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This article was published on september 1, 2015 by Jacob W. Brawer. This article talks about how badly video games can affect someone mentally, and how on each test it got worse and worse.

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Author: Jacob W. Brawer

Institution: Flintridge Preparatory School
ABSTRACT
This study examined the effects of brief exposure to a violent video game on a test of attention and concentration in 12- to 14-year-old males with low-volume video game play histories. We hypothesized that subjects who played 45 minutes of a violent video game would perform significantly worse on a widely-used neuropsychological test when compared to their baseline performance. Participants were given two versions of Digit Span Forward (DSF), a neuropsychological test that measures attention and concentration. Each subject was tested with DSF Version 1 at baseline and then again with DSF Version 2, immediately following 45 minutes of playing a violent video game. Results revealed that subjects performed significantly worse after brief exposure to a violent video game. Previous studies have linked video game playing for extended and intermediate periods of time to attention problems in both high-volume and low-volume players. This study demonstrates that brief exposure to violent video games may also have a negative effect on attention and concentration.
INTRODUCTION
Every day, millions of children and adolescents in the United States play video games (Granic, Lobel & Engels, 2014). A Pew Poll study found in the United States that 99% of boys and 94% of girls play video games (Lenhart, Kahne, Middaugh, Macgill, Evans & Vitak, 2008). In a 2009 Harris Poll, researchers found that American youth, aged 8 to 18, averaged 13 hours a week of video game play (Gentile, 2009).

In a 2007 study with 1254 middle school students, aged 12-14, researchers at Massachusetts General Hospital found that one quarter of girls and two-thirds of boys reported that they played at least one M-rated game "a lot in the past six months" (Olson et al., 2007). The boys in this study reported that two out of their favorite three game were rated M; girls in the study reported that a rated M game was number two in their top three favorites. More than 50% of the boys in the study endorsed the statement "I play electronic games because I like guns and weapons" (Olson et al., 2007). Additionally, a recent Pew Poll study reports that 50% of boys, aged 12 to 17, state that their favorite games were rated M (mature) or AO (adults only) (Lenhart et al., 2008).

Both non-violent and violent video game playing has been associated with concentration and attention problems, such as having difficulty maintaining focus on less exciting tasks, like schoolwork, and having a shorter attention span. In a 2010 study, researchers found that children playing non-violent video games between 2 ½ and 3 hours a day were 67% more likely to have attention and concentration problems (Swing, Gentile, Anderson & Walsh, 2010). In 2012, researchers found that children and adolescents that spent more time playing video games had more attention problems, even when pre-existing attention difficulties were statistically controlled for in the analysis (Gentile, Swing, Lim & Khoo, 2012). Bailey, West, and Anderson (2010) also found attention and concentration deficits in young adult male subjects who played violent video games for 40 hours a week or more.

There is also some evidence that suggests violent video games have a more harmful effect on attention and concentration ability than non-violent video games. In 2014, Anderson presented data at the International Society for Research on Aggression Symposium from a recent Iowa State University (ISU) study with 210 student subjects. He found that video game players who play first-person-shooter (FPS) games self-reported more attentional difficulties than subjects that played third-person games, action games, real-time strategy games, and other types of video games (Anderson, 2014). In another 2014 study, also presented at the International Society for Research on Aggression Symposium, Anderson assessed the impact of intermediate exposure to violent and non-violent video game play on proactive executive functioning in 62 low-volume players. In his presentation, Anderson defines "proactive executive functioning" as the "ability to keep context information active" and is "conceptually... most similar to 'attention' in the context of real world attention problems." The study found that subjects with minimal video game use histories experienced a significant reduction in proactive executive control when playing FPS video games for 10 sessions in 50-minute intervals. These same subjects, when playing SIMS 2 (Electronic Arts, Inc., 2002), a non-violent video game, for the same period of exposure time, experienced an increase in proactive executive control.

