Advantages And Disadvantages Of Video Games

Table of Contents

A shift in the paradigm of play

In conclusion

Bibliography

A shift in the paradigm of play

The twenty-first century has brought us a new type of play, and we associate it with technology. Why do we associate technology with it? Technology itself has made our perceptions and changed the play experience. This is the one area that the author intends on focusing. However, it is crucial to examine whether digitalization has benefited or contributed to the decline of society. And what are some of the arguments that revolve around this issue. Video games have made old traditions of play like the playgrounds obsolete. However, the author tends not to be less informative about the concept of play and its meaning in the world we live in.

In today’s fast-paced world, people tend to spend more time at work. This can make their lives less meaningful. However, if anyone stops and takes a step back, there won’t be a satisfying answer. Many people working in offices, students, or teenagers find themselves sitting at home, watching TV, or playing digital games on their phones. People don’t have the time or the ability to get out and play outside as much as they used to. In the infant stage, the child learns to interact with the environment. As the child grows older, the parents also play an important role in helping the child develop and maintain a connection between themselves and their children through playfulness. These stages should not be regarded as exceptional, but rather normal. The bond between parents and their children has been fractured by digital media and other devices. These devices, which are often complex and unfamiliar to toddlers, can be used as a way for them to learn. However, time has been deemed an important attribute of elders and they leave the children without any companions.

This creates a significant problem in the child’s development and learning, since the youngster completely skips important stages of cognitive as well as social development. This can have a serious impact on the child and the adult who care for them. Parents are less likely to pay attention to their child and this can result in a change in behavior. This will reduce anxiety and stress levels, as well as the possibility of feeling depressed. Feeling that one doesn’t have control over a child later in life can be attributed to a lack of personal competence by the parent. This could be traumatizing and shattering (Hembree Kigin and McNeil 1995).

Because children are constantly in need of support, understanding, observation and listening, it takes patience to play with them. If a parent is unable to make time, all of this becomes impossible. The child then looks for other methods like television or video games as they offer instant gratification while also becoming a habit. Teenagers grow up addicted to social media and are often disconnected from their family, friends and relatives. The child has three primary factors that influence his/her socialization: family, peers and any outside context (e.g. classroom, playground or any other place which can help him/her structure their mind based upon the experience he/she will have). These are essential life lessons. However, ignoring these important interactions can lead to rigid perceptions and a child becoming a slave to his/her own experiences.

While there are many video games that can be played, such as adventure, shooter and puzzle, not all of them are suitable for children or adults. Puzzles are a great way to introduce children to new learning techniques in schools and colleges. What is the secret to why teenagers and young adults (ages 19-25) are drawn to these games? What is it that videogames offer that outdoor games do not? Although they provide entertainment, it is clear that video games are not the only source of entertainment. Carol Savill Smith and Alice Mitchell (2004: 7) state that there is more than entertainment. They see video games as a way to be cool and accepted by their peers.

This is the place where one needs to clearly distinguish between male and feminine. Males engage with these games to impress their peers or take on new challenges. Females do it to be praised by others. Boys are more likely to play digital games than girls, and they are less susceptible to violent and aggressive games like those that involve fighting or beat ’em up genres. Studies show that boys use the internet to communicate with their friends via email or social media, while girls do this more for academic purposes. Although digital games were initially popular among children and teenagers, these games have become increasingly popular in modern times.

Gaming can also be considered a profession and a source for income. It’s easy to access with the help of handheld devices like smartphones, Game Boy, or other gaming consoles. The Xbox and Playstation were the next generation of gaming consoles. This stage, video games weren’t just entertaining their users. They also produced quality graphics-based goods. The gaming industry evolved from being fun and carefree to a serious competitive power plant that produced quality products. This is something outdoor and board games cannot do.

OculusRift was the breakthrough in virtual and enhanced reality. Video games are able to recreate the feeling of being in a realistic virtual world. You can feel like you are living in the game at that moment. These are often experiences or incidents that can only be imagined in sci-fi movies and action. Because they are so convenient, people can easily become hooked on video games. Video games are not the same as outdoor or board games. Instead, they may be causing the person to take and then not give back. Seizures and sleeplessness are very common. It is possible for video games to cause aggression, especially if they have been heavily influenced or influenced by violent video games.

Recent psychological tests were conducted where participants were instructed to play the game ‘Doom’. It is classified under the category of ‘PEGI18’. The full form is ‘Pan European Game Information. It is a shooter-type game. Signs of aggression and an association with one’s violent characteristics were noted in a few players (Darling, 2004: 41-52). The gaming industry has adopted these marketing strategies, and they are a part of their strategy of competition and violence. Outdoor games are meant to bridge the gap between reality and fantasy. Children learn the lessons of winning and losing through sports games like tennis and football. They also gain new skills.

Cognitive games like chess or puzzles with jigsaw pieces can be used to improve the brain’s ability to think and memory. Video games, however, can lead to obsessions and violence in children. Although there are some educational digital games that promote memory and self-learning, it is not fair to overlook recreational games that are designed to be addictive. Unfortunately, these games have an even wider appeal to the public.

It is not uncommon for high-profile video game related incidents to occur. The horrific incidents of how these games can affect us include the deaths of a three-yearold boy by his mother while she plays ‘World Of Warcraft’ and the shooting of both parents by a 17 year old. The author of the journal Journal of Medical Ethics states that addiction to online gaming has become a major concern for children, especially adolescents. (Blumenthal Barby 2014). People often play online games because they have an association with the character, or because of anxiety and stress. One reason people retreat to digital worlds is depression.

Although games can be fun and relaxing, it is possible to conclude that they can also be used as a way to exploit emotions and probe the subconscious mind of people. While this can be a good thing, it is possible that games can provide an addictive or obsessive type of entertainment. All things have their good and bad sides. Video games, however, can lead to addiction or obsession.

Bibliography

Reading, Richard. “The Importance and Benefits of Play in Promoting Healthy Development and Maintaining Strong Parent Child Bonds.” Child. 6 (2007): 807-08.

Maccoby Eleanor E.. “Parenting And Its Impacts on Children: Reading and Misreading Genetics.” Annual Review of Psychology51. 1 (2000): 1-27.

Hembree, Toni L., & Cheryl Bodiford Mcneil. “Foundations of Parent-Child Interaction Therapy.” Parent – Child Interaction Therapy 1995, 1-13.

In a 1999 article published in the Early Childhood Education Journal, Yelland argued that… Roger D. Gehlbach. Children’s Play. Curriculum Inquiry 16. 2 (1986): 203-13.

Eric Uhlmann. Jane Swanson. Journal of Adolescence. Feb 2004.

Blumenthal-Barby J. S., “Psychiatry’s New Manual(DSM-5): Conceptual and Ethical Dimensions.” Journal of Medical Ethics40. 8 (2014): 531-36.

Mitchell, Alice, Carol Savill Smith. A review of the literature: Computer and video games for learning: The Learning and Skills Development Agency (2004) in London produced a report on the subject.

Author

  • joaquincain

    Joaquin Cain is a 39 year old school teacher and blogger from the United States. He has a passion for education and is always looking for new and innovative ways to help his students learn. He is also a big believer in the power of technology and its ability to help improve education.