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.
Updated January 3, 2024
Online games have evolved over time, from simple text-based games like Multi-User Dungeon to high-end open-world games such as Red Dead Online. They can be classified into two types: browser-based games and downloadable video game titles with online connectivity components. Various genres of online games are available, such as simulation, puzzle, action, racing, and strategy-based games. Players can play against other players in real-time or against the computer. The latest developments in online gaming also allow multi-player participants to have full-fledged video-based interaction for better coordination during the game. However, there are various advantages and disadvantages of online games.
Before proceeding, here is a brief history of the online gaming industry. The 1970s saw the beginning of online games with the creation of text-based adventure games such as Zork. In the 1980s, networked computer games emerged, which allowed players to compete against each other in real-time. However, with the advent of the internet in the 1990s, the online gaming industry observed a boom. In the 2000s, browser-based games and popular titles like World of Warcraft became more mainstream. Online gaming became more social, with players forming online communities to compete and collaborate. At present, online gaming has evolved into a multi-billion dollar industry that is growing exponentially.
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There are various types of online games. A few common ones are:
Other categories of online games include simulation, racing, sports, board games, etc.
As mentioned before, online games have various advantages and disadvantages. The following are some of the key points:
1. Convenience: Online games are convenient. One can play them from the comfort of their home or during travel, unlike physical games, which are limited to a particular location and often requires much physical effort. Furthermore, many online games can be played on browsers via laptop or smartphone, whereas a lot of traditional video games require high-end computers or gaming consoles.
2. Cost-effectiveness: Browser-based online games are usually very affordable or even free of charge. This is in contrast to traditional video games, which often need to be purchased (online or offline), or certain physical games that may require an entry fee or incur traveling expenses. Hence, online gaming stands out to be the most cost-effective game outlet.
3. Variety: There is a wide variety of online games available. A player can always find a game that suits his preferences, viz. classic board games, intellectual puzzles, action-adventure games, racing, and many more.
4. Social Interaction: Real-time interaction with co-players and building gaming communities is a key development in the online gaming domain. While real-time interaction enhances coordination between players during gaming, online gaming communities facilitate the participants to engage in discussions revolving around various topics such as gaming interests, sharing tips and strategies, etc.
5. Stress relief: Online games can be a great outlet for releasing stress after a demanding workday or week. People can spend some leisure time with their family on weekends by playing video games together for a while.
1. Addiction: One of the major disadvantages of online games is their addictive tendencies. People can potentially spend excessive time in these games and center their daily lives around them, which can lead to decreased productivity and increased chances of depression.
2. Loss of Money: Many online games involve real-money transactions for various purposes, such as registration or in-game purchases. This can often lead to people squandering too much of their money on these virtual pursuits, thereby causing financial difficulties in real life.
3. Security Risks: Online games are vulnerable to hacking attacks. Which can expose players’ bank accounts and personal information. This is due to the fact that some online games may require users to enter their credit card details or residential address for verification purposes.
4. Violence: A huge number of games feature violent content in one form or another. Such content can have drastically negative impacts on children (and even adults), for instance, desensitization to violence and aggressive behavior, which can even reach the extent of mass shootings and serial killings.
5. Poor Health: Spending excessive time on online games can lead to physical health issues, such as poor posture, carpal tunnel syndrome, headaches, and eye strain. It can also lead to poor mental health, including anxiety disorders and depression.
(Source: Statista , ESA)
Here are some tips for maintaining healthy gaming habits:
1. Regular Breaks: It is important to take periodic breaks while playing games in order to prevent eye strain, headaches, posture problems, and so on. For example, take a break every 30 minutes, or take a day off from gaming.
2. Well-lit Room: Sitting in front of computers for a prolonged time in a dimly lit room can affect vision and cause many problems.
3. Set Limits: Predetermine the maximum time to be given to gaming activities and get off the screen once the limits are reached. It is important to determine a moderate to minimal amount of time and not let gaming take away most of the day.
4. Maintain Sleep Patterns: Avoid gaming habits at night, as it will disturb your sleep patterns and adversely affect your health. Do not compromise when it comes to the required portion of sleep.
5. Monitor Activities: Always monitor your children’s gaming habits and activities, especially online ones. Caution them not to reveal any personal details on the web and inform them of its harms. For an adult as well, it is also necessary to exercise extra vigilance when interacting with strangers on the internet.
6. Physical Activities: Never forget to give your time to physical activities and explore the real world. It is always beneficial to take some time out of your day that is devoid of any digital devices, perhaps exploring nature or interacting with friends and family in person.
| |
Provides entertainment and social interaction to other players across the globe. | Can be addictive, distracting, and consume a significant amount of time. |
More affordable than the costly traditional video games. | Can contain in-game purchases. |
More convenient than traditional video games, as one can access them from any device with an internet connection. | Internet connectivity can sometimes expose the players’ personal details and lead to theft or cyberbullying. |
Can potentially keep the minds sharp and stimulated, as many games require strategic thinking, problem-solving, and decision-making skills. | Conversely, online games can cause various mental health issues like anxiety, depression, and a preference for isolation. |
The online gaming industry has experienced tremendous growth and has become a billion-dollar industry in recent years, with its current market valuation being $197.11 billion. The mobile gaming industry, particularly, is booming due to the widespread availability of budget smartphones. This trend is expected to continue as more people gain access to smartphones and game developers produce various games for mobile devices.
There have been various trends in the gaming industry, for instance, Augmented Reality (AR) and Virtual Reality (VR). AR technology allows gamers to experience games in the real world by overlaying digital objects onto the physical environment, for example, Pokemon Go. On the other hand, VR technology offers immersive virtual worlds to make gamers feel as though they are inside the game. In addition, the rapid development of artificial intelligence (AI) and machine learning (ML) provides developers with new ways to create more engaging and immersive gaming experiences. Recently, the phenomenon of Esports, i.e., competitive video gaming, has become popular, with major tournaments being held and attracting millions of viewers.
There are both advantages and disadvantages of social interaction in online games. One of the positive aspects includes increased socialization between people. For example, real-time interaction between multiplayer participants can lead to better coordination in the game. These can often foster long-term bonding between players. Furthermore, many online gaming communities have emerged where gamers worldwide can participate in gaming tips and strategies, interests, and trivia discussions.
On the flip side, there is also the risk of cyberbullying and harassment. As these platforms often provide anonymity, people may be more audacious to engage in disrespectful and vile behavior towards others. Such behavior towards children, particularly, can have a negative impact on their mental health and personality.
Many parents may be concerned about their children’s involvement in online gaming, including exposure to inappropriate content such as sexually explicit material, violence, and gore. Consequently, the parents may be concerned about the potential for their children to develop aggressive or sexually aberrant behaviors due to such exposure. Moreover, children are likely exploited by online predators they have met in gaming communities.
Online games have several benefits. For instance, they can improve cognitive faculties such as problem-solving and decision-making abilities, as gamers need to consider various aspects and take strategically optimal steps in a game. Additionally, online gaming can facilitate improved hand-eye coordination in people.