Given indications that extended and intermediate level exposure to both violent and non-violent video games are associated with attentional difficulties in high-volume and low-volume youth players, we chose to explore the impact of brief exposure time to video games on attention abilities. Because FPS video games are associated with a significant reduction in "real world" attention ability, we focused specifically on the impact of FPS video games on attention abilities. This is the first study that examines the impact of 45 minutes of exposure to FPS video game play on attention and concentration immediately after video game immersion, and the first study to examine brief exposure to any kind of video game play on minimal-use players. We hypothesized that young, low-volume video game players would perform significantly worse than their baseline scores on a neuropsychological measure of attention and concentration after playing an FPS video game for 45 minutes.
MATERIALS & METHODS Participants
The subjects for this study were 12 seventh-grade boys aged 12 to 14. All subjects had low-volume video game usage histories, averaging 6 hours or less of video game play per week. All of the subjects had played Halo Reach at least once before enrolling in my study. Participants were recruited from four local middle schools. The subjects were all academic high-achievers from upper-middle-class and upper-class families (all annual family incomes over $150,000). Subjects were white, African-American, and half-Asian/half-white. Subjects came from families with one to three children. All but one subject resided in two-parent households, with one subject residing in a single-parent household (Table 1). Authorities at Flintridge Preparatory School approved the study, and informed consent was obtained from the adolescents' legal guardians.

Attention and Concentration
Attention and concentration scores were measured using two different, but equivalent, versions of a neuropsychological test called Digit Span Forward (DSF). DSF is a measure of concentration and attention (Lezak, 1983). It is one of 15 sub-tests that make up the Wechsler Intelligence Scale for Children (WISC-IV). Subjects received a scaled score for their performance on this task to control for any age effects.

On Day 1, subjects were given Version 1 of DSF by an examiner who had been given training in standardized test administration by a licensed clinical psychologist. Subjects were verbally presented with a series of digits at a rate of approximately one digit per second. After each series, subjects were asked to immediately recall the digits in the order that they were given. A scaled score was derived based on the number of digit strings that were accurately recalled. On Day 2, subjects were given Version 2 of DSF, and a score was derived in the same way. Higher scores indicate better performance on the DSF.
Violent Video Game Exposure
The video game used during the exposure period in this study is called Halo Reach (Microsoft Game Studios, 2010). It is a FPS game rated M for violence. Halo Reach meets the operational definition for a violent video game according to a California law written by California state senator Leland Yee: " . . . a video game in which the range of options available to a player includes killing, maiming, dismembering, or sexually assaulting an image of a human being."
Procedures
Subjects completed the protocol in this study on two different days. On Day 1, subjects were evaluated after school on a day when they had not played video games for at least 18 hours. Subjects consumed a protein bar before testing began to ensure that hunger and low energy levels did not interfere with subjects' performance during the protocol. Version 1 of DSF was given to subjects on Day 1 in order to establish a baseline measure of subjects' attention and concentration.

On Day 2, subjects were again evaluated after school on a day when they had not played any video games for at least 18 hours prior to their testing session. Subjects once again consumed a protein bar before they were exposed to video game play. The subjects played Halo Reach for 45 minutes and immediately after, were given Version 2 of DSF.

RESULTS
Table 1 provides participant demographics. On average, the subjects performed significantly worse on DSF after playing Halo Reach for 45 minutes compared to their baseline scores. The mean baseline scaled score before exposure to violent video game play was 15.50 (SD = 2.20). After playing the violent video game, the mean score decreased to 11.83 (SD = 3.16). Figure 1 provides the DSF scaled scores for all 12 subjects at baseline and post-exposure.

A paired sample t-test was used to analyze the differences between subjects' DSF performances before and after violent video game play. A significant difference was found ( p < 0.0001).
DISCUSSION
The results of the present study support the hypothesis that brief exposure to violent video game play would negatively affect attention and concentration on a short-term basis in male teen players. The present study provides an important source of new information regarding the impact of brief exposure to FPS violent video games on academically high-achieving video game players. To date, no study has examined this particular variable when evaluating the impact of video game play on attention and concentration. Future investigations could explore whether intellectual functioning plays a role in the way FPS video games impact a player's attention. Since all 12 of the present study's subjects are academic high-achievers, it would be beneficial to explore whether players with lower levels of intellectual functioning or academic success are less, more, or equally vulnerable to brief exposure to FPS violent video game play.

