video gamesVideo games and their effects on adolescents and the responsibility of parents are a subject which is widely debated to know if it is the responsibility of the parents or if the The video game industry must be regulated. The video game industry itself has only been available for consumption for about 30 years. That being said, the topic is still relatively new in terms of effects, but its effects on children can currently be measured. The industry is very unique in terms of entertainment, as players are transported into the game, essentially becoming a part of the script. Although many people see the downsides of video gaming, there are positives. A recently published meta-analysis by Uttal in 2013 concluded that improvements in spatial skills resulting from playing video games incorporating shooting elements have the equivalent of the effects of high school and college courses aimed at improving those same skills. With this advantage, could some high school courses be modified? How will this change the atmosphere of the class? Even with games like The Sims 3, players must build a “virtual” life from scratch. Essentially, the avatar or virtual character must socialize, learn new skills to get a job and acquire a better home, as well as find a husband, wife and friends and have possible children. Even though it is a virtual world, it still builds on social skills and becomes a common interest for children outside of play (helps build real friendships). According to a study done by Adachi and Willoughby in 2013, it showed that the more children played games such as The Sims, that is (role-playing games), the more children improved in problems at middle of paper. .....or in the laboratory and in Life Journal of Personality and Social Psychology 772-790Dweck, CS and Molden, DC (2005). Self-theories: their impact on motivation and skill acquisition. In AJ Elliot and CS Dweck (Eds.), Handbook of competence and motivation (pp. 122-140) New York, NY: Guilford PressGentile, Douglas and Lim Guan Choon. (2012) Video games, attention problems, and impulsivity evidence from the psychology of two-way victims of popular media culture. 61-70Uttal, DH, Meadow, NG, Tipton, E., Hand, LL, Alden, AR, Warren, C., & Newcombe, NS (2013). The malleability of spatial skills: A meta-analysis of training studies. Psychological Bulletin, 139, 352-402Vanderwater, Elizabeth and Mi-Suk Shim. (2004) Linking obesity and activity level to children's use of television and video games. Journal of youth and adolescence, 71-85