Moreover, online gaming can serve as a primary outlet for stress relief for many people. Friends and family may gather on weekends to spend leisure time playing video games, which can increase bonding between individuals. However, it is important to note that online competitions can sometimes escalate into real-life fights between people. Thus, online games about mental health can have advantages and disadvantages.
Online gaming habits can escalate into addiction, which can negatively impact the physical and mental health of the individual. Physical harm, for instance, can include reduced sleep, vision problems, back pain, poor diet, and carpal tunnel syndrome. In addition to that, one can experience various other problems due to the lack of physical exercise.
Furthermore, gaming addiction can also lead to varying mental health issues. People may experience anxiety or depression owing to failures in the game. One may withdraw from social activities to prioritize gaming, affecting a person’s real-life responsibilities. Such people may face difficulties in maintaining normal human relationships.
Online games can be a good source of entertainment and provide many benefits, such as developing problem-solving skills and spending leisure time with friends and family. However, there are also some disadvantages to playing online games. One significant negative effect is the potential for addiction, which can decrease productivity and social isolation. Additionally, online gaming can increase the risk of violent behavior among children.
Here are some related EDUCBA’s recommended articles for expanding understanding:
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We all know the stereotype of the socially inept, basement dwelling online gamer. You know, overweight male player with no friends that lives with their parents until middle age and has difficulty interacting with the “real-world”. This stereotype is often portrayed in television, movies, and an endless number of memes the despite the fact that there is little to no scientific basis to support it . In fact, there is a significant amount of evidence to suggest quite the opposite.
The social aspects of the stereotype are of particular note as they are what distinguishes the stereotype of the online gamer from stereotypes of similar groups (console gamers and arcade gamers, for instance) but is also one of the most scientifically refuted aspects of the stereotype. In fact, online gamers are not significantly different socially , in terms of social support or general sociability, than their offline gaming or non-gaming counterparts. Furthermore, when following the same group of online gamers over time, neither playing online games nor playing at a greater frequency negatively impacted their social skills over a two-year period .
Going one step further, new research has found that playing online games may actually help to foster the development of a range of social and emotional skills. This is particularly the case for shy, socially anxious, and or isolated players .
For example, the interactive and playful nature of online games can strengthen pre-existing friendships as well as promote new ones between players. For example, because players are visually anonymous when playing online (i.e., “you can’t see me and I can’t see you), shy players may feel more free to socially engage with others as the need for excessive monitoring of their non-verbal behaviour is removed from the social situation. This social freedom allows players’ to experiment online without fear of real-world repercussions (e.g., being socially ostracized as school or work).
Online game play has also been found to help promote increased perspective taking , emotional regulation , and leadership skills .
Now, wait a minute? This is all fine and well but aren’t online friends less “valuable” than offline friends? I mean, they can’t help you move or give you a shoulder to cry on?
While online friends are less able to provide tangible favors like the ones mentioned above, that does not mean they are overall “less valuable” friendships. Research has found that online friends are considered “as real” as any real-life friendship and often regarded as valued sources of advice and emotional support . Friendships made in online games are also more long-lasting and intimate than those made in other online spaces , such as chat rooms or social networking websites.
What we really should be doing is stop talking about the differences between offline and online friendships and start recognizing the fluidity of the terms. Our lives are increasingly lived online – online gaming, online networking, online banking, working remotely, the list goes on and on. Offline and online is no longer a dichotomy and this is particularly the case with “online” and offline friends. For example, research from Pew has reported that 89% of teen players report playing online games with pre-existing offline friends or family members . That means, only 11% of players are exclusively interacting with “online only” friends. Even still, these kinds of friends are socially valuable and hold an important place within our networks as identified from the evidence above.
Online friends are important. Offline friends are important. They intersect, interact, and each have their place and serve their purpose.
This article is not a substitute for medical advice or professional counseling. While we at Take This want to provide you with resources, we do not recommend or endorse any particular site, treatment, therapy, or resource. We provide these links at our sole discretion but have not necessarily vetted or reviewed any particular resource. We assume no liability for the use of the information or resources on these sites and encourage you to use your own best judgment when reviewing these resources.
If you live in the US and you’re having suicidal thoughts, reach out to the Suicide & Crisis Lifeline or call/text 988 . If you’re outside the US, you can find local crisis lines at Suicide.org . If you’re even debating whether you should call them, you should call them. The Suicide & Crisis Lifeline handles all psychological crises, not just suicide.
Home — Essay Samples — Social Issues — Violence in Video Games — Advantages And Disadvantages Of Video Games Essay
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Words: 1148 |
Published: Feb 9, 2022
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Introduction, video games: advantages and disadvantages, works cited.
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Director of the International Gaming Research Unit and Professor of Gambling Studies, Nottingham Trent University
Dr. Mark Griffiths has received research funding from a wide range of organizations including the Economic and Social Research Council, the British Academy and the Responsibility in Gambling Trust. He has also carried out consultancy for numerous gaming companies in the area of social responsibility and responsible gaming.
Nottingham Trent University provides funding as a member of The Conversation UK.
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Whether playing video games has negative effects is something that has been debated for 30 years, in much the same way that rock and roll, television, and even the novel faced much the same criticisms in their time.
Purported negative effects such as addiction, increased aggression, and various health consequences such as obesity and repetitive strain injuries tend to get far more media coverage than the positives. I know from my own research examining both sides that my papers on video game addiction receive far more publicity than my research into the social benefits of, for example, playing online role-playing games .
However there is now a wealth of research which shows that video games can be put to educational and therapeutic uses , as well as many studies which reveal how playing video games can improve reaction times and hand-eye co-ordination. For example, research has shown that spatial visualisation ability, such as mentally rotating and manipulating two- and three-dimensional objects, improves with video game playing .
To add to this long line of studies demonstrating the more positive effects of video games is a study in the Proceedings of the National Academy of Sciences by Vikranth Bejjanki and colleagues. Their newly published paper demonstrates that the playing of action video games – the sort of fast-paced, 3D shoot-em-up beloved of doomsayers in the media – confirms what other studies have revealed, that players show improved performance in perception, attention, and cognition.
In a series of experiments on small numbers of gamers (10 to 14 people in each study), the researchers reported that gamers with previous experience of playing such action video games were better at perceptual tasks such as pattern discrimination than gamers with less experience.
In another experiment, they trained gamers that had little previous experience of playing action games, giving them 50 hours practice. It was showed that these gamers performed much better on perceptual tasks than they had prior to their training. The paper concludes:
The enhanced learning of the regularity and structure of environments may act as a core mechanism by which action video game play influences performance in perception, attention, and cognition.
In my own papers , I have pointed out many features and qualities that make video games potentially useful. For instance, in an educational context, video games can be fun and stimulating, which means it’s easier to maintain a pupil’s undivided attention for longer. Because of the excitement, video games may also be a more appealing way of learning than traditional methods for some.
Video games have an appeal that crosses many demographic boundaries, such as age, gender, ethnicity, or educational attainment. They can be used to help set goals and rehearse working towards them, provide feedback, reinforcement, self-esteem, and maintain a record of behavioural change.