This study also provides an important source of new information regarding the impact of brief exposure to FPS violent video games on players with minimal-use histories. Another important future area of study should include exploring whether minimal-use players are more vulnerable than heavy-use players to the impacts of brief violent video game play on attention and concentration. Even though the American Academy of Pediatrics has recommended two hours or less of screen activities (television and video games) per day for teens and children (AAP, 2001; AAP 2009), the present study demonstrates that two hours of violent video games per day may be harmful to a player's attention and concentration ability on a short-term basis. Playing violent video games for less than an hour, especially before starting homework or studying for a test, may in fact, contribute to attention and concentration difficulties on a short-term basis. Further research into how long attention and concentration difficulties are retained after violent video game exposure should also be conducted. Given that male youth prefer violent video games over non-violent video games, they may be especially vulnerable to the negative neuropsychological consequences of even brief violent video game play. Our results are in contradiction to another study that also evaluated the effect of brief exposure to violent video games. An Indiana University School of Medicine study (Mathews, Wang, Kalnin, Mosier, Dunn & Kronenberger, 2006) found that subjects who played violent video games had less activity in the pre-frontal cortex, the part of the brain that is associated with concentration. However, this study did not find any differences in actual concentration ability scores when they compared teens who played violent video games for 30 minutes to teens who played non-violent video games for 30 minutes. Our study differs in an important design aspect that may explain the difference between the studies. We added 15 additional minutes to the brief exposure time, which may suggest that there is a threshold time length needed to observe an adverse effect of violent video games on short-term attention and concentration at the brief exposure level. The lack of activity in the pre-frontal cortex found in the 2006 study suggests the possibility that the subjects were being negatively impacted by the violent video game exposure, but just not enough to push them over the threshold needed to translate into diminished performance on an attention task.

Though the present study provides useful evidence for violent video game effects on attention and concentration on a short-term basis, there are three primary limitations worth noting. There is no separate control group used in this study; rather, the subjects serve as their own controls in the repeated measure design. A good way to utilize a separate control group in a future study would be to test attention ability in middle school children after they play a non-violent video game for 45 minutes, allowing us to separate the impact of violence from the impact of playing a video game. It should be noted, however, that DSF scores in other repeated measure designs, with no interference, have been shown to improve in non-significant trends (Woods et al., 2012). The findings in the study conducted by Woods et al. (2012) highlight the significance of the decline in subjects' DSF post-exposure scores in the present study.

Additionally, our sample is very homogenous, made up of high-achieving adolescent males from upper-middle-class and upper-class backgrounds. This homogeneity prevented us from examining the likely effects of brief exposure to violent video games on other intellectual, socioeconomic, or ethnic backgrounds, and prevented us from evaluating response differences between genders. It is worth noting that a previous study found that video game play did not predict attention difficulties or academic performance in children from a largely Latino population, with family income playing a much larger role (Ferguson, 2011). Finally, our study is also limited by small sample size, reducing the power to detect small effect sizes. Despite these limitations, the significant results between the baseline and post-exposure DSF scores are an important finding that is worth expanding upon in a future study with a larger sample size.
ACKNOWLEDGEMENTS
The authors would like to thank all subjects for their participation in the study. Additionally, thanks to Leanne Watt, Ph.D., for her assistance with research design, literature review, and editing.
REFERENCES

1. American Academy of Pediatrics (2001). Committee on Public Education. Children, Adolescents, and Television. Pediatrics, 107(2). Retrieved from http://pediatrics.aappublications.org/content/107/2/423.full

2. American Academy of Pediatrics (2009). Council on Communications and Media: Media violence. Pediatrics, 124(5). Retrieved from http://pediatrics.aappublications.org/content/124/5/1495.full

3. Anderson, C.A. (2014, July). Violent and nonviolent screen media effects on attention problems and aggression. Paper presented at the International Society for Research on Aggression Symposium, Atlanta, GA.

4. Bailey, K., West, R., & Anderson, C.A. (2010). A negative association between video game experience and proactive cognitive control. Psychophysiology, 47(1), 34-42.

5. Ferguson, C.J. (2011). The influence of television and video game use on attention and school problems: A multivariate analysis with other risk factors controlled. Journal of Psychiatric Research, 45(6), 808-813.

