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Two idiotic 'celebrities' blame violence on videogames

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Two idiotic 'celebrities' blame violence on videogames

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Positive And Negative Effects Of Video Games On Teenagers

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Positive And Negative Effects Of Video Games On Teenagers

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When you find your teen often sitting with their video games or multitasking when playing, you may be wondering about the possible effects of video games on teenagers. We may hardly know a teen who dislikes playing video games and electronic sports (esports). Consequently, a study found out that 97% of teens and children indulge in playing video games and mobile gaming for at least an hour a day in the US ( 1). Read on as we present a detail of the negative and positive effects of video games on your teen, some signs of video game addiction, and useful tips for managing the same.

Positive Effects Of Video Games On Teenagers

Yes, video games can be good for your child. Don't be shocked, we'll tell you why. Here are the reasons why virtual gaming can be good ( 1) ( 2).

1. Improves cognitive functions:

Contrary to popular belief, video gaming can enhance multiple cognitive skills such as better allocation of attention, visual processing, memory, reasoning, and perception, according to research published by the American Psychological Association.

Researchers have studied a meta-analysis of video games and concluded that the positive effects of violence in games included improvement in a player's capability of thinking in different dimensions, just the way some academic courses do.

2. Hand and eye coordination:

Research has shown that teens can learn spatial, visual and hand-eye coordination skills from video games, especially from shooter games. Some games require a great deal of these skills to be successful. For example, players need to keep track of positions, speed, aim, directions and more. The brain processes all this data and coordinates with the hands since all the actions are performed with the keyboard or game controller.

Lead author of the research Isabela Granic from the Radboud University Nijmegen in The Netherlands, says, "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."

3. Quick thinking and accuracy:

The action in video games prepares gamers to make smart decisions in split seconds. Also, they need acute attention to cope with unexpected changes in the game.

4. Work on dexterity:

Online gaming improves the movement of hands with the mouse and keyboard. They learn to use the shortcut functions on the keyboard and give quick responses.

5. Problem-solving abilities

Researchers suggest that video games can aid teens in developing problem-solving skills because while playing strategic video games like role-plays, young adolescents get better at solving problems.

6. Some games can improve moods and ward off anxiety

Games such as Angry Birds and Bejewelled II are straightforward and bring instant happiness or relaxation and improve moods. Researcher Granic calls it a "fundamental emotional benefit" kids can derive from video games. The games can also teach young people how to cope with failures.

7. Promote the theory of incremental intelligence

Teens, who are encouraged and praised for working on a puzzle or game, develop an idea of progressive knowledge, which is essentially believing that intelligence is not fixed and can be improved; it can be grown with effort and time. This way, video games provide an ideal ground for children to acquire such traits of thoughts.

8. Other benefits

Educational video games can teach school subjects more interactively, and pro-social games can increase empathy in teens.

The positive effects depend on the games your teen chooses to play. Violent and sexually explicit games are more negative than positive.

The graph here illustrates the percentage of time US teenagers spend playing video games, according to the data collected in 2018 by the Pew research center. When compared to boys, girls are shown to spend less time playing video games.

Time spent by US teen boys on video games

Source: Pew Research Center

Negative Effects Of Video Games

The bad effects of video games are mostly related to the amount of play and the contents of gaming platforms, including gaming genres and gender representation in games.

1. Aggression in teens:

One of the most detrimental effects of playing violent video games is increased aggression in children. A comprehensive meta-analysis involving more than 100 research papers has shown that exposure to violent video games is a causal risk factor for increased aggressive behavior ( 4).

Some researchers have claimed that violent video games can desensitize children to violence, and lower the likelihood of a pro-social behavior.

2. Addiction to gaming:

The term 'pathological gaming' or video game addiction is being widely discussed in the medical circles though it is not yet classified as any formal disorder in the US Diagnostic and Statistical Manual of Mental Disorders (DSM).

Tom Kersting, a New York-based school counselor and therapist, says, "Video games are designed to be addictive. They target the pleasure-seeking part of the brain that produces dopamine. Gamers are swimming in dopamine, which is not a good thing because too much dopamine is tied to every addiction whether drugs, gambling, or gaming."

Pathological gamers are likely to develop anxiety, insomnia, social isolation, and depression due to a lack of social interaction.

Moreover, these factors are co-morbid in the sense that they can influence each other. Therefore, pathological gaming can result in depression, anxiety, or social phobia and the latter three can make the child more inclined and attracted to gaming.

3. Poor academic performance:

This is one of the side effects of video games on teens. Playing or streaming video games for long hours can affect your teen's performance in school. Studies have shown that a higher amount of time spent in playing onscreen games can be associated with lower academic performance.

A survey has shown that 47% of heavy online players got poor grades, while 23% of light users performed better than them ( 5).

