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Video games negative outweigh benefits
Positive negative effects video games
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This paper defines human flourishing as living a life of optimal functioning based upon positive productivity. What productivity is, in this sense, is undefined; leading myself to gleam from personal experience what society purports it to be. Common answers involve actions, such as working and social interaction. Self-centered hobbies, such as video games, are often left out, viewed as promoting little towards productivity and its assumed benefits. This produces tension through what is commonly considered to be positively productive towards flourishing, and a growing medium, with children especially, which proposes enjoyment through technological solitude. From this, I wonder if optimal functioning is only attainable through traditional methods of productivity as compared to the passivity gaming is perceived to promote. This paper aims to examine these claims closely in adolescents, for if a large majority turns towards video games as an extracurricular, I write it can be concluded that there is an aspect increasing their happiness. The truth of this shall be evaluated in this paper, lending to the larger topic of what promotes psychological happiness and optimal human functioning.
Knowledge around the effects of video games produces agreement that games do not always hinder, providing benefits in developmental child growth at some points. Shelley L. Gable and Jonathan Haidt state a need to focus on psychological aspects providing benefits to mental health rather than what detracts (105-107), which I relate to popular views of most games as an unhealthy medium. Cheryl K. Olson fulfills this need, drawing upon research to examine what influences children to play video games, and its positive effects, such as creating self-developme...
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...d Consequences. Mahwah: Lawrence Erlbaum Associates, 2006. 363-378. Web. 10 March 2014.
Fredrickson, Barbara L. and Michael F. Losada. "Positive Affect and the Complex Dynamics of Human Flourishing." American Psychologist 60.7 (2005): 678-686. Web. 10 Jan. 2014.
Gable, Shelley L. and Jonathan Haidt. "What (and Why) Is Positive Psychology?" Review of General Psychology 9.2 (2006): 103-110. Web. 10 Jan. 2014.
Li, DongDong, Albert Liau and Angeline Khoo. "Examining the Influence of Actual-Ideal Self-Discrepancies, Depression, and Escapism, on Pathological Gaming Among Massively Multiplayer Online Adolescent Gamers." Cyberpsychology, Behavior, and Social Networking 14.9 (2011): 535-539. Web. 13 Feb. 2014.
Olson, Cheryl K. "Children’s Motivations for Video Game Play in the Context of Normal Development ." Review of General Psychology 14.2 (2010): 180-187. 10 March 2014.
Researchers, however, have found that gaming may not be completely bad for adolescents. A recent study by Paul J.C. Adachi and Teena Willoughby points out that video gaming may satisfy the same criteria for positive youth development as traditional organized activities such as sports, music or clubs. In direct contrast to this analogy, they demonstrate that there may be significant social benefits of gaming, that adolescents are motivated to play video games and that this type of play requires concentration and mental effort (Adachi and
“Most reported effects of videogames – particularly in the popular press – appear to centre upon the alleged negative consequences… Research has consistently shown that playing computer games (irrespective of genre) produces reductions in reaction times, improved hand-eye co-ordination and raises players’ self-esteem,” (Griffiths p. 47), states Mark Griffiths in his article, “The educational benefits of videogames”. When people think of video games, they often tend to think about the negative side effects that video games can have on a person. Will Wright in his article, “Dream Machines” also defends video games by providing positive effects that video games have on those who play them. Wright presents
Ryan, Richard M., and Edward L. Deci. "On Happiness and Human Potentials: A Review of
Adachi, Paul J.C. and Willoughby, Teena. “Do Video Games Promote Positive Youth Development?” Journal of Adolescent Research 28.2 (2012): 155-165. Web. 12
Positive Psychology is the strengths and virtues a person or a community poses that lead to its optimal performance and allow it to thrive.This is a beneficial study that has the chance to improve the lives of many as well as preventing some negative situations. This review looks into what Positive Psychology is and how it impacts our lives. The sources I selected look into a broad overview of Positive Psychology, and it looks into deeper more specific aspects of Positive Psychology. This review has to lead me to believe that if we see ourselves and the future in a positive way it will have a positive effect on our lives.