Their interactivity can stimulate learning, allowing individuals to experience novelty, curiosity and challenge that stimulates learning. There is the opportunity to develop transferable skills, or practice challenging or extraordinary activities, such as flight simulators, or simulated operations.
Because video games can be so engaging, they can also be used therapeutically. For instance, they can be used as a form of physiotherapy as well as in more innovative contexts. A number of studies have shown that when children play video games following chemotherapy they need fewer painkillers than others.
Video games have great educational potential in addition to their entertainment value. Games specifically designed to address a specific problem or teach a specific skill have been very successful, precisely because they are motivating, engaging, interactive, and provide rewards and reinforcement to improve.
But the transferability of skills outside the game-playing context is an important factor. What’s also clear from the scientific literature is that the negative consequences of playing almost always involve people that are excessive video game players. There is little evidence of serious acute adverse effects on health from moderate play.
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
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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Children and young adults love video games as they are fun and help to relax. At the same time, many adults claim that children spend too much time playing, which makes them violent and do not bring any benefit. However, facts indicate that video games are useful for the cognitive development of children and adults, while the myth of increased violence of players is not supported.
Video games are not a tool to solve all problems, but they have more advantages than many people think. First, games have a positive effect on cognitive and intellectual development (Etchells). For example, a player needs attentiveness, fast reaction, and often logical thinking to complete a mission in a shooter. Other games require attention and concentration, as well as ingenuity, to find a solution to a problem or task. Educational programs can also be built in the form of online games and bring more benefits than memorizing rules from books. Besides, games for adults also have such an advantage as they help developmental skills and memory. For example, Barr conducted a study and found that students playing video games improved their communication, resourcefulness, and adaptability significantly. At the same time, the idea that violent video games force people to be crueler has no convincing evidence, and scientists argue that the connection between the game process and increased aggression is very weak (Etchells). Consequently, video games cannot be called useless, harmful, or dangerous.
In conclusion, video games can be useful for a person’s development as they help to develop various cognitive and intellectual skills. In addition, since the myth that video games make people more violent still has not found cconfirmed it is difficult to talk about their harm. However, all these statements are correct with an average number of playing hours, since a strong passion for any activity, even useful, can harm the mental and physical health of a person.
Barr, Matthew. “ Video Games Can Turn University Graduates into Better Employees ” The Guardian , Guardian News and Media, 2019.
Etchells, Pete. “ Five Damaging Myths about Video Games – Let’s Shoot ‘Em Up .” The Guardian , 2019.
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Part 7 of MindShift’s Guide to Games and Learning.
Games and learning advocates often come up against the video game stigma. Despite the fact that we’ve now seen decades of game play, and that a generation of gamers has grown up without a civilization collapsing, the bad reputation persists -- and it's mostly based around fear.
News stories abound: games make kids hyper, violent, stupid, anti-social. It's not only that people are generally wary of the unfamiliar, we also live in a culture of heroism and progress that casts every innovation as a revolution. Rather than celebrating modification and iteration, we divide the world into what’s cutting-edge and what’s obsolete. We’re always afraid that the new school will completely displace an old school that we’re not quite ready to abandon.
But the introduction of video games in the classroom does not need to mean the end of books. Blended learning will not necessarily replace the lecture. Games, however, can supplement time-tested pedagogical practices with new technological solutions to long-term problems. We can have the best of both the new and the old. Other posts in this series have already discussed the way games can help educators answer the ongoing assessment question, the way games can help develop kid’s metacognitive skills and empathy , and the way they can help to break down the boundaries between academic subjects . Still, not everyone’s convinced.
Recently, researchers have begun to look at the positive impact of games both in a general way and for learning in particular. The data is still sparse, but there are already some important takeaways. Here, I’ll summarize some of the general research on the positive impact of gameplay. In a future post, I’ll look at the research specific to games in school, education, and learning.
The recent APA (American Psychological Association) article entitled, “The Benefits of Playing Video Games” by authors Isabela Granic, Adam Lobel, and Rutger C. M. E. Engels surveyed the landscape of video games. They identified four types of positive impact that video games have on the kids who play them: cognitive, motivational, emotional, and social.
Gameplay has cognitive benefit because games have been shown to improve attention, focus, and reaction time. Games have motivational benefit because they encourage an incremental , rather than an entity theory of intelligence. Games have emotional benefit because they induce positive mood states; in addition, there is speculative evidence that games may help kids develop adaptive emotion regulation. Games have social benefit because gamers are able to translate the prosocial skills that they learn from co-playing or multiplayer gameplay to “peer and family relations outside the gaming environment.”
Thinking about cognitive, motivational, emotional, and social skills reminds us that educators are not just responsible for the transmission of content and facts. Of course, this is one of the reasons that there is so much controversy over testing. Standardized tests measure only quantifiable outcomes. Educators, however, are also responsible for the non-quantifiable well-being of our students. Some of these skills are taken into account in some schools when folks talk about “character education.” But mostly, there is little curricular systematization in these areas. Still, teachers are accountable for conflict resolution and other interpersonal skills. Video games can help.
A survey done in Ireland , Online Gaming and Youth Cultural Perceptions by Killian Forde and Catherine Kenny, suggests that kids who play multi-player games online are more likely to have a positive attitude toward people from another country: 62 percent of online gamers hold a favorable view of people from different cultures compared to 50 percent of non-gamers. Unlike school, where the diversity of the institution is rarely reflected by individuals’ peer groups, interactive online gaming correlates with a more diverse group of friends. Might the same principle be applied to the classroom? Could multi-player learning games help eliminate bullying and build camaraderie among classmates?
Studies like these are generally held at face value, but critics of games are quick to point out that the violent ones are morally reprehensible. Though I’m not a fan of violent video games, studies have shown that there are even positive benefits from playing these types of games. One study, published in Nature , showed that playing fast-paced “action based” video games improves “attentional processing” and also “induces long-lasting improvements in contrast sensitivity, a basic visual function that commonly deteriorates with age.” Of course, the violent narrative content is not likely responsible for these benefits. It seems more likely that it has something to do with the fast pace which demands quick reflexes.
The most convincing neurological research shows that video games contribute to neural plasticity because games provide “a multitude of complex motor and cognitive demands.” In this study, players played platformers such as Super Mario Brothers for at least 30 minutes a day for 2 months. They showed "significant gray matter (GM) increase in right hippocampal formation (HC), right dorsolateral prefrontal cortex (DLPFC) and bilateral cerebellum.” These are the areas of the brain “crucial for spatial navigation, strategic planning, working memory and motor performance.”
DIFFERENT GAMES FOR DIFFERENT GOALS
But it's a little disingenuous to say that games are “good for kids.” Games are not like vegetables. Don’t imagine them as if they were packed with vitamins and nutrients that help kids grow into healthy adults. Like all forms of media, it depends on the particular games and how they are used.