6. Gentile, D.A. (2009). Pathological video-game use among youth ages 8 to 18: A national study. Psychological Science, 20(5), 594-602.

7. Gentile, D.A., Swing, E.L., Lim, C.G., & Khoo, A. (2012). Video game playing, short-term attention problems, and impulsiveness: Evidence of bidirectional causality. Psychology of Popular Media Culture, 1(1), 62-70.

8. Granic, I., Lobel, A., & Engels, R. (2014). The Benefits of Playing Video Games. American Psychologist, 69(1), 66-78.

9. Lenhart, A., Kahne, J., Middaugh, E., Macgill, A., Evans, C., & Vitak, J. (2008). Teens, video games and civics. Pew Internet & American Life Project. Retrieved from http://www.pewinternet.org/files/oldmedia//Files/Reports/2008/PIP_Teens_Games_and_Civics_Report_FINAL.pdf.

10. Lezak, M. (1983). Neuropsychological Assessment. Portland, Oregon: Oxford University Press.

11. Mathews, V., Wang, Y., Kalnin, A.J., Mosier, K.M., Dunn, D.W., & Kronenberger, W.G. (2006). Short-term effects of violent video game playing: An fMRI study. Poster presented at the Annual Meeting of the Radiological Society of North America, Chicago, IL.

12. Olson, C., Kutner, L., Warner, D., Almerigi, J., Baer, L., Nicholi, A., & Beresin, E. (2007). Factors Correlated with Violent Video Game Use by Adolescent Boys and Girls.

13. Swing, E.L., Gentile, D.A., Anderson, C.A., & Walsh, D.A. (2010). Television and video game exposure and the development of attention problems. Pediatrics 126(2), 214-221.

14. Woods, D.L., Kishiyama, M.M., Yund, E.W., Herron, T.J., Edwards, B., Polivia, O., Hink, R.F., & Reed, B. (2012). Improving digit span assessment of short term verbal memory. Journal of Clinical and Experimental Neuropsychology 33(1), 101-111.

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Violent Video Games May Kill Your Short-Term Focus: Violent video games may negatively affect a player's attention and concentration on a short-term basis after brief exposure - Journal of Young Investigators

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Author: Jacob W. Brawer This study examined the effects of brief exposure to a violent video game on a test of attention and concentration in 12- to 14-year-old males with low-volume video game play histories. We hypothesized that subjects who played 45 minutes of a violent video game wou

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This picture was published on March 12, 202 by a website called ventureacademy.a. This picture shows how someone can easily get angry or overwhelmed by playing a video game.

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This article was made in Feb 14, 2018 by FAYETTEVILLE. The article talks about how only one hour can affect the brain in a good way. This goes to show how video games can help with even the smallest things.The article talks about how this came to to be true.

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FAYETTEVILLE, Ark. - Researchers have demonstrated that just one hour spent playing video games has an effect on the brain. The research team found changes in brain activity and increased performance on tests of visual selective activity in subjects who had spent one hour playing the League of Legends video game. Their results are published in the journal Frontiers in Human Neuroscience.

Weiyi Ma, assistant professor of human development and family sciences in the University of Arkansas School of Human Environmental Sciences, collaborated with researchers at the Key Laboratory for NeuroInformation of the Ministry of Education of China, one of the leading research centers for neuroscience in China. Dezhong Yao and Diankun Gong direct the Key Laborator and serve as co-authors of the article.

Study Design

Twenty-nine male students at the University of Electronic Science and Technology of China participated in the study. The students were identified as either experts, who had at least two years of experience playing action video games and were ranked in the top seven percent of League of Legends players, and non-experts, who had less than half a year of experience and were ranked in the lowest 11 percent of players.

Before and after playing the video game, the participants' visual selective attention was assessed. Visual selective attention refers to the brain's ability to focus on relevant visual information while suppressing less relevant information. Processing information uses energy, so individuals who excel at visual selective attention-who can narrow their focus and block out distractions-are using their brains more efficiently.

To assess visual selective attention, the researchers briefly showed each subject a square in the center of a computer screen. Then another square flashed in a different part of the screen and the subject was asked to identify the position of the second square relative to the first. During the course of the experiment, the researchers also monitored brain activity associated with attention using electroencephalography, or EEG.

