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0% found this document useful (0 votes)
6 views6 pages

Essay Karmane

asdfg

Uploaded by

Bhàrtendu Goyal
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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Gaming the Stigma: Why Video Games Are Not Bad

Video Games have grown to be part of the contemporary culture boasting of more than

three billion members globally. However, despite the widespread belief that video games

cause addiction, violence and antisocial tendencies, scientific studies demonstrate that

contrary to the above, games are beneficial to mental development, emotional health and

social interaction. The society needs to learn how to embrace the concept of games not as

something destructive but as a strong source of learning, connecting, and healing.

The video game adversaries always cite examples of how video games promote violence,

withdrawal to the virtual world and indifference. But these opinions disregard more than

a mass of scientific and normal knowledge to the contrary. Video games can be

educative, motivating, and heartwarming just as books and films. The modern games

provide individuals not only with the opportunity to have fun: they help to develop

creativity, collaboration, and promote mental health.

This paper discusses the general criticism that has been made towards gaming and

presents strong evidence to the cognitive, social, and emotional skills that video games

have. Busting this myth about video games causing violence in real life, it is evident that

gaming is a good and additive element in the modern life.

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Cognitive Growth and Critical Thinking

Among the most common myths, there is one concerning video games in question, more

precisely, that video games are those that dumb down people who play them. In fact, the

opposite is true. Most video games allow people to think in critical ways, solve puzzles

and move through complicated systems. Games that are based on strategy such as Portal

or The Legend of Zelda expect the player to engage in logical thinking and problem

solving on the fly. These are disposable skills applicable in both academic and career and

everyday life.

Science has demonstrated that, as far as gamer tasks are concerned, one always tends to

make better decisions and to act quicker. Indeed, a study conducted by the University of

Rochester discovered that action game players retrieved decisions in 25 % shorter time

than non-gamers and it did not compromise accuracy (Dye et al. 324). According to other

research, video games help surgeons in making fewer surgical errors since they are well

cooperated to coordinate their eyes and hands (Rosser et al. 182).

The strategy of several resources management games like StarCraft trains the working

memory and strategy creation. With the gamers being used to the hubbub, their

concentration power and multitasking skills rise as well. Such mental benefits are

necessary in a society where the technology use and flexibility is becoming very

common.

Building Social Skills and Relationships

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Gaming is no longer a solitary hobby. The game Minecraft, Among Us and Fortnite are

multiplayer games, which has made gaming a team effort. Communication, leadership

and cooperation skills are required in schools, workplaces and communities and this is

something that these games need.

Communities are emerging on sites like Discord and Twitch where people can unite

based on what they have in common. The digital space may be largely useful in

addressing the needs of the marginalized or introverted people who cannot find a

connection in real life. The online relationships provide feeling of belonging and support

which lessens isolation.

A study published on Computers in Human Behavior has shown that adolescents

experiencing prosocial video games showed better cooperation and empathy (Gentile et

al. 759). Social phenomena of gaming, on the contrary, tend to increase the capacity of

results to relate and communicate with people and do not lead to withdrawal.

Emotional Resilience and Mental Health

In addition, video games also enhance emotional well-being besides cognitive and social

advantages. Casual games such as Stardew Valley provide mild stress-free atmospheres

that give a calming effect and improve mood. The games will also give people an

opportunity to engage in a tranquil, purpose-focused experience that is of digital

mediation.

Even clinical aspects of video games have not been left out. SPARX is a New Zealand-

developed role-playing game that is advised as a therapeutic instrument to guide

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teenagers to cope with depression. Research indicates that interactive games are at least

as effective as conventional therapy especially due to the non stigmatizing nature of

games, and greater accessibility (Merry et al.).

This is because of the availability of games that were created based on narratives that

touch on grief, identity and trauma like in the creation of Life is Strange which promotes

empathy and self-reflection. Such emotional experiences support a person in his/her

growing process and can become a support mechanism to other players going through

these issues.

Debunking the Myth of Violence

Possibly the most controversial of all the accusations is that video games encourage real

life violence. Media brouhaha, outrage and censorship suggestions have been made

several times over, high profile incidents especially against games such as Grand Theft

Auto. But a connection between video games and violent behavior have no real scientific

evidence to back it up as being causal.

There are a lot of studies, as well as a similar critical review conducted by the American

Psychological Association, which have not proven significant association between video

games exposure and long-term aggression (American Psychological Association). Just

because someone plays violent video games does not mean that he will be violent.

Furthermore, some of the biggest videos games consumers including Japan and South

Korea usually have the least cases of violent crimes in the world. This contradiction is

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what calls to consider the issues beyond gaming and align toward more fundamental

factors, including low-quality mental health care and lenient gun control policies.

Through the blame of the video games, society tends to overlook more far-reaching

causes of violence. This scapegoating takes away the efforts to solve real social issues

and redirects people to follow a wrong path.

Conclusion

Video games are not as mindless and as dangerous as one may think. Rather they are

moving devices which add value to mental development, social-networking, and

emotional recovery. Games enhance memory, problem-solving, and decision-making.

They foster collaboration and build meaningful relationships. They alleviate stress and

make a person adjust to the real world. What is most important is that the notion that

video games lead to violence is nowadays quite disproved.

Video games are not enemies of efficiency and calm in the contemporary world, where

everything has gone digital. They are instruments for education, self-expression, and

support. Instead of blaming gamers entirely, society ought to consume the positive power

of gaming by using it to change things to the better.

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Works Cited

American Psychological Association. Violent Video Games and Aggression: Causal

Relationship or Media Myth? APA, 2020,

www.apa.org/news/press/releases/stress/2020/video-games.

Dye, Matthew W. G., C. Shawn Green, and Daphne Bavelier. “Increasing Speed of

Processing with Action Video Games.” Current Directions in Psychological Science, vol.

18, no. 6, 2009, pp. 321–326.

Gentile, Douglas A., et al. “The Effects of Prosocial Video Games on Prosocial

Behaviors: International Evidence from Correlational, Longitudinal, and Experimental

Studies.” Personality and Social Psychology Bulletin, vol. 35, no. 6, 2009, pp. 752–763.

Merry, Sally N., et al. “The Effectiveness of SPARX, a Computerized Self-Help

Intervention for Adolescents Seeking Help for Depression: Randomized Controlled Non-

Inferiority Trial.” BMJ, vol. 344, 2012, e2598. www.bmj.com/content/344/bmj.e2598.

Rosser, James C., et al. “The Impact of Video Games on Training Surgeons in the 21st

Century.” Archives of Surgery, vol. 142, no. 2, 2007, pp. 181–186.

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