Monday, October 5, 2020

Video Games: Violent or Valuable?

Video games of today have become a mainstream source of entertainment and stress relief for millions. The video game industry is among the lucrative businesses in the world. Technological advancements, social media, and the internet have continued to boost the popularity and pervasiveness of video games in society. Many continue to believe that video games cause gun violence and increase aggression (Hollingdale & Grietemeyer, 2014). However, video games have been shown to enhance problem-solving, social interactions, and provide an outlet for stress-relief (Choi et al., 2020). Video games are becoming more steeped in our lives and the world we live in. Contrary to popular belief, there are various benefits to playing video games.

First-person shooters (FPS) are one of the most popular types of video games on the market. These FPS and other violent games are often credited with causing gun violence. While playing violent games has been shown to increase aggression, there is little to research on the connection between video games and mass violence (Hollingdale & Grietemeyer, 2014). In fact, other studies have shown that video games can improve cognitive function such as problem-solving and attention (Choi et al., 2020). Media and new technologies have now made it possible to integrate video games into schools for learning purposes. Perhaps more importantly, video games offer a safe outlet for stress. A study among medical school students, some of the most stressed individuals in society, showed that playing video games can help relieve stress and increase overall well-being (Goswami & Salvi, 2020). Research has shown that playing video games can stimulate the release of the neurotransmitter dopamine (Koepp et al., 1998). Video games are not as harmful as many parties may like to believe. This is not to say that video games do not have their drawbacks and like all things, everything should be done in moderation. As games continue to play an integral part in modern lifestyles we must conduct more research to determine how video games affect us.

Choi E, Shin S, Ryu J, Jung K, Kim S. and Park M. (2020). Commercial video games and cognitive functions: Video game genres and modulating factors of cognitive enhancement. Behavioral and Brain Functions, 16, 1. doi:http://dx.doi.org.dml.regis.edu/10.1186/s12993-020-0165-z

Goswami, G., & Salvi, S. (2020). Video gaming, physiological responses, and well-being in medical students: An essence of intrigue way of learning. National Journal of Physiology, Pharmacy and Pharmacology, 10(6), 468-472. doi:http://dx.doi.org.dml.regis.edu/10.5455/njppp2020.10.03067202025032020

Hollingdale, J., & Greitemeyer, T. (2014). The effect of online violent video games on levels of aggression. PLoS One, 9(11) doi:http://dx.doi.org.dml.regis.edu/10.1371/journal.pone.0111790

Koepp, M. J., Gunn, R. N., Lawrence, A. D., Cunningham, V. J., & al, e. (1998). Evidence for striatal dopamine release during a video game. Nature, 393(6682), 266-8. doi:http://dx.doi.org.dml.regis.edu/10.1038/30498

 

 

2 comments:

  1. It is relieving to see society transition away from the idea that violent video games are a statistically significant predictor for mass violence later in life. Now society can focus its attention on a truly worrisome manifestation of video games: addiction. I agree with you that moderation is a pillar for healthy living, but when billions of dollars are spent developing products with the intent of designing them to be as pleasurable as possible to their users, that pillar may just collapse. I read about a study that measured dopamine release in the brains of subjects who were asked to play video games (Weinstein, 2010). The data was then compared to data collected from a second group of ex-chronic "ecstasy" users (Weinstein, 2010). The study concluded that the reward circuitry observed in the gamers was strikingly similar to the neural patterns observed in those with substance dependence.

    I am just as excited about the gaming industry's evolution as the next player. Video games become more fun every year, and there are no signs of that stopping. Will they one day become "too" fun to the point that most consumers struggle to moderate themselves? Are we they already?

    Reference

    Weinstein, A. (2010). Computer and video game addiction-a comparison between game users and non-game users. The American Journal of Drug and Alcohol Abuse, 36(5), 268–276. https://doi.org/10.3109/00952990.2010.491879

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  2. Some other interesting (to me) and beneficial aspects of video games include improved academic performance and increased social skills for those who utilize multiplayer games. In a study covering 3000 young European children, they found that those individuals who fell under the “high usage” category (5+ hours of video game play a week) all had positive associations with mathematics, spelling, and reading, as well as maintaining motivation to succeed at school.

    Children who were high usage also showed increased prosocial skills, especially as these types of games have become quite popular. Most people playing video games play with their friends, and actively interact with them to complete tasks or goals, increasing their communication skills, teambuilding skills, and problem-solving skills. I would be unsurprised if the maturation of these abilities is part of what leads to the competence shown in the realm of academia.

    However, this study does have some limitations. They were unable to properly evaluate any connection between video games and mental health, as there was an issue of time in the longitudinal aspect. The amount of video game usage was reported by the mother of the child, which could possibly lead to under or over estimation. Despite these aspects, it seems to me that video games offer many positive outcomes that can often be overlooked by those who do not participate in them.

    Kovess-Masfety, V., Keyes, K., Hamilton, A., Hanson, G., Bitfoi, A., Golitz, D., KoƧ, C., Kuijpers, R., Lesinskiene, S., Mihova, Z., Otten, R., Fermanian, C., & Pez, O. (2016). Is time spent playing video games associated with mental health, cognitive and social skills in young children? Social Psychiatry and Psychiatric Epidemiology, 51(3), 349–357. https://doi.org/10.1007/s00127-016-1179-6

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