Alhanoof Mohammed
Alhanoof Mohammed
Alhanoof Mohammed
Submitted By:
Alhanoof Mohammed
Submitted to:
Amal Alnefaie
Table of Contents
Sr. # Pages
1.1 Introduction 1
Games
Games
3.1 Conclusion 3
References
1
1.1 Introduction
The popularization of video games has created mixed sentiments concerning their benefits
and drawbacks. It is quite common to find individuals who approve and disapprove of video games.
Supporters argue that electronic interactive entertainment is beneficial for overall development. On
the other hand, many others argue that video games tend to provoke negative behaviors in
individuals. Others also affirm that video games do not generate any type of benefits, whether
physical, cognitive, or social. With this in mind, the present study presents a broad analysis of video
games, sitting down and debating on the social, emotional, cognitive, and linguistic impacts on
individuals. For this, a fictitious character named Adam was analyzed. As events occurred in his
life, his parents took two stances, each corresponding to one of the theoretical framework positions
discussed earlier (Kowert & Quandt, 2020). Although the history of video games has been relatively
short compared to many other forms of entertainment, it has undoubtedly experienced a large
growth. After the first patent was established in 1948 by Thomas T. Goldsmith Jr. and Estle Ray
Mann, the foundation or architecture to produce and commercialize many of the devices and video
games was created. During the 1970s, video games experienced great growth accompanied by the
creation of many different video games and game consoles. Today, video games are considered to
Through the involvement of games based on real-life experiences, young people can also
learn vital and moral aspects. Some of the most common themes include citizenship, politics,
history, and culture. Adolescents who play video games learn how to solve well-thought-out
problems and enjoy themselves - and this is exactly the kind of thinking that proves to be important
in the classroom (Rollinger, 2020). Video games encourage strategic thinking and decision-making,
and the work of scientists has revealed that video games can trigger a mental ability such as
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problem-solving and decision-making. This study focused on the potential of modifying brain
function and improving the effect of various neurological and mental skills by focusing on elderly
people. Available evidence indicates that the chronic fluid-cognitive effect associated with the use
of video games is similar in magnitude to those with the performance of more generally
inappropriate learning-based tasks. Video games entertain and encourage, as they are interactive,
help in overcoming obstacles, and provide rewards. However, there are also negative effects from
video games, especially in young people. Studies have shown that while playing virtual games, the
mind goes through "body writing," which is the mental stress of the hands. This action reflexes and
improves memory, enabling learning, while at the same time increasing self-esteem and confidence.
Video games can also lead to an increase in spatial awareness, as well as the enhancement of
various physical and social abilities. Video games help expand one's knowledge, cognitive skills,
and occupational skills. Adolescents who play five hours of video games or more have shown a
15% increase in their educational skills, showing a significant increase in reading and mathematics
Mental health issues have become more common in recent years. The increase is thought to
reflect factors such as changes in societal attitudes, present economic difficulties, and the excessive
amount of time spent on digital devices, specifically video games. Symptoms of poor mental health
due to excessive use of technology include increased aggression, restlessness, irritability, and
withdrawal. Depression and anxiety follow these symptoms if left unchecked. In the past, video
games were the scapegoat for many mental health issues. Although much research has debunked the
majority of these claims, there are still some links between excessive game use and symptoms of a
deteriorating mental state (Putra, 2022). This is thought to be a result of unbalanced mindsets which
are common among individuals who partake in excessive passive activities accomplished on
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screens over the years. Medical professionals recommend that children, adolescents, and adults take
regular breaks and go outside at frequent intervals throughout intense gaming sessions. The
negative impacts of video games on society have been a main topic over the past few decades.
Some of these effects include increased mental illnesses, worse health outcomes, and addiction in
some cases. The following section will characterize these effects and describe solutions to combat
them. Video games have the ability to help players develop specific skills or assist in remediation of
certain issues, however, extensive use may lead to problematic entitlement of these benefits.
Readers should be aware of the potential negative impacts to make well-informed decisions about
their personal gameplay which will ultimately lead to an overall healthier lifestyle as well as a
greater enjoyability while gaming. Moreover, it is recommended that everyone consult with a
medical professional on how to get the most out of the games that can be beneficial to individuals.
3.1 Conclusion
However, after weighing all the above advantages and disadvantages, it is not hard to notice
that, conversely, a series of unhealthy behaviors will also emerge when involved in playing video
games, including addiction, which is quite common, being hostile and frustrated, and no time to
exercise. By contrast, reduced social interactions are also big problems of having no body contacts
with parents and others when they are deeply involved in video games. As a result, the
disadvantages of video games are much more, which can not only bring bad games and body states
to the masses but can also wreak havoc on a lot of things. That's the main purpose here. With
evaluating the overall advantages of gaming, we may think of limiting our gaming time each day or
week, which is a perfect plan for our development. Presently, they have become a much-loved
entertainment and pastime for lots of people. First, they are fun; they can benefit an individual, with
improving athletic activities, learning easier, and reduce stress. As the research we analyzed, the
disagreement about the advantages and harm of playing video games to individuals is less than
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before, and often, one of the advantages of playing video games will surpass the damage. That is to
say, video games are likely to help children become more effective communicators, better problem
Putra, R. W. (2022). Manga matrix's approach to creating Indonesian ghost game visual characters
on Dreadeye VR.. International Journal of Visual & Performing Arts. [HTML]