Results

The researchers observed that in the initial assessment, the expert gamers had more brain activity associated with attention than the non-experts. The experts also scored better on the initial visual selective attention assessment.

After the hour long video game session, both the experts and non-experts had improved visual selective attention, and the two groups received similar scores on the post-game assessment. The non-experts also showed changes in brain activity, according to the EEG data. After the gaming session, their brain activity was similar to that of the experts.

The researchers explained that, while these results suggest that short periods of video gaming can change brain activity and improve attention skills, they point out that further research is needed to see how long these effects last. "These findings by no means suggest that expertise acquisition can be completed within one hour," they wrote in the paper. "Indeed, research has shown that expertise acquisition is a protracted process that may take years to complete."

About the University of Arkansas: The University of Arkansas provides an internationally competitive education for undergraduate and graduate students in more than 200 academic programs. The university contributes new knowledge, economic development, basic and applied research, and creative activity while also providing service to academic and professional disciplines. The Carnegie Foundation classifies the University of Arkansas among only 2 percent of universities in America that have the highest level of research activity. U.S. News & World Report ranks the University of Arkansas among its top American public research universities. Founded in 1871, the University of Arkansas comprises 10 colleges and schools and maintains a low student-to-faculty ratio that promotes personal attention and close mentoring.

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One Hour of Video Gaming Can Increase the Brain's Ability to Focus

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FAYETTEVILLE, Ark. - Researchers have demonstrated that just one hour spent playing video games has an effect on the brain. The research team found changes in brain activity and increased performance on tests of visual selective activity in subjects who had spent one hour playing the League of Legends video game.

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This picture is from an article by GameGreek published on July 1, 2020. This picture shows all the kids focusing on their game. And a little bit of hand eye coordination.

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This article was published on March 19, 2021 by Robin Mosley. This article talks about how video games can cause a lot of stress to a person and how it triggers negative emotions. It talks about how gaming can easily turn into something that can help relax you into it being very stressful and how it causes anxiety.

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Whether you're playing solo or with a team, sharing those experiences with others can help, and you can do this by initiating conversation with teammates or opponents to build a friendlier atmosphere.

Ultimately, gamers should also learn to "laugh at your mistakes or graciously accept defeat or failure, after all, anyone could be having a bad day," says Rashmi Parmar, a psychiatrist at Community Psychiatry. "Stop shaming or blaming yourself after failing at a game. Avoid the urge of reminiscing over what went wrong unless you are using it in a positive way to perform better next time."

The primary goal is to have fun, so when you're playing a game try to avoid "being drawn into the quest" for control. Instead, Parmar says that reminding yourself you'll have fun no matter the outcome will refocus your energy.

Play What You Like-With Friends

"Game developers want players engaged for as long and as intently as possible," says Sobin, The Nerd Therapist. The "dopamine-hits'' are what make you feel accomplished and what keeps you playing. So the same dopamine hits you get from brain rewards can also keep you playing the game.

Sobin's tactic for reducing anxiety while gaming is to lean into social communication. His suggestion is to build or join communities in online spaces like Discord, Reddit, and Twitch. This reduces the feeling of being alone that can come from playing solo. This doesn't mean that solo gaming is directly attributed to anxiety-if multiplayer gaming is the cause of your anxiety, then playing solo can provide the opposite effect. It's all about knowing yourself.

It is also important to play the games you want to so that your experience is enjoyable.

"It's natural for us to think 'I suck' or 'I'm the worst' after failing the same situation 10 or 15 times in a row, but that's (most likely) not true," Sobin says. "Game anxiety results from a rigid set of rules." When you're playing a game, be mindful and listen to yourself. If you feel bored with a game, put it down. And when you're collecting trophies and items, enjoy it, but try not to get so sucked in that you ignore the world around you.

Try Watching Games Instead

So you've quit a game but you still have this nagging feeling? This is what Daniel Epstein, a licensed mental health counselor at the Berman Center, calls "game shame," or a "feeling of lowered self-worth due to negative self-talk." Game shame is solely determined on an individual level. While some feel the need to complete a task, others are concerned about how they'll be seen by their peers. This can increase your anxiety, and there's a way to deal with this.

