Wait a second!
More handpicked essays just for you.
More handpicked essays just for you.
Video games in children and development
Can video games be a useful learning tool
Video games in children and development
Don’t take our word for it - see why 10 million students trust us with their essay needs.
Recommended: Video games in children and development
Video games are played and enjoyed by people of all ages. They are especially educational and offer an interesting method of teaching people in an engaging way. Because of its increasing didactic methods of getting people to expand their thinking and cognitive processes, video games are exceptionally useful to the brain.
The foremost reason video games can help the human brain is their ability to increase cognitive flexibility. Several studies have shown how different parts of the brain are stimulated while playing video games. “Fast paced, action-packed” video games propose the benefits to “boost visual acuity, spatial perception, and the ability to pick out objects in a scene” (Anthes 2009). Starcraft, a fast thinking strategy game, showed results where participants became “quicker and more accurate in performing cognitive flexibility tasks” (Queen Mary “Playing video games can boost brain power”). It has also been noted that complex strategy games can “improve other cognitive skills, which include working memory and reasoning” (Anthes 2009). Different genres of videogames help augment the cognitive functions of the brain.
In addition to increasing cognitive flexibility, video games also offer the capability of enhancing creativity. Linda Jackson of Michigan State University conducted a study of five hundred twelve-year-old children and discovered that “the more kids played video games, the more creative they were in tasks such as drawing pictures and writing stories” (Michigan State University “Video Game Playing Tied to Creativity”). By allowing players to create their own characters and avatars, video games offer a sense of individual creativity from the player. Video games can also allow players create their own levels alon...
... middle of paper ...
...ideo Games Prove Helpful As Pain Relievers In Children And Adults." Medical News Today. MediLexicon, Intl., 9 May. 2010. Web.
5 Dec. 2013. http://www.medicalnewstoday.com/articles/188108
Hamilton, Audrey. "The Effect Of Violent Video Games On Teens." Medical News Today. MediLexicon, Intl., 8 Jun. 2010. Web.
5 Dec. 2013. http://www.medicalnewstoday.com/releases/191171
Csikszentmihalyi, M. (1991). Flow: The Psychology of Optimal Experience. New York: HarperCollins Publishers. 5 Dec. 2013.
Michigan State University. "Video Game Playing Tied to Creativity, Research Shows." ScienceDaily, 9 Nov. 2011. Web. 5 Dec. 2013.
Linda A. Jackson, Edward A. Witt, Alexander Ivan Games, Hiram E. Fitzgerald, Alexander von Eye, Yong Zhao. Information Technology Use and Creativity: Findings from the Children and Technology. Computers in Human Behavior, 2011 DOI: 10.1016/j.chb.2011.10.006
Shaughnessy, M. F., & Wakefield, J. F. (2003). Creativity: Assessment. In N. Piotrowski & T. Irons-Georges (Eds.), Magill's encyclopedia of social science:Psychology (pp. 459-463). Pasadena, CA: Salem Press.
Shaughnessy, M. F., & Wakefield, J. F. (2003). Creativity: Assessment. In N. Piotrowski & T. Irons-Georges (Eds.), Magill's encyclopedia of social science:Psychology (pp. 459-463). Pasadena, CA: Salem Press.
The article, Information Technology Use and Creativity: Findings from the Children and Technology Project, was posted online in November of 2011. In this article Linda A. Jackson, Edward A. Witt, Alexander Ivan Games, and other contributors discussed the relationship found between creativity and video game playing in 12-year-old children. For their research, a correlational study design was used to test this relationship because of the lack of causality. A causality experiment was not used to because the question of whether or not Internet causes real changes in thinking or behavior remains unanswered. One of the main reasons this causality remains unanswered is because of the challenge of observing critical thinking and how it varies between individuals. The most accurate test of creativity as of now is the Torrance test of creativity. This method of testing creativity was used in this design because of its multidimensional measure making it one of the most reliable methods. Throughout this article the exploratory approach of connecting creativity and Internet, video game, and cell phone use is incorporated. The hypothesis of this Information Technology article hinted at the fact that the researchers were expecting to see a positive correlation between video game playing and creativity due to previous research showing a positive correlation between video game playing and visual-spatial awareness skills.
