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While there may be arguments regarding aggression and violent video games, there are certainly negative effects that come with overuse. Moderation is the most ideal strategy to combat these downsides, making sure users can stay safe while also potentially gaining cognitive and social skills. In order to promote moderation, we as a society must first become more educated on the topic of video games. Utilizing industry leaders and focusing on the caregivers of video game players, we can effectively use video games as a tool, even in difficult times. This extends the question beyond just how to mitigate the negative effects of video games but also how to effectively educate a society on a mitigating strategy that balances upsides and downsides.

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Video games can contribute positively to society. Certain research has shown that even violent examples don't increase aggression and multiplayer game modes can foster cooperation that extends beyond the screen.

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Given the potential risks associated with video games, a well-rounded approach to education on the subject can assist society harness the benefits while minimizing the dangers of overindulgence.

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Exceeding healthy gaming limits can cause increased aggression and mental health challenges, thereby diminishing the cognitive and social benefits of moderate video game play.

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Moderation is the key mitigation strategy, but this message must be spread through education. A multifaceted approach to education, including all relevant industry members, is essential for success. This ensures that the dangers of video games are understood and the positives can be fully utilized.

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The proposed balanced lifestyle is being threatened by the overuse of social media, including video games. Safe use can mean positive effects while too much video game play can shift things negatively.

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To avoid overuse, society must be further educated on video games. This requires a variety of industry members to come together. Then, in the future, caregivers will understand how to promote moderation and society might even be more accepting of video games as a tool during something like a pandemic lockdown.

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Source #5: The Social Problems and Benefits of Video Games by Steven Ly

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Source #5: The Social Problems and Benefits of Video Games by Steven Ly

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Increased social media usage (including video games) is associated with greater levels of anxiety and depression

Moderation is essential

Under two hours of video games showed no negative effects

Heavy users had more negative effects (aggression, desensitization, stereotyping) than positives

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Moderation, or a balanced gaming lifestyle, is the main mitigation strategy for the negative effects of video games, like aggression, desensitization, and stereotyping. Proper restrictions and guidelines are yet another way to do so. Safe and positive play is possible but that's only when video games aren't being overused.

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Other researchers have found that violent media, like video games, does actually increase aggression. That is why guidelines and restrictions, especially for youth players, is so important. They should be following a balanced lifestyle of gaming and other activities.

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Despite the focus on mitigation for the negative effects of video games on society, they've actually been shown to be a powerful tool when used in moderation. They have cognitive and social benefits; even violent versions of games don't necessarily increase aggression.

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Improved decision making and problem solving are two more societal benefits of video games. However, it's been acknowledged that a balanced lifestyle is necessary to truly embrace all of the aforementioned positives.

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What can we do as a society to mitigate video games’ negative effects? (Cultural & Social)

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Source #6: The influence of video games on executive functions in college students by Melissa T. Buelow et al. 

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Source #6: The influence of video games on executive functions in college students by Melissa T. Buelow et al. 

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Video game players have better decision making and problem solving

Tested with the Iowa Gambling Task (IGT) and Wisconsin Card Sorting Task (WCST), respectively

To maximize these benefits, emphasis should be placed on a balanced lifestyle, fostering cognitive benefits while avoiding addictive elements

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Source #4: Playing Video Games During the COVID-19 Pandemic and Effects on Players’ Well-Being by Matthew Barr and Alicia Copeland-Stewart

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Source #4: Playing Video Games During the COVID-19 Pandemic and Effects on Players’ Well-Being by Matthew Barr and Alicia Copeland-Stewart

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The public is severely undereducated on video games

Using video games as a tool for social interaction during lockdown

Avoiding overuse

Lack of productivity, time-wasting

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Source #1: The Good, The Bad and the Ugly: A Meta-analytic Review of Positive and Negative Effects of Violent Video Games by Chris Ferguson

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Source #1: The Good, The Bad and the Ugly: A Meta-analytic Review of Positive and Negative Effects of Violent Video Games by Chris Ferguson

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Violent video games are NOT associated with greater levels of aggression

In fact, these games showed higher levels of visuospatial cognition (rx = 0.36)

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Source #2: Cooperation as a result of playing multiplayer video games by Tobias Greitemeyer, Eva Traut-Mattausch, and Silvia Osswald

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Source #2: Cooperation as a result of playing multiplayer video games by Tobias Greitemeyer, Eva Traut-Mattausch, and Silvia Osswald

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Multiplayer video games foster cooperative attitudes though cohesion and trust

This extends beyond in-game instances

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Source #3: Social and Cultural Impacts of Video Games, How Are We Affected by Video Games? by Ekaterina Galanina

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Source #3: Social and Cultural Impacts of Video Games, How Are We Affected by Video Games? by Ekaterina Galanina

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Appropriate restrictions and guidelines (especially for children/adolescents)

Highly concentrated ages for video game players

Balanced approach to video game playing

Includes moderation, critical thinking, and awareness (mental and physical health impacts)

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Source #7: Video Games: Good, Bad, or Other? by Sara Prot et al. 

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Source #7: Video Games: Good, Bad, or Other? by Sara Prot et al. 

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Education requires industry members to unite as one to ensure a positive video game experience

Parents, researchers, video game producers, and policymakers

The caregiver plays an essential role in a video game players life

Monitoring time and attitude of the individual they're caring for

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Source #8: Video game violence: A review of the empirical literature by Karen and Jody Dill

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Source #8: Video game violence: A review of the empirical literature by Karen and Jody Dill

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Violent media, like video games, increases aggressive behavior

Proven through experimental, observational, and longitudinal designs triangulated

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Through unique and overarching education, society can move forward positively with video games, avoiding the threats that come with overuse.

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Moderation with video games is essential as excessive gaming increases different forms of aggression and can be detrimental to the user's mental health.

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Context + Introduction + Focus (Problem Statement)

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Context + Introduction + Focus (Problem Statement)

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Video games are highly prevalent in modern society and have their benefits, like cooperation and cognitive enhancement (Ferguson, 2007). However, there is a problem with the growing negative effects associated with video games. For example, many gamers are not living a balanced lifestyle, playing video games to the point of developing aggression and addiction (Buelow et al., 2015). In order to address this, we as a society must become educated on the topic, learning to embrace the upsides and avoid the downsides.

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As long as video games are used in moderation, they can enhance problem solving, decision making, and cooperation without perpetuating aggression.