“One can no more say what the effects of video games are, than one can say what the effects of food are. There are millions of individual games, hundreds of distinct genres and sub-genres, and they can be played on computers, consoles, hand-held devices and cell phones. Simply put, if one wants to know what the effects of video games are, the devil is in the details.” Say Daphne Bavelier & C. Shawn Green, in Nature Reviews Neuroscience.
The details include, among other things, the narrative content: the story of the game. Games with very similar mechanics could have drastically different stories. For example, replace PacMan and the Space-Ghosts with Theseus and the Minotaur and it is a very different game. I can imagine a game called Steve the Fracker that might look very similar to Minecraft, but the implications are altogether different. Understanding how shifting the narrative can change the game gives developers a clue about how they might build learning games and also helps teachers imagine how they might use existing commercial games to reinforce learning outcomes.
Imagine if we could build learning games that provided the same kinds of complex motor and cognitive demands as fast paced action games while featuring narrative content that was curricularly relevant. Games all feature stories laid atop interactive mechanics. One approach to learning games might be to build narratives that reinforce educational content while employing the same familiar game mechanics. Teachers could also have students imagine how existing commercial game narratives might be retold to be relevant to class content.
The studies summarized here identify some of the ways that games, considered in a general way, can have positive impact on the people that play them. To get the most out of games, however, the facilitation and mentoring that adults can provide children is absolutely essential. Teachers should design curriculum that not only uses game-based instruction, but also makes kids aware of the way games are designed. Parents should play games with their kids at home.
The MindShift Guide to Games and Learning is made possible through the generous support of the Joan Ganz Cooney Center and is a project of the Games and Learning Publishing Council .
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Online Gaming is a new fad amongst all age groups today especially amongst teenagers which has its own advantages and disadvantages. Online Games Good or Bad Speech is among the ASL Topics and we have composed two sample speeches that can help you prepare for your English assessment.
Good morning everyone! I am ABC and today I stand before you to present an insightful and informative speech on whether Online games are good or bad? Online gaming is a double-edged sword that has its own share of merits and demerits. Post pandemic most of our life has become virtual and hence, being completely cut off from online gaming is impossible and even if possible, it will do more harm than good as children and teenagers will be deprived of leisure. Coming on to the bright side of online gaming, there are a plethora of benefits of online gaming as they hone our Analytical thinking, inculcate the importance of Goal-oriented Behaviour as a lot of online Games involve missions and levels which requires really good gaming skills, and online gaming makes teenagers more prudent and alert. India has witnessed a huge boom in the gaming market because the majority of our population is young, mobile phones are available at low cost, and easily available on the Internet. India is among the top 5 online mobile gaming industries and as per research which shows 30 percent of people believe playing online games enhances cognitive skills. Playing online games helps teenagers connect with their peers as most of the teenagers play online games and also if played within limits then it is a really good leisure activity. Now after exploring the merits, we will now understand the dark side of online Gaming. Playing excessive online games reduces our interest in other important activities like academics, outdoor sports. Moreover, all day of sitting and playing online games is detrimental for physical and mental health. Also at times, kids can download games from unsafe sources which may bring viruses to their mobile phone or PC. Also, these games are highly addictive in nature which not only distorts focus but also inhibits delayed gratification among children. Playing action games frequently makes children impulsive and aggressive. The research found that gaming addiction is correlated with low-self esteem, negative beliefs about one’s self, and poor social relationships. Be careful while playing online games, as the most attractive game can be the biggest distraction that can hinder you from achieving your goals and dreams. Now after taking both merits and demerits of online gaming into consideration it is safe to say that online games are beneficial as well as harmful depending completely on us whether we allow these games to overpower our willpower or not. Otherwise if played in limit playing games can be a rewarding experience as well.
Good morning everyone! I am ABC and today I stand before you to present an insightful and informative speech on Online games: good or bad? Just like a coin, online gaming has two sides that must be understood comprehensively. First, we will explore the bright side of online gaming and some of the benefits of online gaming can’t be ignored as it helps us in improving our critical thinking skills as games with tough missions and levels require us to think critically, encourage out of the box and solution-oriented manner of thinking as some missions in a particular game may require spontaneity and smartness in order to crack those missions. Also if played within limits, online gaming, especially with friends, can be a rewarding experience indeed after a tiresome and hectic day at work or College and it improves the presence of mind and alertness. Now further, let’s explore the dark side of online gaming. Some of its demerits are that it takes up a lot of our time, if we get addicted to it and it also deviates us from our main goals and work. Playing violent and action games can definitely instill violence and aggression in our behavior. Thus, we must be cautious of online gaming and play these games within the limit as playing them excessively can hinder our social relationships and affect our health. After taking both the pros and cons of online gaming into account, it is advisable to play online games but only within a limit so that it does not overpower our willpower.
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your blog gave me lots of knowledge for gaming
Thank you, Pawan!
this website is a gem i like the way they give the intro and outro
Glad you liked it, Harin! You can also check: Harvard’s 5 New Free Online Courses for Programmers How to Make a Career in Online Gaming? Reach us at 1800 57 2000 for study-abroad related matters!
you are very very nice
Thank you for the comment, Vinayak!
Very good app is this I want to study with this class
If you liked the blog o speech on the online game good or bad, you must read our blog on speech on Procrastination- https://leverageedu.com/blog/speech-on-procrastination/ .
This info is new for me ! Thanks
Glad to help!
Thanks for this.
This article posts a lot of information on online games that help us have different strategies, critical thinking, multitasking, problem-solving, quicker decision making, relaxation, better memory, and more concentration.
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Online video games can be a way to help support your child’s learning and teach them key life skills. Get insight on how some gaming benefits young players’ development.
Why do children enjoy watching as much as playing?
Tips on how to choose the best games for children, healthy gaming top tips.
Although games are a form of entertainment, with parents’ support and guidance video gaming benefits by helping them children develop their creativity, nurture relationships with friends and improve strategic thinking.
It can also help young players build perseverance to achieve goals, build resilience and improve their communications skills, especially in online multiplayer video games.
Learning and development benefits , a great source to develop early learning skills for younger children .
Studies show that certain games benefit younger children by helping them improve early reading skills with the support of parents and teachers. Games like ‘ Times Table Rock Stars ‘ that is used in primary schools and pre-school apps like ‘Endless Alphabet ‘ can be great tools to help children learn in a more engaging way. Also, with the growth of connected toys, children can experience physical play while playing on devices. Educational toys like Osmo combines tactile play pieces with a device’s camera to bring to the in-play action to life.
Games that are immersive and require strategy and problem-solving skills to win require players to remember and take in a lot of information. Regularly playing these types of games can help improve young players’ short and long-term memory. They may also the brain process information quicker. Furthermore, video games capture players’ imagination, helping them to stay focused on certain tasks, building their perseverance to achieve a goal.
Games that require players to find items while fighting off other opponents call for attention to detail and quick reactions. Studies have shown that this type of gaming benefits young players by helping them develop their multi-tasking skills.
The more complex online multiplayer games help teach players how to be strategic and analytical to assess risk and reward. These games call for young players to react quickly to changes in the game. This type of gaming benefits children because the skills can be transferable to real-world jobs that rely on problem-solving, analytical skills and strategic thinking.