"For many, watching others play can actually bring someone's stress levels down, provide entertainment, as well as help them learn new skills," says Epstein. "The lowered stress associated with observing gameplay can in large part be attributed to having no risk of failure." Watching other people play a let's play series on YouTube or Twitch can act as ASMR, providing relaxation and connection to people. I've rewatched let's plays and Twitch videos because they make the unknown known, and teach me the risks of a game before I play, so I can have a successful session. Older videos also bring memories of nostalgia and reduce stress because I know the outcome of the game.

But at the end of the day, there is nothing better than seeking help from licensed professionals when you're living with game anxiety.

"Chances are you're experiencing anxiety in real life. If you are living with anxiety or any emotional struggles, go see a professional for a proper diagnosis and treatment if needed," says Epstein.

While there is no one way to tackle game anxiety, just knowing that you have options to manage your life is empowering. Whether you decide to take it easy, channel your feelings elsewhere, or even reach out for assistance, your feelings and anxiety around gaming are valid-and manageable.

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Video Game Anxiety Is Real. Here's How to Manage It

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Whether you're playing solo or with a team, sharing those experiences with others can help, and you can do this by initiating conversation with teammates or opponents to build a friendlier atmosphere. Ultimately, gamers should also learn to "laugh at your mistakes or graciously accept defeat or failure, after all, anyone could be having a bad day," says Rashmi Parmar, a psychiatrist at Community Psychiatry.

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This picture was published in an article on May 1st, 2013 by K. Bryan. This picture shows how video games can be overwhelming and can cause anxiety, and stress.

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This picture is from an article from Chris Ferguson published on April 29, 2020. This picture shows how the boys are so calm playing their video game.And it does show some hand eye coordination.

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This article was published on oct 22, 2020 by GAMEGIN. This article supports how video games help improve the skill hand-eye coordination. And it talks about how our eyes and hands react in video games and how our eyes work.

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Games indulge you in many activities, depending on the type you play. They range from simulation games that train you to experience real-life virtually, taking an adventure, and strategy games. One thing in common about them is their ability to improve your hand-eye coordination.

When you carry out an analysis of each game, you realise there are those having a higher advantage in providing the skill. The best examples include the games below. Learn why they top the list of the best hand-eye coordination games.
Understanding hand-eye coordination
The eye perceives many things, but the brain helps it to take immediate action based on the activity. A single glance or stare identifies activities that send impulses to the brain to process the information. Clear interpretation immediately identifies the body part meant to tackle the action effectively.

It helps you improve your gross motor skills by strengthening your reflexes and causing fast relaxation of the muscles in use. Good hand-eye coordination increases fine motor skills that help you become a quick and active learner in school. It helps make you a better sportsperson and writer because of the ability to multitask.

According to various studies, testing your hand-eye coordination is easy when you analyse how well you perform in academics. Take note of how you carry out practical subjects.

If successful, you keep maintaining good performance, the skill is perfectly inclined. Professional spaces use it to categorise employees based on their different abilities to perform best at work in various fields. Talking of skills and academics, it takes time to achieve the perfect hand-eye coordination. But that does not mean your academic performance should go down by any means and that is where you need edubirdie for Canadian scholars. It's a premier writing service that provides writing assistance to scholars, including researching, writing, editing and proofreading.
The influence of games on hand-eye coordination
Touching the gamepad to control the characters on the screen needs you to use both your eyes and hands. You have to take a keen look at the screen. It is while knowing what button to press at what time and when to stop. It is not a miracle but an influence of having good hand-eye coordination. In as much as the brain is an integral part of this, it comes as an intermediate factor.

Games expose you to a series of adventures and puzzles that require you to think fast before taking action. It takes time before you come up with an idea, but the good thing is you ultimately create an effective solution. When compared to non-gamers, you stand a chance of working faster and brilliantly in completing tasks.

They help you increase sensorimotor skills to enhance your ability to have self-control. You process information immediately and categorise it depending on their short and long-term effects. Then make choices now meant to affect how well you perform.

The multiplayer game takes you back to the days of the World War, where you combat using weapons and apply skins to defeat your enemies. While fighting, you have to see where the enemy is coming from, think fast of the best weapon to fight before clicking on the attack button. You end up having fine motor control proven by a recent study by the University of Toronto about action games like Call of Duty.