4. Adverse effects on health:

Excessive gaming can have an adverse impact on the teen's health as they spend more time playing virtual games rather than having some physical exercise. This practice increases the risk of childhood obesity. Sometimes, children also skip meals and sleep to play games they are addicted to. The constant glare from the screen can also harm the child's eyesight in the long run.

You can avoid these negative effects on your children if you keep monitoring their activities.

Tips For Managing Teen Media Consumption

As a parent, you can do certain things to mitigate the negative effects of video games on kids' behavior and achievements.

1. Research and know the content and rating of the video games your teen is playing.

2. Do not install any video game equipment in your kid's bedroom.

3. Set limits on how long and how often your teen can play the games.

4. Set parental control in devices and monitor your child's media consumption from television, internet, and video games.

5. Discuss with your child about their feelings and observations about the games they play. What is it that drives so much interest in them?

6. Discuss with other parents to know more about certain video games and share ideas to help each other understand the facet of kids.

7. Be a good role model for your child and limit your own screen time.

8. Talk to the young adults about the various aspects of media, the positives and negatives of too much exposure to screens, and the balanced use of screen time.

9. Have family time and take up activities that do not involve screens. Or take the initiative to go out with your family every week or weekend to take a complete break from digital media. Even one screen-free day in a week can make children realize that the digital world is not everything.

Kersting observes, "Once the stimuli (video games) is removed it leads to withdrawal, irritability, and even assaultive behavior. The good news is that if the stimuli is removed (games), it will take the brain about 30 days to rebalance itself and restore homeostasis."

If your teen is spending excessive time on gaming, then you should look out for the symptoms of addiction.

Symptoms Of Video Game Addiction

Do you feel your child is spending too much time playing on screen? Then look out for these signs and symptoms:

1. Excessively preoccupied:

If your teen is suffering from video game addiction, they are preoccupied with the game even when they are away from playing.Video games are harmful if a teen is excessively occupied with it.

2. Lacks control:

A video game addict cannot control the amount of time they spend on the computer. They might start playing with the intention of spending just 20 minutes, but prolong it for hours. This impacts their studies and other hobbies.

3. Neglects other things in life:

Your teen prefers staying home and playing games to going out or spending quality time with friends. They may also perform poorly in studies.

4. Becomes a spendthrift:

The money you give them or they earn through part-time jobs all goes into buying gaming items. They continuously upgrade software and hardware packages and accessories and don't mind the costs involved.

5. Gets defensive

They do not want to discuss their gaming addiction with you. They snap at you when you ask them about their time spent on gaming. It is an indication that something is wrong, especially if they look unconcerned that their friends and family are feeling left out from their life.

Teenage behavior may change drastically if he or she becomes an addict. You must intervene even if your teen exhibits two or three of the above behavioral patterns.

Measures To Address Video Game Addiction In Children

Pathological gaming must be treated the same way as any other addiction. So, how do you begin to fight the addiction? Here are some ways to address video gaming addiction among teens.

1. Talk to your teen:

Help your teen recognize their compulsive behavior. They might be adamant and deny that there is anything wrong with them, but do not lose hope or patience. Tell them how you are worried to see them spend such long hours gaming. Try not to be judgmental. They may feel embarrassed.

2. Limit the time:

Do not take away their gaming console or computer to bring them out of the problem. They might become adamant and continue playing outside your home, which could be even more troublesome. Instead, discuss with your child, and set time limits. Allocate some time every day when they can play the game. You may reduce the playtime gradually from three hours a day to two, one and so on.
Encourage your child to stick to the schedule, and set an example by keeping your laptop and smartphones away.

3. Consult a therapist:

If your efforts at home are not working, take them to a therapist or enroll them in a de-addiction program. Counseling will lead to the path of recovery.

4. Cognitive behavioral therapy or CBT:

The therapist may also recommend cognitive behavioral therapy that focuses on changing the child's thoughts and feelings. It is the most popular approach to video gaming addiction. It involves replacing unhealthy thoughts about games with something constructive and reducing the time spent on playing games. You have to work on it by giving rewards for following new rules, making constant reminders to stop playing and involving the teen in other activities ( 5).

The effects of video games on teenagers may not be that bad if they play within limits. Gaming continuously for hours together can make them detached from outside life. And if you have introduced your teen to gaming, it is your responsibility to keep a check on the kind of games they are playing and the duration. You may strictly monitor to avoid waste of time. You don't have to go against your child or restrict them from doing what they enjoy. Instead, try incorporating other activities into their lives strategically and constructively for their overall development.

Key Pointers

Playing video games is one of the most common pastime activities among teenagers.

Video games can help improve hand-eye coordination, cognitive functions, and thinking abilities.

Long-term video game play can have negative effects on teens, leading to gaming addiction and poor academic performance.