As games allow children to immerse themselves in virtual worlds and, at times, connect to people from around the world, it can be a great way for them to learn about different perspectives and cultures.
Group play provides social benefits.
Whether children are playing online multiplayer games with friends or using family-friendly apps like ‘Heads Up’ with the family in the living room, these types of games can help nurture relationships through shared moments. They also improve children’s social skills. For children who may have disabilities, it can also be a way for them to make friendships they may struggle to create offline and contribute to overall child development.
Best connected toys, games and apps for the whole family to share
Online multiplayer gaming benefits young players by allowing them to take on a number of roles such as managing teams or working with others to win. The shared experience can be a great way to collaborate and learn from each other to build children’s confidence.
The success of games like Pokemon GO and Just Dance are an example of how gaming benefits children by motivating them to stay active while gaming. Also, the rise of mobile gaming apps means that children can now game on the go. See our list of active apps that can help your child stay active while gaming.
There are a number of games and apps developed to help children manage their emotions and encourage kind behaviour, compassion and empathy. See our list of wellbeing apps to learn more.
Sometimes it can be easier to talk about worries in a virtual context, and gaming may benefit children by providing a safe place for children to express themselves.
Immersive games can help children experience stories in a different and engaged way. The way the story is told can spark creative skills and make the topics more memorable. Online safety games like Digital Matters can help children learn and practise important skills through storytelling.
Schools now use game-based learning more often to help students understand and think about complex topics. These may help children build math skills or get to grips with concepts in science. Gamifying learning and allowing children to see things in a different way can encourage them to grasp topics faster and in a more meaningful way.
Offers the opportunity to explore, build new worlds and take on new personas that aren’t possible in the real world.
Video games offer worlds to explore that don’t dictate types of behaviour or where to go. Young players enjoy this freedom as an extension of the playground.
Games offer an experience that can extend over a long period. Like a bed time story, regularly visiting a game and progressing the story is both comforting and compelling.
Online multiplayer video gaming benefits include connecting with people from all around the world, getting real-time feedback on how well you are playing, improving teamwork skills and building relationships with friends. Additionally, it creates a family friendly space where you can have positive online experiences together.
Depending on the games they play, players can get rewards such as tokens, in-game currency, virtual trophies and more as they move through the games and complete different levels.
The rise of esports and games like Fortnite and Rocket League allow children to compete against each other to gain notoriety by winning. Some people even pursue esports as a way to earn money.
Challenge your child and learn about online safety together with our tablet app
Use our 6 top online gaming safety tips to help children use gaming as a way to build on their skills, have fun, all in a safer environment.
Use this animated music video from Common Sense Media to talk with your child about the hazards of oversharing online
Many children watch others playing video games rather than actually playing themselves. so much so that let’s play videos – narrated videos of other people’s gameplay, often including jokes and humour – are the most watched live stream videos on video sharing platforms. here are a few reasons why:.
Children benefit from watching others because they can pick up tricks to complete stages of games, learn new strategies by watching walkthroughs and improve their video gaming skills on a particular game.
This is the biggest reason why children enjoy watching others gaming. It’s not just watching them play, but the commentary which can be humourous that they see as a benefit. Some are done by popular YouTubers, so it feels like a chance to get to know their personality and engage with them.
Children tend to share these let’s play videos with each other and discuss them together. If they are watching them live, they can also communicate with others watching and the person who is live streaming (which can often be a well-known gamer or YouTuber like PewdiePie).
Some of the language that is used in the videos is not family friendly. Therefore, it’s best to watch them with your child to get an idea of suitability.
If they are watching live streams, it may be harder to control the type of content that they might see. Use the YouTube Kids app to find suitable Let’s Play videos curated for children. There is also a YouTube channel called LearningWorks for Kids Let’s Play which provide tips to optimise game-play for children’s learning.
Watching the videos may have some gaming benefits like learning new skills and socialisation. However, unlike playing games, this is passive screen time, so monitoring the amount of time they spend watching is important. Remind them to take breaks and use parental controls to set up limits.
Teach important online safety issues through gamefied learning.
What makes a good video game?
Great games are those that both challenge and teach your child something they can use in the real world. But there is also value in the virtual experience. It enables children to prepare for a future where online and offline lives overlap. Like books, many games benefit young players’ lives because of their experience as a whole.
Take a look at family stories on AskAboutGames to get insight on age-appropriate games that will help your child do just that. Family friendly games allow everyone to get involved and play together.
My child would like a career in gaming. How can I support them?
If your child would like to get into esports (competitive gaming) or help create video games of the future, start early and help them learn more about the different jobs and opportunities in the gaming industry. It’s a good idea to help them broaden their view of what’s available beyond the traditional roles of developers or streamers.
Take a look at the type of video gaming jobs available for them so they can understand their priorities. Ask About Games have created Thriving Futures: A rough guide to game careers , an advice series exploring available roles and actions young people should take.
Game performer.
Game performers include voiceover artists, actors, and even athletes and stunt experts who do motion capture work (special cameras that record movement to create more realistic characters).
There are many different approaches to producing games but, in general, game producers keep everybody working on the same page. They make sure a game comes together as planned: on time, to budget and at a top standard. Sometimes game producing can be a managerial role and in other cases, it can be creative. Game producers normally sit at the top of a team, working with lead game designers and game directors.
A game writer pens the script for a game, but they also do much more than that. Game writers might contribute to ‘world building’, where they provide back stories and supporting documents to help players – or fellow developers – understand a game world and the motivations of characters within it.
Some world building content might not even be included in a game but is vital to it feeling convincing. Game writers often deliver other in-game text and even work with performers and audio specialists to adapt game dialogue as it is performed and recorded.
There are many types of game audio roles. They may include those who record and edit voiceovers or composers who score game soundtracks. Games also include game sound effect designers and creators along with recording artists who go out into the world to capture real sounds.
Where should gameplay happen?
Encourage children to play in communal spaces to share the experience in a family friendly way. This help you catch any problems like worrying content or too much screen time. Keeping video games in family rooms turns gaming into a normal part of family life rather than something separate or hidden away.
If children are older and would prefer to play in their bedroom, consider steering them towards keeping the tech in a shared space. In any case, keep the conversation going about their gameplay and make sure you enforce your agreed rules to ensure they stay safe while gaming.
For what age is video gaming appropriate?
According to research, children typically start gaming between the ages of 3 to 4. On average, boys play nearly 4 hours of video games every day while girls average just over 2 hours . There is no age specification on when they should start, but it’s a good idea to manage the type of games they play to make sure the games benefit their development as they grow.
Additionally, physical safety is just as important as digital safety. Some people have reported experiencing nausea when playing VR games , for instance, so making young players aware of what to do if they feel unwell is key. Prolonged sessions of gaming can also affect developing eyes, so it’s important to take regular breaks (every 20 – 30 mins) and set up gaming stations in a way that will allow them to minimise the negative impact on their body.