Gallagher, Danny. “7 Health Benefits of Playing Video Games.” The WEEK. The WEEK Publications, Inc. 10 March 2013. Web. 3 May 2014.
In the article, “Dream Machines” by Will Wright (211), Wright explains, that video games entertain players while also allowing them to interact with others and exercise their creativity in new and different ways. Video games have created a new way of learning. A generation of people have been exposed to video games and by determined continuation they have learned how to play and master them. By playing video games players are also learning to look the at the world not just as consumers but creators as well. However, there are those that fail to see the creativity and only see what they consider to be undesirable elements of video games. Wright observes, “I think part of this stems from the fact that watching someone play a game is a different
Video games have improved a lot since they were first introduced. They have also made a lot of impacts in our generation by making gamers more social, teaching children through educational video games, and how video games can improve our health. Furthermore, the articles show many different ways that proves that video games aren’t bad for you physically and emotionally. Since video games were introduced they have changed our society.
Mathews, Vincent.”Violent Video Games Poison the Teenage Brain: Study.” American School Board Journal. Feb2007, Vol. 194 Issue 2, p10-10
Adams, Jill U. Effects of Violent Video Games. The Los Angeles Times. May 3, 2010.
There have been several studies conducted on learning and serious games, for example, a recent study by the Office of Naval Research found that video game players performed ten to twenty percent better in perceptual and cognitive ability than non-game players, and that video games helped adults process information faster(Steinberg,2012). Another study by the Federation of American Scientists found that students re...
There are several negative stereotypes associated with video games and those who play them; some of these may often hold true. However, there are plenty of learning opportunities in video games. While the direct purpose of some games is to educate or train, other games that do not directly have this purpose can still become a learning experience for the player. As Ntiedo Etuk, president of the educational video game company Tabula Digital said, “The traditional view of video games has been that they are distractions from the task of learning” (Electronic Education Report 1). Video games are an effective tool for learning and retaining skills both inside and outside the classroom environment. The basic cycle of game play--the introduction to the game, game play, collaboration, improvement of these between each round, and evaluation at the end of the game (Klievink and Janssen 159)--are nearly parallel to the traditional classroom learning cycle of reading a textbook or listening to a lecture, taking a quiz, studying, focusing on items missed on the quiz, and taking a test or exam. Within this cycle, there are many opportunities to develop and perfect both educational, life, and occupational skills.
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”).
Presently, video games aren’t merely toys that negatively influence the youth. They have become an alternative means for people to learn and train for work. Games teach values and essential information, and motivate its players to achieve goals. Soldiers and doctors benefit from video games as well. The collaboration of game developers and educators helps improve the quality of educational games. At present, as technology progresses, one can truly see that video games have become an important factor in learning.
Video games have been argued about for decades. Some people have argued that video games are linked to violence. However, new research shows that video games can be used for therapeutic purposes, exercise, stress relievers, positive interactive learning, hand eye coordination, and different types of patient treatment for people all around the world.
The first indication that video games actually could help people to be more intelligent is on their physical being. Most video games have a huge impact on the body; games can actually make the player and be on the characters, that he or she is playing, life making the player’s body to sweat, shiver, or emotionally affected. Likewise, Wii, which is a gaming console that gives a player the ability to play using physical motions, is another evidence that video games are able to make people intelligent. The most common games that are found in Wii are like yoga classes, doing sports with live steam competing other players world wide, and regular games with additional motion controls that force you to move around.
One way in which video games can be beneficial is by supporting individuals’ intellectual development in the areas of problem solving and logic. Games like Cut the Rope, Angry Birds and The Incredible Machine require players to solve a puzzle under time limited conditions. When people are playing these games, they practice their critical thinking skills and creativity, which are both important components of intelligence.