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Assignment about Negative Impact of Video Games

   

Added on  2022-10-06

8 Pages1961 Words26 Views
Student’s Name
Professor’s Name
Subject
DDMMYY
DD MM YYYY Video games have negative effects on mental health
Introduction
Young people spend a lot of time playing computer games and thus their mental and social
influences should be taken into account. The positive and negative impact of computer games on
children is serious. The positive effects include creativity and imagination, coordination of eye
and abstract thought and negative effects include sore eyes, headache, violence, change of the
personality, antisocial behavior and dependency. Violent video games are widespread in
promoting aggression, reducing pro-social behavior, increasing impulse behavior and disturbing
cognition and mood in their players. Previous experimental studies have focused on the short-
term effects of violent video games on aggression.
Negative Impact of Video Games
The trepidation that violent games can invigorate and plummet compassion in their participants
is widespread and their psychological effects are a pressing issue for society as a whole because
of the success of these games. This subject was widely discussed in scientific literature as
opposed to the practice (Ayenigbara). The gaming nature does not need physical endurance and
therefore variables such as age, gender or health are not limited and are more common among
Assignment about Negative Impact of Video Games_1
adolescents. Gaming illness was listed by the World Health Organization in its International
Disease Classification (ICD-11) in 2018 (WHO). The ICD-11 is a database of illnesses and
diseases that enable healthcare professionals to make diagnosis and treatment programs for
patients with various disorders. It is to be noted that WHO has created intense and at times
divisive debate and discussion within the medical and mental health communities with the
introduction of gaming disorder in (ICD-11. Whilst it is an area of medical interest, the
American Psychiatric Association's Diagnose and Statistical Manual for Mental Disorders
(DSM-5) suggests that more clinical research is needed before the Gaming Disorder is formally
recognized as a psychiatric disorder. The WHO also states that gaming addiction has been
introduced into ICD-11 to promote studies on over-excessive gaming behavior, including
prevention and treatment.
It is reported that exposure to violent video games amplifies aggressive feelings, frustration,
physiological anticipation, aggressive actions, and more. Nonetheless, no study has
experimentally studied the ascendency on physiological desensitization of violent video games
that display less real-world physiological exhilaration after subjection to simulated violence. A
study conducted in the US (2005) on the rate of computer game use by Americans disseminated
that in houses with 75 percent of subjects the computer gaming machine has been identified
(Willoughby et al.). Computer games are more popular in men than in women. In one of Isfahan
province's suburbs, the pervasiveness of computer games among teenagers was 66.4%. These
matches are played acutely, teenagers spent 2-4 hours a day on average. One of the most
pernicious effects of playing violent video games is increased aggression in children. A
comprehensive meta-analysis involving more than 100 research papers have shown that exposure
to violent video games is a causal risk factor for increased aggressive behavior.
Assignment about Negative Impact of Video Games_2
Playing video games is related to visual problems. Extensive and fixed gaze on a video game
screen affects vision because of the fact that the cornea, student and iris are not genetically
prepared to see digital images permanently on electronic devices. It's not enough simply to play
many video games as a problem. The WHO notes that gaming disorder is a "pattern of chronic or
repetitive gaming activity," with individuals losing control of their gambling conduct and
prioritizing gaming over other interests and activities and continuing to play despite negative
impacts such as a disability in their families, social life, education or other areas. Research has
also begun to explore the perception of player gaming and video game messages about violence,
sexism, and racism, but little is known about the effect of commercial video games on education
and information sharing and mental illness messages (Ghattas, and Reyes).
The issue of addiction to video games became contentious. In its most recent issue of 2013
Diagnostic and Statistical Manual of Mental Disorders (DSM-5), the American Psychiatrical
Association (APA) did not include video game addiction. The APA said there was insufficient
evidence at the time, but suggested more research in the field, to assess if gaming disorder was a
serious mental health condition. Dynamic video games played with two popular gaming systems
(Wii, Xbox Kinect) have also been suggested to have the opposite effect. Many researchers also
found no evidence that more active video games can lead to better outcomes even though the
study has shown an increase in active video game physical activity in children. Because of the
popularity of video games between young people, the role of the technology in promoting pro-
social and anti-social behavior among players has been studied by researchers. This is one of the
video games ' side effects on young people. Long-hour video games can affect the success of
your teen in class. Research has shown that more time spent on-screen games can be correlated
with less academic achievement (Kühn et al.).
Assignment about Negative Impact of Video Games_3

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