For younger children, there are plenty of games and apps to learn different skills from reading to engineering. A lot of these games tend to be educational and encourage parents to monitor progress to see how well children are doing.
Pick games that are family friendly so you can play together, keep them motivated and help them develop these key skills. Examples include Stardew Valley, Towerfall, Nintendoland, Spaceteam and Overcooked 2.
For pre-teens, there are plenty of sandbox games like Minecraft , Roblox and Rec Room that allow them to explore and build new worlds to make it more immersive and engaging. These games give children the opportunity to be creative and use their imaginations.
For teens, available are more complex and immersive and tend to feature live interactions with multiple players. Examples include Fortnite or Apex Legends . These games may seem like pure entertainment but they may require a level of strategy and forward planning to move through levels and achieve goals set by the game.
With these types of games, it’s important to review them together with your child to make sure the content is suitable for their age. Remember to also keep the conversation going so they know what to do if something goes wrong. Learn what the PEGI ratings mean on games to help.
Need to create a family media plan? See this template from healthychildren.org
If you have a game in mind for your child, do some digging about it to see what others think about the game and potential things you should watch out for. There are a number of sites like AskAboutGames that offer parents’ insights on games and other types of media to help you make a decision.
For younger children, you can get them started on free games available through web browsers. It’s important to note that some of these sites may have phishing or spyware so, googling for games to play on browsers can be risky. Sticking to reputable sites like Nickelodeon and CBBC is best as they offer a range of games that are suitable for a younger audience that features their favourite characters. These games are also often focused on learning a skill or explore a theme which is great for young children. You could also download free apps such as Lego apps or make use of systems like DS and 3DS to download free games which are great for younger kids.
To ensure that your child is engaged and challenged, make sure to give them a broad variety of games to choose from. You could mix and match Shoot’em up games with Puzzle games to allow them to use different skills to play. Also, make some time to talk about the content in the games to get an idea of their understanding of themes.
As an alternative to board games, video games can help enhance family moments and create a shared experience to relationships. Choosing games like Heads Up or Tetris inspired Tricky Towers are a great way to enjoy screen time together.
Get more insight: Top 6 great family games to enjoy over Easter Holidays
If your child has gaming friends, talk to their parents to get their point of view on games and get an idea of what their concerns may be. Check out popular game lists in app stores and game sites. This is a great way to look at trends and see what others are ranking as good games to invest in.
There are a number of games that you can play together virtually, these are a great way to stay connected and create moments of shared experiences.
Use PEGI (Pan-European Game Information) ratings and App store ratings to get an idea of what type of content the game will have and decide whether the game is age-appropriate. It’s important to note that these are just indicators so we’d advise finding out more about the game through a review or other parents before giving it to your child. The Pegi App is a great way to get a view of the game’s rating.
Also, popular sites like Steam (a distribution platform for buying and playing games) do not have clear ratings so reviewing the games may be to only way to find out.
Dependent on what your child’s hobbies are or areas of interest, try and find games that will help supplement these to get them engaged. If your child enjoys football, fishing or racing cars there are lots of games with this theme. Equally, games like this can be good at sparking real-world hobbies.
As they get more proficient in online gaming, playing web-browser games may become boring for them. Through regular conversations, check-in to see if they are enjoying the games and suggest more challenging games to make gameplay rewarding.
Before investing in the game try a demo together. Studies show that children learn more when parents join in.
See resource: Kotaku Best video games to play with kids
Whether you are investing in a boxed game (one that you put in the console) or a mobile-based game that is free-to-play, it’s a good idea to consider the costs of involved.
Some games feature in-app purchases and market to your child through ads so it’s important to consider whether this is something that you would like your child to be exposed to. Equally, consider the costs of getting subscription services to play online like Xbox lie and PSN. Cost of hardware and extra controllers should be reviewed as some can run high.
Also, if you are planning to invest a lot, consider how long your child is likely to play the game to make sure it’s a good investment. Other costs might include needing to purchase additional controllers and get subscriptions to services that allow online play.
Here is a summary of the types of games that are available for you to choose from..
Action – This is the most popular type of game that focuses on players reaction time and hand-eye coordination with progression through levels. As this is a catch-all, here are some sub-sections of the genre:
Strategic: These games require the management of resources to survive and win the game. Example: Portal Knights
Point & click: Adventure games the characters are controlled on screen with a mouse. Example: Broken Age
Racing: Games featuring racing competitions with vehicles or characters Example: Forza Horizon 4
Massively multiplayer game Online: Features multiple players interacting with each other in real-time through voice or text-based communication online. Example: Fortnite
First-person: Games where players see the game through the eyes of the character throughout the game. Example: Apex Legends
Party mini-games: Multiplayer games that are short and simple with a focus on scoring points to win. Example: Mario Party 9
Sports: Features real-world games such as golf, football, etc. Example: FIFA 19
Turn-based: These types of games pause to allow either another player to make a move or the computer to take a turn. There are other sub-genres including turn-based strategy and turn-based role-playing. Example: Wargroove
Puzzle: Games with a focus on testing problem-solving skills, logic, patterns or word completion. Example: Tetris
Simulation games: These are games that closely simulate real-world activities. Example: The Sims
Learn how to keep your child safe while playing online games to ensure they get the best out of their experience.
Play games in open spaces
Show them how to stay respectful while gaming
Help them see the bigger picture when it comes to gaming
Ask About games: learning about the gaming industry
Encourage them to try challenging games that offer variation in activities
Encourage your child to notice enjoyment and frustrations
Explain the importance of protecting their personal information
Make gaming active
Give them tools to use when things go wrong
Resource for teens to learn about the risks of online gaming
Download workbook.
Cultivating happiness, managing conflict with humor.
Gratitude: the benefits and how to practice it.
Are you or someone you know in crisis?
The benefits of play, play and relationships, play at work, playing with your children, how to play more, the benefits of play for adults.
Just because we’re adults, that doesn’t mean we have to make life all about work. Learn how play can benefit your relationships, job, and mood.
In our hectic, modern lives, many of us focus so heavily on work and family commitments that we never seem to have time for pure fun. Somewhere between childhood and adulthood, we stopped playing. When we carve out some leisure time, we’re more likely to zone out in front of the TV or computer than engage in fun, rejuvenating play like we did as children. But play is not just essential for kids; it can be an important source of relaxation and stimulation for adults as well.
Playing with your romantic partner, friends, co-workers, pets, and children is a sure (and fun) way to fuel your imagination, creativity, problem-solving abilities, and emotional well-being. Adult play is a time to forget about work and commitments, and to be social in an unstructured, creative way.
Play could be simply goofing off with friends, sharing jokes with a coworker, throwing a frisbee on the beach, dressing up on Halloween with your kids, building a snowman in the yard, playing fetch with a dog, acting out charades at a party, or going for a bike ride with your spouse with no destination in mind. There doesn’t need to be any point to the activity beyond having fun and enjoying yourself. By giving yourself permission to play with the joyful abandon of childhood, you can reap oodles of health benefits throughout life.