You are always on the move and exposed to attacks from any point, and you require to be tactful. It applies best in Battle Royale, where you move as a team, be on the lookout to protect each other. In case one of you injures themselves, you have to revive them while protecting yourself.

You always watch every corner on the screen for an enemy. Once you notice one, it is either you think fast of the best weapon to attack with or change your route, the latter needs you to have fine motor skills to sprint while going through the loadout when hijacked.

Assassin's Creed has everything permitted with its characters disguising themselves with the crowd to carry out a series of assassinations ordered by Al Mualim. The game is based on the history of Assassins and the Knights Templar. You have to hide from your pursuers, discover targets while making towns better places.

A study carried out by the University of Toronto discovered that while playing action games, you improve your hand-eye coordination. It is while you develop from the incognito level to start being a suspicious suspect. You have to locate the knights quickly, the routes they use to reach you, and the best weapon to use to attack.

When all goes wrong, you need to devise an escape plan either on the rooftops but on taking note of snitching residents. You do all these with a keen look, an active mind, and swift fingers to press the pad. With games like Assassin's Creed and Call of Duty, you might get immersed deeply and forget to take care of practicing writing and need an essay service for scholarship programs. As mentioned earlier, EduBirdie is a premier writing service that offers high-quality research and writing work for thesis, essays, dissertations and coursework. So while you enjoy the games and improve your skills, don't forget to stay in touch with the professional writers at EduBirdie.

Playing soccer in the field as well as in a FIFA videogame is among the best ways to enhance your hand-eye coordination. Once you begin by setting the game formation that suits you, you start playing around with the controls. You control how the ball moves from players while staring at the screen to avoid missing anything.

It is a way of staying focused on the task ahead while trying to score a goal or take the ball away from the opponent. You have to master the different controls, their functions, and position on the gamepad. In the end, you avoid referring back to see what to click, then back again on the screen.

A single second creates significant changes to the game. Many short crosses would pass, and by the time you notice, the opponent may have already scored their way to victory. In this case, you have to think fast to change custom tactics to either ultra-defensive or ultra-attacking.
Conclusion
Games impact your hand-eye coordination in many ways when engaging on screens and using controls. They need you to focus on seeing and trust your brain and senses to help the hand click on a suitable control. The trick also applies in daily life scenarios in schools while studying or professional fields. Begin playing some games and start developing sensorimotor skills. You never regret this attempt when the results start surfacing through your career, ability to think, and in class.
Author Bio:
Paul Calderon works as a volunteer for an 'education for all' non-profit, which has operations in South America and North Africa. For an income and to pursue his passion for writing, he works as a part-time academic writer as well, where he manages thesis, essays and dissertations. In his free time, he loves cycling, practicing yoga and taking German language classes.

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Games Improving Your Hand-eye Coordination | GameGrin

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Games indulge you in many activities, depending on the type you play. They range from simulation games that train you to experience real-life virtually, taking an adventure, and strategy games. One thing in common about them is their ability to improve your hand-eye coordination.

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This video was published in Aug 23, 2019 by TEDxTalks. This video talks about e-sports and what e-sports are. The man talks about the benefits of e-sports.And how e-sports prepares learners for future STEM careers.

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Esports is Real Sports | Anthony Betrus | TEDxSUNYPotsdam

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This article was published on May 25, 2019 by Jackson Davenport. This article talks about how most video games can affect your body, like your eyes. It talks about what can be caused by staring at a screen for too long.

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We spend more time staring at screens than ever before. From HD televisions to smartphones, we are seemingly glued to devices. For gamers, staring at a monitor or laptop screen is a vital part of the hobby, and they can spend many hours being immersed in an online or offline narrative. In a screen-centric world, the question of whether video games are harming your eyes is well worth considering, and there are some clear issues to take into account. Now that it's possible to play some of the most realistic and immersive games at home or on the go, you need to ask yourself if video games are affecting your vision, and if so, what you can do to reduce the risks.