At the end of the experiment I will complete the last two steps in the scientific process. I will analyze the data gained and will formulate a conclusion. I don’t think much research has been done of the effects of Positive Psychology on those people with a higher than average level of happiness, since the catalyst for this research came from the desire to augment pathological treatment for depression. It will be interesting to see the impact, if any, on my current level of happiness.
Wong, P. T. (2011). Positive psychology 2.0: Towards a balanced interactive model of the good life. What to do about the negative?, 52(2), 69-70.
Many kids like Tommy, who spend most of their childhood and adolescences emerged in imaginary lands rather than dealing with the real world at hand, become socially anxious and have low self-esteem later in life. Instead of thriving with a career and family, they relapse back to the same virtual interaction they had as a child. They float through life barely able to support themselves or result to living with their parents. Adulthood seems to them a mere task they must complete in order to continue their gaming. Excessive videogame play for children and adolescents cause social anxiety, depression, and aggression because more time is spent alone engrossed in dynamic storylines and complex situations than outside building face-to-face relationships and other healthy social skills that better prepare them for their future.
By far the largest concern of technology today is video games. There have been so many experiments and studies to try and figure out if video games have a negative or positive effect on our children. A growing body of research is linking violent video game play to aggressive cognitive, attitudes and behaviors (D.A. Gentile, 2004). Video games can obviously be dangerous for our children causing aggression, bad performances in school and obesity. Although we cant blame all of these problems on the use of video game...
This report offers information on the influences of video games on children and how it will affect their behavior and mental health. This report will analyze each individual information source and will provide a review of the findings. The report will interpret both good and bad effects of video games on children.
Nowadays, video games are frequently accused of having detrimental effects on children and adolescents. The main arguments against video games are that they lead to addiction, that they provoke violence, and that they impair social development. Whether or not such claims are true has not been determined with certainty as scientific studies have produced contradictory results. Nevertheless, video games also have beneficial effects, which tend to be underrated, as they do not receive the same level of media coverage that adverse ones do, and are thus unknown to the general public. Some of the positive effects of playing video games on mental development include: stimulating analytical thinking, improving concentration, and encouraging planning and anticipation (“Video game controversies”).
Social scientists have been examining the effect that video games have on behavior. From the introduction of video games in the 1980s, there have been numerous research studies to this effect (Andersen & Taylor, 2008). The issue has become even more significant in the modern context because these video games have become bloodier and more realistic than ever before. Even though boys play these games more than girls in America, the consumption of video games has generally been high. Carey (2013) indicates that 32% of these gamers are below the age of 18. Therefore, it would be crucial to evaluate the effects that these video games have on the behavior of such children.
"Video game play may provide learning, health, social benefits." American Psychological Association. February 2014, Vol 45, No. 2
In recent years, technology has developed very rapidly. This has led to many arguably both positive and negative changes in our everyday lives. One such change was the increased accessibility of personal computers and gaming consoles as well as the introduction of numerous video games. Due to their entertainment value, these games gained popularity among children and teenagers. Although many concerns have been voiced related to playing video games, especially those that are violent, [e.g., increases in aggressive behavior in children (Anderson & Bushman, 2001)], this paper will argue that certain video games also have beneficial effects. They should thus be played by children, teenagers and adults alike albeit with caution.
Over the years gaming has become a widely popular aspect of our culture. Kids and teenagers have replaced riding there bike or playing with dolls for video games that connect people together all over the globe .We have all been there at one point and time, there are games for just about anybody. Video games are for all age’s yes us adults love to play them to. Playing video games are fun but not a lot of people realize the impact video games can have on the body physically and mentally. Excessive playing of video games can cause decreased social skills, deterioration in health and increased aggressive behavior.