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10. Improvement of Curiosity and Learning 

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10. Improvement of Curiosity and Learning 

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It is obvious that when playing video games you are not only having fun, but you are having fun along it as well. Every game comes with new task to finish and every task requires thinking to go along it. While playing video games, one can improve their curiosity levels and learning desire to learn new things because in video games they constantly meet new challenges and learn to over come one challenge after the another.

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8. Serious Effect to the Brain by Additive Behavior to Video Games

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8. Serious Effect to the Brain by Additive Behavior to Video Games

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The World Health Organization (WHO) has recently announced intense playing of the video games as a Gaming Disorder. According to WHO gaming is considered to be a disorder now because gamers have become addicted to it and often times takes gaming priority over other important aspects of life such as school, work or social life.

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Gaming disorder is defined in the 11th Revision of the International Classification of Diseases (ICD-11) as a pattern of gaming behavior ("digital-gaming" or "video-gaming") characterized by impaired control over gaming, increasing priority given to gaming over other activities to the extent that gaming takes precedence over other interests and daily activities, and continuation or escalation of gaming despite the occurrence of negative consequences.

For gaming disorder to be diagnosed, the behaviour pattern must be of sufficient severity to result in significant impairment in personal, family, social, educational, occupational or other important areas of functioning and would normally have been evident for at least 12 months.

The International Classification of Diseases (ICD) is the basis for identification of health trends and statistics globally and the international standard for reporting diseases and health conditions. It is used by medical practitioners around the world to diagnose conditions and by researchers to categorize conditions.

The inclusion of a disorder in ICD is a consideration which countries take into account when planning public health strategies and monitoring trends of disorders.

WHO released the 11th revision of the International Classification of Diseases (ICD-11) in mid-2018.

A decision on inclusion of gaming disorder in ICD-11 is based on reviews of available evidence and reflects a consensus of experts from different disciplines and geographical regions that were involved in the process of technical consultations undertaken by WHO in the process of ICD-11 development.

The inclusion of gaming disorder in ICD-11 follows the development of treatment programmes for people with health conditions identical to those characteristic of gaming disorder in many parts of the world, and will result in the increased attention of health professionals to the risks of development of this disorder and, accordingly, to relevant prevention and treatment measures.

Studies suggest that gaming disorder affects only a small proportion of people who engage in digital- or video-gaming activities. However, people who partake in gaming should be alert to the amount of time they spend on gaming activities, particularly when it is to the exclusion of other daily activities, as well as to any changes in their physical or psychological health and social functioning that could be attributed to their pattern of gaming behaviour.

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Gaming disorder is defined in the 11th Revision of the International Classification of Diseases (ICD-11) as a pattern of gaming behavior ("digital-gaming" or "video-gaming") characterized by impaired control over gaming, increasing priority given to gaming over other activities to the extent that gaming takes precedence over other interests and daily activities, and continuation or escalation of gaming despite the occurrence of negative consequences.

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Gamers who play action video games have tend to improve their vision. This is a result of how in a action game gamers pay attention in every small detail this translates into real life with their eyesight improving and reading smaller printed words better than the people who do not play video games.

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It is obvious that Video Games make an individual more aggressive. But is it the game, or the failure to finish a task that results in such behavior change? According to research conducted by Oxford University individuals who play Video Games tend to be a bit more aggresive due to their failure of not finish the last level, or failure of not killing someone in the game.

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Mainstream media constantly debates whether or not video games cause people to become more violent and aggressive. Joe Bereta from SourceFed steps in to discuss a new study that finds a surprising link between video games and aggression.

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Striatum Nucleus is the part of the brain constructs the interpretation of the outside world by choosing landmarks. Gamers have been found to reduce their ability to find landmarks due to action games.

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While playing Video Games 85% of the gamers used Caudate Nucleus ("Response Learners") rather than using the Hippocampus. Which effects the gamers behavior change to become more aggressive.

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The Hippocampus is a crucial part of the brain that maintain spatial and episodic memories. According to the study extreme exposure to Video Games effect the Hippocampus, resulting in reducing the grayness of the brain. This cause brain illness such as depression, schizophrenia, PTSD, and Alheimer's disease.

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Researches have shown that people who are actively engaged in Video Games are tend to have higher cognitive power as a an active gamer tends to focus on multiple things at once when playing Video Games.

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Through a study conducted by Scientists at the University of California-San Francisco (UCSF), individual aged between 60 to 85 improved their memory power by playing video games.