While play is crucial for a child’s development, it is also beneficial for people of all ages. Play can add joy to life, relieve stress, supercharge learning, and connect you to others and the world around you. Play can also make work more productive and pleasurable.
[Read: Cultivating Happiness]
You can play on your own or with a pet, but for greater benefits, play should involve at least one other person, away from the sensory-overload of electronic gadgets.
Relieve stress. Play is fun and can trigger the release of endorphins, the body’s natural feel-good chemicals. Endorphins promote an overall sense of well-being and can even temporarily relieve pain.
Improve brain function. Playing chess, completing puzzles, or pursuing other fun activities that challenge the brain can help prevent memory problems and improve brain function. The social interaction of playing with family and friends can also help ward off stress and depression.
Stimulate the mind and boost creativity. Young children often learn best when they are playing—a principle that applies to adults, as well. You’ll learn a new task better when it’s fun and you’re in a relaxed and playful mood. Play can also stimulate your imagination, helping you adapt and solve problems.
Improve relationships and your connection to others. Sharing laughter and fun can foster empathy, compassion, trust, and intimacy with others. Play doesn’t have to include a specific activity; it can also be a state of mind. Developing a playful nature can help you loosen up in stressful situations, break the ice with strangers, make new friends, and form new business relationships.
Keep you feeling young and energetic. In the words of George Bernard Shaw, “We don’t stop playing because we grow old; we grow old because we stop playing.” Play can boost your energy and vitality and even improve your resistance to disease, helping you function at your best.
Play is one of the most effective tools for keeping relationships fresh and exciting. Playing together brings joy, vitality, and resilience to relationships. Play can also heal resentments, disagreements, and hurts. Through regular play, we learn to trust one another and feel safe.
Trust enables us to work together, open ourselves to intimacy, and try new things. By making a conscious effort to incorporate more humor and play into your daily interactions, you can improve the quality of your love relationships—as well as your connections with co-workers, family members, and friends.
Play helps develop and improve social skills. Social skills are learned as part of the give and take of play. During childhood play, kids learn about verbal communication, body language, boundaries, cooperation, and teamwork. As adults, you continue to refine these skills through play and playful communication.
Play teaches cooperation with others. Play is a powerful catalyst for positive socialization. Through play, children learn how to “play nicely” with others—to work together, follow mutually agreed upon rules, and socialize in groups. As adults, you can continue to use play to break down barriers and improve your relationships with others.
[Read: Tips for Building a Healthy Relationship]
Play can heal emotional wounds. As adults, when you play together, you are engaging in exactly the same patterns of behavior that positively shape the brains of children. These same playful behaviors that predict emotional health in children can also lead to positive changes in adults. If an emotionally insecure individual plays with a secure partner, for example, it can help replace negative beliefs and behaviors with positive assumptions and actions.
Play and laughter perform an essential role in building strong, healthy relationships by bringing people closer together, creating a positive bond, and resolving conflict and disagreements. In new relationships, play and humor can be an effective tool not just for attracting the other person but also for overcoming any awkwardness or embarrassment that arises during the dating and getting-to-know-you process. Flirting is a prime example of how play and humor are used in adult interactions.
In longer-term relationships, play can keep your connection exciting, fresh and vibrant, while also deepening intimacy. It can also help you overcome differences and the tiny aggravations that may build up over time. If you’re struggling to keep play and humor alive in your relationship, couples counseling may help you rekindle the spark.
BetterHelp is an online therapy service that matches you to licensed, accredited therapists who can help with depression, anxiety, relationships, and more. Take the assessment and get matched with a therapist in as little as 48 hours.
Many tech companies have long recognized the link between productivity and a fun work environment. Some encourage play and creativity by offering art or yoga classes, throwing regular parties, providing games such as Foosball or ping pong, or encouraging recess-like breaks during the workday for employees to play and let off steam. These companies know that more play at work results in more productivity, higher job satisfaction, greater workplace morale, and a decrease in employees skipping work and staff turnover.
[Read: Finding the Right Career]
If you’re fortunate enough to work for such a company, embrace the culture; if your company lacks the play ethic, you can still inject your own sense of play into breaks and lunch hours. Keep a camera or sketch pad on hand and take creative breaks when you can. Joke with coworkers during coffee breaks, relieve stress at lunch by shooting hoops, playing cards, or completing word puzzles together. It can strengthen the bond you have with your coworkers as well as improve your job performance. For people with mundane jobs, maintaining a sense of play can make a real difference to the work day by helping to relieve boredom.
Success at work doesn’t depend on the amount of time you work; it depends upon the quality of your work. And the quality of your work is highly dependent on your well-being.
Taking the time to replenish yourself through play is one of the best ways you can help your career. When the project you’re working on hits a serious glitch, take some time out to play and have a few laughs. Taking a pause for play does a lot more than take your mind off the problem. When you play, you engage the creative side of your brain and silence your “inner editor,” that psychological barrier that censors your thoughts and ideas. This can often help you see the problem in a new light and think up fresh, creative solutions.
It’s tempting to think that the best way to cope with an ever-increasing workload is to push your employees to work longer and harder. However, without some recreation time, it’s more likely that the work will suffer and your workers will become chronically overwhelmed and burned out. Encouraging play, on the other hand, creates a more lighthearted work atmosphere that in turn encourages employees to take more creative risks.
Rolling on the floor with your baby or getting down on your knees to play with a young child is vitally important—both to your child’s development and to your own health.
Play is essential for developing social, emotional, cognitive, and physical skills in children. In fact, far from being a waste of time or just a fun distraction, play is a time when your child is often learning the most. Whether it’s an infant playing “peek-a-boo,” a toddler playing make-believe, or an older child playing a board game, play develops social skills, stimulates a child’s imagination and makes kids better adjusted, smarter, and less stressed.
As well as aiding your child’s development, play can also bring you closer together and strengthen the parent-child bond that will last a lifetime.
While children need time to play alone and with other children, playing with their parents is also important. Here are some helpful tips to encourage play:
Establish regular play times. It may be for twenty minutes before dinner every night or every Saturday morning, for example. Remember, this time spent playing together is benefiting both of you.
Give your child your undivided attention. Turn off the TV and your cell phone and make time to play with your child without distraction. Having your undivided attention makes your child feel special.
Get down to your child’s level. That may mean getting down on your knees or sitting on the floor. Match your child’s intensity during play—if your child is loud and energetic, be loud and energetic, too.
Embrace repetition. It may be boring to you, but it’s not to your child. Children learn through repetition. Let your child play the same game over and over. Your child will move on when he or she is ready.
Let your children take the lead. Become part of their game rather than trying to dictate the play. In pretend play, let your child call the shots, make the rules, and determine the pace of play. Ask questions and follow along—you’ll likely get drawn into imaginative new worlds that are fun for you, too.
Don’t force play or try to prolong a game. The best way to teach a new skill is to show children how something works, then step back and give them a chance to try it. When your child grows tired of an activity, it’s time to move on to something new.
Make play age-appropriate and consider safety. If a game is too hard or too easy, it loses its sense of pleasure and fun. Help your child find age-appropriate activities and understand any safety rules for play. Nothing ruins a fun game faster than a child getting hurt.
