In recent years, the rise in usage of video games has become widely popular to people of different age groups. It has come a long way in advancement since the late 1950’s where the first video game is thought to have been created (Tretkoff, 2017). With the vast improvements in technology, the video gaming industry has been seen to have developed from games with simplistic designs to games with a more life-like, fast paced, and realistic experience, as well as a wide variety of its categories. Along with the relatively rapid growth of video games, there has also been an ongoing discussion of whether video games are beneficial or if they should be considered as a negative in all aspects of a persons life. Although some people find the use of video games fun and engaging, there are also people who see it from the perspective of its negative side. Some people have the view that video games are indeed hazardous because they are meaningless time wasters that encourage anti-social behaviour, have a negative impact on the health, and are also of bad influence children as well as people in general. However, this essay is in opposition to those views. This essay will be arguing that video games are in fact beneficial to people psychologically, physically and mentally, in contrast to its negative factors.
Growth In the use of video games has increased rapidly over the years, with factors such as affordability, promotion and attractiveness. According to ESRB video games are played in 67% of households in the United States (Hess, 2017). Video games give a various set of experiences and connected activities, as well as being a part of the lives of just about all teens giving accessibility to it. The numbers of people playing video games are continuously on the rise in addition to its already high numbers, this can be seen in the United States where about 97% percent of teenagers within the age of 12-17 indulge in the playing of video games (Lenhart et al., 2017). The use of video games can be seen to have been of great and essential impact in the lives of people. Video games have been of impact in areas such as the provision of jobs, mental development, social behaviour and other health factors elementary to learning. it is seen that the older generation feel that young people pay an excessive amount of time enjoying games. They believe that video games can isolate younger people socially and as a result, the amount of time spent by kids interacting with family as well as friends, doing homework, and other alternative physical activities is therefore diminished. In contrast, although enjoying video games are often time overwhelming, it can potentially promote group action and cooperation. Video games permit parents as well as their children to play along with each other, and can also be used as a way in which families can build their relationships together. Different video games show attractiveness to different children as well as adults, therefore that will be one thing people across different age groups can share in common. Different people conjointly develop friendships by enjoying games in which they as well as their friends could enjoy playing. Conjointly games which allow multiplayer enables people to work together in order to reach a shared goal. Games which are played online internationally can be beneficial, this is due to the fact that it could be helpful in introducing people to other gamers of various nationalities, therefore they are able to be open to numerous cultures as well as different personalities, which could lead to exposure and awareness. They are able to learn how to listen to the ideas of others, develop plans and share numerous tasks based on the talents of every member involved in the game.
In relation to the business side of video games. It is evidential to see the massive developments achieved over the years, with a lot of finances flowing through the video game industry. Evidence of the video gaming industries large finances can be seen from the consumer spendings in the Uk video games industry, wherein 2016 a total of £4.33 billion (Ukie.org.uk, 2017) was spent. Furthermore the gaming industry has been essential in job provision for over thousands of people around the world, the UK within the years of 2011-2015 had created over 13,000 jobs, and by the year 2014 they were able to peak a rate of 24,000 thousand workers in the gaming industry of the United Kingdom (Statista, 2017). Jobs have also been indirectly supported by the video gaming industries, from the year 2011 to 2015 the number of jobs made indirectly by the video game industry had risen from a value of about 16,250 in 2011 to about 21,740 in 2014 (Statista, 2017). Video games have also been seen to be beneficial to the economy of a country by boosting the countries Gross Domestic Product(GDP). An example of the video game industry boosting a countries economy is in 2009 where the video game industry added a Gross Domestic Production value of about $4.95 billion to the U.S. (Hess, 2017).
Where major problems lie when it comes to video games are the health factors of using video games, which include both the physical aspects as well as the mental aspects. It is thought that if a child spends most of his time playing video games he is bound to get socially isolated. The child’s friends, as well as family, might eventually notice the changes in the child’s behaviour as the child’s school work, physical activities, social activeness and concentration would eventually show some change. Furthermore, video games take children into a fake reality and make them believe and see things in ways that might not actually apply to real life. Things such as feelings, values, humbleness and acceptance could relatively be damaged as a result of overuse of video games. These children could end up having no concepts of negotiation; in their view, the only way they could see fit to settle things is through violent behaviour and showing disrespect. According to the American Academy of Pediatrics, extensive exposure to violence results in an increase in agreement with the idea that violence is an acceptable solution to solving problems (Healthychildren.org, 2017). It is possible to understand that because of the violence they perceive through the playing of video games, their feeling of success might not be through positive achievements but instead through the killing of someone else or some sort of violence. With the large popularity of these “violent games” by young people (Bernard, 2017), these negative effects could evidentially have an impact on their lives. Apart from the social aspects of video games, there are also some health problems such as the physical health problems of playing video games. Laziness is one major factor that can come as a result of playing video games, and this laziness could lead to gamers not exercising enough, eating healthy or eating properly. As well as a lack of eating people can also overeat, and with a lack of exercise they can, therefore, become overweight or obese (Dai and Fry, 2017). Other health problems that could be caused by Video games involve headaches, hallucinations, encopresis, not enough sleep, neck pain, enuresis, elbow pain, wrist pain, tenosynovitis, damaged eyesight, hand-arm vibration syndrome, peripheral neuropathy and repetitive strain injuries (Griffiths, 2005). Some video games are responsible for negative exposure to younger people due to their promotions of nudity and strong language to gamers. Exposure to these sexual as well as violent content in video games is empirically tested to possess a numbing effect on both kids as well as adults (Coulson, 2017).
Although there are numerous disadvantages involved with the use of video games, there are also multiple advantages. Research has revealed that people who play prosocial video games can result in an increase in prosocial cognitions as well as helpful behaviours (Gentile et al., 2009; Greitemeyer & Osswald, 2010). It has also been seen to reduce aggressive cognitions (Greitemeyer & Osswald, 2009). Video games contain many social, mental and emotional benefits. An example of the mental benefits of video games is a test study published by the American Psychological Association in 2013, where it was found out that children who played fast paced shooting games were seen to have an increase in spatial resolution, attention allocation, reflexes and mental rotation abilities (Granic, 2013). In this case, the violent game wasn’t a source of a negative effect on the players but had positive impacts on the players. video games have also been seen to improve memory, as well as creativity and abilities to discover patterns created by gameplay (Granic, 2013). Video games also help in learning due to the fact that it is presented on a stage to stage process (Shapiro, 2014) which a lot of players might often find beneficial as it gives them the space to learn in a process.
With more and more games leaning towards the educational and informative sectors, it is clear to see that the benefits of video games are of essence and use. Although there are the disadvantages which come as a result of video games, from this essay it can be seen that the advantages are relatively numerous therefore video games can be considered as a positive, instead of a negative. Acceptance of the usage of video games is increasing as it can be seen in the educational sector as well as the working sector. A lot of disagreement and spite towards video games are usually from people with lack of access and therefore exposure to video games.