Spending time outside with your teens and effective communication about their interest in video games can help encourage them to spend less time on screens.

References:

MomJunction's articles are written after analyzing the research works of expert authors and institutions. Our references consist of resources established by authorities in their respective fields. You can learn more about the authenticity of the information we present in our editorial policy.
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Positive And Negative Effects Of Video Games On Teenagers

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When you find your teen often sitting with their video games or multitasking when playing, you may be wondering about the possible effects of video games on teenagers. We may hardly know a teen who dislikes playing video games and electronic sports (esports).

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Yes, Violent Video Games Trigger Aggression, but Debate Lingers - Scientific American

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Yes, Violent Video Games Trigger Aggression, but Debate Lingers - Scientific American

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Intuitively, it makes sense Splatterhouse and Postal 2 would serve as virtual training sessions for teens, encouraging them to act out in ways that mimic game-related violence. But many studies have failed to find a clear connection between violent game play and belligerent behavior, and the controversy over whether the shoot-'em-up world transfers to real life has persisted for years. A new study published on October 1 in Proceedings of the National Academy of Sciences tries to resolve the controversy by weighing the findings of two dozen studies on the topic.

The meta-analysis does tie violent video games to a small increase in physical aggression among adolescents and preteens. Yet debate is by no means over. Whereas the analysis was undertaken to help settle the science on the issue, researchers still disagree on the real-world significance of the findings.

This new analysis attempted to navigate through the minefield of conflicting research. Many studies find gaming associated with increases in aggression, but others identify no such link. A small but vocal cadre of researchers have argued much of the work implicating video games has serious flaws in that, among other things, it measures the frequency of aggressive thoughts or language rather than physically aggressive behaviors like hitting or pushing, which have more real-world relevance.

Jay Hull, a social psychologist at Dartmouth College and a co-author on the new paper, has never been convinced by the critiques that have disparaged purported ties between gaming and aggression. "I just kept reading, over and over again, [these] criticisms of the literature and going, 'that's just not true,'" he says. So he and his colleagues designed the new meta-analysis to address these criticisms head-on and determine if they had merit.

Hull and colleagues pooled data from 24 studies that had been selected to avoid some of the criticisms leveled at earlier work. They only included research that measured the relationship between violent video game use and overt physical aggression. They also limited their analysis to studies that statistically controlled for several factors that could influence the relationship between gaming and subsequent behavior, such as age and baseline aggressive behavior.

Even with these constraints, their analysis found kids who played violent video games did become more aggressive over time. But the changes in behavior were not big. "According to traditional ways of looking at these numbers, it's not a large effect-I would say it's relatively small," he says. But it's "statistically reliable-it's not by chance and not inconsequential."

Their findings mesh with a 2015 literature review conducted by the American Psychological Association, which concluded violent video games worsen aggressive behavior in older children, adolescents and young adults. Together, Hull's meta-analysis and the APA report help give clarity to the existing body of research, says Douglas Gentile, a developmental psychologist at Iowa State University who was not involved in conducting the meta-analysis. "Media violence is one risk factor for aggression," he says. "It's not the biggest, it's also not the smallest, but it's worth paying attention to."

Yet researchers who have been critical of links between games and violence contend Hull's meta-analysis does not settle the issue. "They don't find much. They just try to make it sound like they do," says Christopher Ferguson, a psychologist at Stetson University in Florida, who has published papers questioning the link between violent video games and aggression.

Ferguson argues the degree to which video game use increases aggression in Hull's analysis-what is known in psychology as the estimated "effect size"-is so small as to be essentially meaningless. After statistically controlling for several other factors, the meta-analysis reported an effect size of 0.08, which suggests that violent video games account for less than one percent of the variation in aggressive behavior among U.S. teens and pre-teens-if, in fact, there is a cause-and effect relationship between game play and hostile actions. It may instead be that the relationship between gaming and aggression is a statistical artifact caused by lingering flaws in study design, Ferguson says.

Johannes Breuer, a psychologist at GESIS-Leibniz Institute for the Social Sciences in Germany, agrees, noting that according to "a common rule of thumb in psychological research," effect sizes below 0.1 are "considered trivial." He adds meta-analyses are only as valid as the studies included in them, and that work on the issue has been plagued by methodological problems. For one thing, studies vary in terms of the criteria they use to determine if a video game is violent or not. By some measures, the Super Mario Bros. games would be considered violent, but by others not. Studies, too, often rely on subjects self-reporting their own aggressive acts, and they may not do so accurately. "All of this is not to say that the results of this meta-analysis are not valid," he says. "But things like this need to be kept in mind when interpreting the findings and discussing their meaning."

