This study examines the impact of videogames on mental health and academic performance of children. It discusses the positive and negative impacts of videogames and suggests solutions to prevent negative effects.
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Running head: Videogame: MENTAL HEALTH AND ACADEMIC PERFORMANCE MENTAL HEALTH AND ACADEMIC PERFORMANCE Name of the student: Name of the university: Author note:
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1MENTAL HEALTH AND ACADEMIC PERFORMANCE Introduction: The video game industry is generating more and more revenue each year (Marchand & Hennig-Thurau, 2013). There is a considerable portion of the population who prioritize video games in the entertainment list however, it is often the children who are mostly associated with it. Video games are takenas one of the most preferred entertainment. The study is carried out to examine the impact of the video game on mental health and academic performance of children. Video game and mental health: Video games, for children, can be highly addictive and there are obsessive video gamers who are influenced by the virtual world. Playing video game compulsively can causemental healthissues. According to WHO, the addiction to gaming has now been termed as “gaming disorder” that can be stated as a separate form of addiction in the mental health care. It can be a source of affecting the mind in many ways and therefore should be listed as ‘gaming disorder’, a new problem based on scientific evidence (Rehbein et al., 2015). There are children who tend to feel take the virtual world in more acute manner than the real world which results in behavior change and unstable mental health.
2MENTAL HEALTH AND ACADEMIC PERFORMANCE There is another side of the debate where researchers have taken video gaming as a healthy habit of children and a source causing unnecessary concern among the parents. Not every child who is spending hours is an addict. Gaming addictions are often treated as the best way of overcomingstressbytherapists(Graham,2014).Childrenareasstressedastheadults. Therefore, video games are not under the label of gaming disorder. According to Psychologists, the video gaming can be called a kind of gambling through the psychological perspective (Petry & O'brien, 2013). The percentage of people who seek mental health care caused due to the addiction to video games are only consisting of a minor part of the population. Also, the people who are the seeking help are only victims as they are with underlying problems such as depression, bipolar disorder or autism. There is also a virtual reality device which is a technology that is getting implemented in the academic field to teach students and to help those pictures textbooks. Video game and academic performance: There is much discussion about children playing video games the way it can impact their academic performance. There are several areas where the student gets influenced by video games. For the virtual world video games are capable of providing have often led students to gain insights regarding a world similar to reality yet not reality. Children are found developing violent and aggressive behavior affecting their studies. Due to gaming addiction, children fail to give time and attention to studies that are required. Also, children are often found becoming more absent in class and preferring gaming at home (Plass et al., 2013). Gaming is considered as a harmful technology that damages the thinking process due to the presence of technology.
3MENTAL HEALTH AND ACADEMIC PERFORMANCE The debate has the other side as well which in favor of the argument claiming video games as help in academic achievement. Appropriate designed video games can have a positive impact on children that helps in fostering student achievement. Researchers argue that video games encourage children in critical thinking and problem solving skills. Some well-designed games also help children in the development of cognitive, metacognitive, motor and spatial skills. Children tend to develop the competitive nature leading them to perform better in the class. In this way, video game serves as the source of motivation, collaboration, brain-based learning, and behavior. Therefore, the video game is considered to improve a person’s academic performance in an underlying way (Sung & Hwang, 2013). Solutions: The most affective method of preventing children from being affected negatively is control. For children, the parents should set limits and stop children getting indulged in video games for long hours. Young adults or adults should be able to limit themselves from getting addicted.Video game cannot be the only reason that harm’s academic performance. It depends on the gamer’s devoted time. Also, the kind of games should be monitored as violent and aggressive games are impactful on young minds. Conclusion: In the end of the study, the conclusion that can be drawn are several. The positive as well as negative impacts of videogames have been observed however, the greater factor is the participants. Video games can impact mental health and in very same way even television and smartphones. Therefore the cause of mental health cannot be only video game, it is highly depended on the individual and for children it is on the parents.Thetwo findingsof the study
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4MENTAL HEALTH AND ACADEMIC PERFORMANCE are 1. Video games are found having positive impact onmental healthand 2. Video games not responsible for pooracademic performance. One who ignores academic activities to play games are definitely damaging their academic performance. However, the same addiction could be with television or smart phones. Also, video games can not considered to help in improving IQ drastically as it depends solely on the gamer and its ability to obtain skills.
5MENTAL HEALTH AND ACADEMIC PERFORMANCE References: Graham, J. M. (2014). Narrative therapy for treating video game addiction.International journal of mental health and addiction,12(6), 701-707. Marchand, A., & Hennig-Thurau, T. (2013). Value creation in the video game industry: Industry economics,consumerbenefits,andresearchopportunities.JournalofInteractive Marketing,27(3), 141-157. Petry,N.M.,&O'brien,C.P.(2013).InternetgamingdisorderandtheDSM‐ 5.Addiction,108(7), 1186-1187. Plass, J. L., O'keefe, P. A., Homer, B. D., Case, J., Hayward, E. O., Stein, M., & Perlin, K. (2013). The impact of individual, competitive, and collaborative mathematics game play on learning, performance, and motivation.Journal of educational psychology,105(4), 1050. Rehbein, F., Kliem, S., Baier, D., Mößle, T., & Petry, N. M. (2015). Prevalence of internet gaming disorder in German adolescents: Diagnostic contribution of the nine DSM‐5 criteria in a state‐wide representative sample.Addiction,110(5), 842-851. Sung, H. Y., & Hwang, G. J. (2013). A collaborative game-based learning approach to improvingstudents'learningperformanceinsciencecourses.Computers& Education,63, 43-51.