Video Games and Vision

When people play video games, they will be staring at an illuminated screen for a set period. Some games can be finished very quickly, but the most popular titles can involve many gameplay hours. Staring at a video game screen means that you will be affected by the same concerns people used to have when watching television for too long. The most common issues which staring at a screen can cause are:

Blurred vision

Headaches

Nearsightedness

Computer Vision Syndrome

What is Computer Vision Syndrome?

This is often referred to as digital eye strain, and it can be caused by merely staring for too long at a bright screen. That means that it's not just gamers that need to be concerned about their eye care. If you stare at a computer, a TV, or even your phone for too long without a break, then you can develop Computer Vision Syndrome (CVS). There are some common CVS symptoms, and you should be aware of them if you want to look after your eyes. Those symptoms are:

Usually, people with CVS also have issues with their neck and shoulders, primarily due to their posture when playing games or watching online content.

Protecting against CVS

The most obvious solution for reducing your exposure to CVS is remembering to take regular breaks from your gaming. This is by far the most practical option, but if you're immersed in the latest AAA title, then you might find it very difficult to tear yourself away from the action. If taking breaks isn't something that you're likely to remember, you should also consider:

Glare: Reduce screen glare (lower or turn off other light sources in the room, or angle your screen so that glare is diminished)

Consider the 20/20/20 rule: This is where you step away from your game every 20 minutes and look at something 20 feet away for 20 seconds.

Eye protection: You could get a glare-reducing cover for your screens or invest in some sunglasses or eye-protecting glasses with an anti-reflective coating. Speak to your optometrist or where you have your regular eye exams. They will be able to advise you on the best options for eye protection and may be able to point you in the direction of special eyewear, such as contact lenses or customized eyeglasses that block blue light.

Position improvements: If you are playing games on a laptop, you need to ensure that the screen is at eye level. If you are more likely to be playing a console game, you should aim to sit between six and ten feet from the television. Put simply, you should never have to tilt your head or lean forward to play.

Virtual Reality

While little real research on VR and eye damage has been carried out, there are obvious concerns. That's because VR means having screens very close to the eyes and deceiving them about fundamental realities like depth perception and dimensional awareness. However, with regular breaks, there is little to suggest that VR is any more dangerous for your eyes than any other form of gaming. There are even suggestions that because some people experience headaches and eyestrain when playing VR games, it can identify those with existing eye problems. If you play VR games and regularly experience these issues, you should book some eye exams. In this way, VR could be a new tool for identifying those at risk from certain eye conditions.

Can Gaming Be Good For Your Eyes?

Of course, if you play in moderation and remember to take regular breaks, then you might even find that your eyes can benefit. Some studies have even suggested that playing action-oriented video games can lead to better vision. The results of this study indicate that playing games can improve your ability to read or drive at night, as well as improve spatial awareness. Some eye care professionals are even using gaming and incorporating video games into their therapy sessions to better treat amblyopia conditions. However, this shouldn't be an excuse to start playing more games for longer periods. The fact remains: regular breaks and protecting your eyes from glare either via reducing your light exposure or wearing specialist sunglasses is the best way to get gaming benefits without your eyes' risk.

Different Generations

It's a well-known fact that playing video games can help you with your hand-eye coordination and improve visual stimuli processing capability. While there are certainly risks for your vision, if you play computer games excessively, that's not to say that they can't be beneficial. Younger players will need to be more careful, but even older gamers should know the risks and benefits. Older generations may find that occasional game playing can help them reduce eyesight degeneration, so if you have contrast sensitivity function, you may alleviate your symptoms with some occasional video game action.

Don't make the mistake of thinking that your eyes will be fine no matter how long you game for. Even if you don't experience any of the symptoms of CVS or eye strain, you could still be causing damage to your vision that might affect your eyesight in the long term. If you're worried about your gaming, then talk to an optometrist eye care professional and book yourself in for some eye exams.

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Optometrist: Do Video Games Cause Eye Damage? | Jackson Davenport

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We spend more time staring at screens than ever before. From HD televisions to smartphones, we are seemingly glued to devices. For gamers, staring at a monitor or laptop screen is a vital part of the hobby, and they can spend many hours being immersed in an online or offline narrative.

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This picture is an article published on May 26, 2020 by Colleen Doherty MD. This picture shows how video games or even a screen can easily hurt your eyes even with glasses on.