Hull says, however, that the effect size his team found still has real-world significance. An analysis of one of his earlier studies, which reported a similar estimated effect size of 0.083, found playing violent video games was linked with almost double the risk that kids would be sent to the school principal's office for fighting. The study began by taking a group of children who hadn't been dispatched to the principal in the previous month and then tracked them for a subsequent eight months. It found 4.8 percent of kids who reported only rarely playing violent video games were sent to the principal's office at least once during that period compared with 9 percent who reported playing violent video games frequently. Hull theorizes violent games help kids become more comfortable with taking risks and engaging in abnormal behavior. "Their sense of right and wrong is being warped," he notes.

Hull and his colleagues also found evidence ethnicity shapes the relationship between violent video games and aggression. White players seem more susceptible to the games' putative effects on behavior than do Hispanic and Asian players. Hull isn't sure why, but he suspects the games' varying impact relates to how much kids are influenced by the norms of American culture, which, he says, are rooted in rugged individualism and a warriorlike mentality that may incite video game players to identify with aggressors rather than victims. It might "dampen sympathy toward their virtual victims," he and his co-authors wrote, "with consequences for their values and behavior outside the game."

Social scientists will, no doubt, continue to debate the psychological impacts of killing within the confines of interactive games. In a follow-up paper Hull says he plans to tackle the issue of the real-world significance of violent game play, and hopes it adds additional clarity. "It's a knotty issue," he notes-and it's an open question whether research will ever quell the controversy.

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Do Violent Video Games Trigger Aggression?

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Intuitively, it makes sense Splatterhouse and Postal 2 would serve as virtual training sessions for teens, encouraging them to act out in ways that mimic game-related violence. But many studies have failed to find a clear connection between violent game play and belligerent behavior, and the controversy over whether the shoot-'em-up world transfers to real life has persisted for years.

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Playing Video Games Too Much Might Be Bad for Your Mental Health - Tonic

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Playing Video Games Too Much Might Be Bad for Your Mental Health - Tonic

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Glenn Carstens-Peters/Unsplash

Video games can be a huge time suck-it's easy to get caught up in a gaming session and suddenly realize six hours have gone by. And there's not necessarily anything wrong with that-as long as you balance it with something healthier, like a long hike or, you know, maybe drinking a glass of water.

But as part of its International Classification of Diseases, the World Health Organization is addressing what it sees as a more serious problem: " gaming disorder." Basically, it's codifying the common sense idea that if video games are taking over your life, you may have a mental health issue.

According to the draft guidelines, first noticed by Forbes, gaming disorder isn't simply the occasional Call of Duty marathon. It's a "pattern of gaming behavior" that results in "significant impairment in personal, family, social, educational, occupational, or other important areas of functioning." That's actually pretty straightforward: If a devotion to gaming is torpedoing your human relationships, your career, or your schooling, it may be time to reevaluate why.

"Gaming," in this case, can mean any kind of video game, online or not, and the unhealthy symptoms of gaming disorder should sound familiar to anyone who's read about addiction. (In fact, "gaming disorder" is categorized under "disorders due to addictive behaviors," right next to "gambling disorder.") There's the "impaired control" over gaming time: when it happens, how often you play, for how long, whether you can stop, and so on. There's prioritizing gaming to the exclusion of other activities and, well, normal human functioning. And there's the refusal (or inability) to curtail gaming even as it leads to negative consequences.

The WHO is describing something more serious than the stereotype of waking up covered in Dorito crumbs and realizing you've burned a whole weekend in the world of Grand Theft Auto. "Gaming disorder" is still a beta draft guideline; it's not final. But a key part of the concept is the pattern of behavior, and right now the WHO believes the pattern should be present for at least 12 months to offer a diagnosis. That time, though, may be shortened if symptoms are severe. There's also another beta category, " hazardous gaming," for gaming that "that appreciably increases the risk of harmful physical or mental health consequences" for the gamer or others.

It'd be hard to argue that video games can't be addictive-they're designed to keep us playing, after all, and there are plenty of examples of people taking that too far. At the same time, we've also seen that games may be able to improve attention spans for people with ADHD, though they're not going to be a cure-all for mental health. The WHO guidelines seem like an attempt by the medical community to reiterate what we already know: Video games can be fun and even improve your life. Just don't let them take it over.

Read This Next: Your Bad Gaming Posture Is Starting to Show

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Playing Video Games Too Much Might Be Bad for Your Mental Health

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Glenn Carstens-Peters/Unsplash Video games can be a huge time suck-it's easy to get caught up in a gaming session and suddenly realize six hours have gone by. And there's not necessarily anything wrong with that-as long as you balance it with something healthier, like a long hike or, you know, maybe drinking a glass of water.

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Are video games a bad influence for kids?

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Are video games a bad influence for kids?

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    Violence on video 
           games 

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    Violence on video 
           games 