Incorporating more fun and play into your daily life can improve the quality of your relationships, as well as your mood and outlook. Even in the most difficult of times, taking time away from your troubles to play or laugh can go a long way toward making you feel better. It’s true what they say: laughter really is the best medicine . Laughter makes you feel good. And the positive feeling that comes from laughter and having fun remains with you even after the giggles subside. Play and laughter help you retain a positive, optimistic outlook through difficult situations, disappointments, and loss.
It’s never too late to develop your playful, humorous side. If you find yourself limiting your playfulness, it’s possible that you’re self-conscious and concerned about how you’ll look and sound to others when attempting to be lighthearted. Fearing rejection, embarrassment or ridicule when trying to be playful is understandable. Adults often worry that being playful will get them labeled as childish. But what is so wrong with that? Children are incredibly creative, inventive and are constantly learning. Wouldn’t you want to be childish if that is the definition? Remember that as a child, you were naturally playful; you didn’t worry about the reactions of other people. You can reclaim your inner child by setting aside regular, quality playtime . The more you play, joke, and laugh—the easier it becomes.
Try to clear your schedule for an afternoon or evening, for example, and then turn off your phone, TV, computer, and other devices. Give yourself permission to do whatever you want for the time you’ve allotted. Be spontaneous, set aside your inhibitions and try something fun, something you haven’t done since you were a kid, perhaps. And enjoy the change of pace.
Host a regular game night with friends or family.
Arrange nights out with work colleagues: bowling, playing pool, miniature golf, or singing karaoke.
Schedule time in a park or at the beach to throw a Frisbee or fly a kite with friends.
Play with a pet . Puppies, especially, make very willing playmates. If you don’t have your own, borrow one from your local animal shelter.
Surround yourself with playful people. They’ll help loosen you up and are more likely to support your efforts to play and have fun.
Joke with strangers at a bus stop or in a checkout line. It’ll make the time pass quicker and you may even spark up new friendships.
Visit a magic store and learn some tricks. Or invest in art supplies, construction toys, or science kits and create something new.
Play with children. Goofing around with kids helps you experience the joy of play from their perspective. If you don’t have young children, arrange a play date with your grandkids, nephews, nieces, or other young relatives.
Here’s how walking with your pooch can benefit you as well
Five tips to get more satisfaction and joy out of life
Using laughter and play to resolve disagreements
How to feel good about yourself
Tips for changing negative behaviors
What to do when you feel like a fraud at work, school, or in relationships
Your personality impacts your health, mood, and relationships. Here’s what you need to know.
Reaping the mood-boosting effects
BetterHelp makes starting therapy easy. Take the assessment and get matched with a professional, licensed therapist.
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Advantages of Online Games. Online gaming is a huge platform today. A platform that has broken all barriers and boundaries amidst countries around the world. In online gaming, you can connect to anyone anywhere in the world and play. Sometimes you don't even know with whom you are playing and this mystery makes the experience even more thrilling.
In fact, playing online games at a moderate level could be beneficial to players' personal psychological growth and interpersonal relationships (Ko et al., 2005; Yee, ... should more scientifically guide teachers and parents to change their attitudes toward online games and recognize the benefits of online games (Whitton and MacLure, 2017).
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.
A small but significant body of research has begun to emerge, mostly in the last five years, documenting these benefits. We propose that, taken together, these findings suggest that video games provide youth with immersive and compelling social, cognitive, and emotional experiences.
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 ...
Online games can be a good source of entertainment and provide many benefits, such as developing problem-solving skills and spending leisure time with friends and family. ... However, there are also some disadvantages to playing online games. One significant negative effect is the potential for addiction, which can decrease productivity and ...
Going one step further, new research has found that playing online games may actually help to foster the development of a range of social and emotional skills. This is particularly the case for shy, socially anxious, and or isolated players. For example, the interactive and playful nature of online games can strengthen pre-existing friendships ...
Online games are sedentary lifestyle and with other associated behaviours during these activities like snacking and decreased sleep time. ... this essay argues that video games education should be implemented because the benefits of digital game based education would possibly become primary to the high school students because it could improve ...
For the physical health, games will affect their physical fitness and increase the risk of obesity. Online games are sedentary lifestyle and with other associated behaviours during these activities like snacking and decreased sleep time. Sitting in front of computer for a long time that decrease time of exercise and movement.
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 ...
Video games have an appeal that crosses many demographic boundaries, such as age, gender, ethnicity, or educational attainment. They can be used to help set goals and rehearse working towards them ...
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.
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.
The first-person shooting game put players into a simulated war, and so is more commonly associated with violence and stress than as a way of improving mental health. Pallavicini, however, says ...
In the US alone, four out of five consumers in one survey played video games in the last six months, according to a new study by NPD, an American business-research firm. And at a time in which ...
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.
Essentially, the more you learn, the more your brain can adapt. "Like stimulants, video gaming can increase gray matter in the brain," says Dr. Manos. "Gray matter provides interconnectivity ...
There are three effects of game online; health, self-control and other effects condition. First, playing games online can help you lose weight because it has the ability to monitor your motions for certain games. For example, a bowling game, it can simulate the motion of throwing a bowling ball.
Benefits of Video Games. Words: 316 Pages: 1. Children and young adults love video games as they are fun and help to relax. At the same time, many adults claim that children spend too much time playing, which makes them violent and do not bring any benefit. However, facts indicate that video games are useful for the cognitive development of ...
Doug Kline. Part 7 of MindShift's Guide to Games and Learning.. Games and learning advocates often come up against the video game stigma. Despite the fact that we've now seen decades of game play, and that a generation of gamers has grown up without a civilization collapsing, the bad reputation persists -- and it's mostly based around fear.. News stories abound: games make kids hyper ...
3.6. ( 1020) Online Gaming is a new fad amongst all age groups today especially amongst teenagers which has its own advantages and disadvantages. Online Games Good or Bad Speech is among the ASL Topics and we have composed two sample speeches that can help you prepare for your English assessment.
Physical and social benefits Group play provides social benefits. Whether children are playing online multiplayer games with friends or using family-friendly apps like 'Heads Up' with the family in the living room, these types of games can help nurture relationships through shared moments. They also improve children's social skills.
Play at work. Many tech companies have long recognized the link between productivity and a fun work environment. Some encourage play and creativity by offering art or yoga classes, throwing regular parties, providing games such as Foosball or ping pong, or encouraging recess-like breaks during the workday for employees to play and let off steam.
Although somebody said it, somebody improve their life from playing games. In the fact that games have many benefits for evolution in the other ways include learning second or third language, practice confidence and chronic therapy. Some games reflex children's manner or react to activate the individual of them.
Counter Craft 5 combines Counter-Strike Games with zombie shooting games, but zombies are made out of blocks! Yes, it's got everything you want! How to play Counter Craft 5 Online. The game is an FPS shooter game in 3D where: the maps are taken directly from Counter-Strike Games; you shoot zombies made out of blocks