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Video Games Final Draft Essay 2

The document discusses the dual nature of video games, highlighting their potential benefits in education and cognitive development, as well as their associated risks, such as violence and gambling issues. It presents evidence that video games can enhance learning and cognitive functions but also notes concerns about their impact on behavior and the rise of gambling-like mechanics in games. Overall, the document emphasizes the need for a balanced view on the role of video games in society.

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0% found this document useful (0 votes)
80 views8 pages

Video Games Final Draft Essay 2

The document discusses the dual nature of video games, highlighting their potential benefits in education and cognitive development, as well as their associated risks, such as violence and gambling issues. It presents evidence that video games can enhance learning and cognitive functions but also notes concerns about their impact on behavior and the rise of gambling-like mechanics in games. Overall, the document emphasizes the need for a balanced view on the role of video games in society.

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Santoyo 1

Nomar Santoyo

Professor Briones

English 1302 222

March 3, 2023

Are Video Games Beneficial or Harmful to Society?

Video games have been a leisure activity for both children and adults alike for over 50

years. Over the years, debates have come up on whether video games are harmful, beneficial, or

even deserve to have a place in society. Video games have the potential to be great, if used

correctly. Video games not only have the capacity to be able to use in education, but they can

also be used to help with cognitive skills. Although they can be used good, they can also have

harmful effects on people. Gambling problems and violent behaviors are some things that can be

associated with video games.

Video Game Uses in Education

Video games can provide a more fun and interactive way of learning. Websites like

Kahoot, that bring together quiz questions and make a fun game out of them, and ABC Mouse, a

program that combines lessons and games for young children to play are ways that video games

can be introduced into the classroom. ABC Mouse is a proven and effective program that helps

students engage with learning. In this

program, “Students use their dashboards to

move onto the next lessons, choose themes,

visit special areas, and set up and customize

their avatars and decorate their spaces” (Peck

21). One of the more important factors to


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consider with mixing video games and education is seeing if students are learning. Applications

like ABC Mouse provide feedback to both instructors and the students, and instructors can base

teaching plans around what they see students are struggling with.

On the other hand, video games might not provide the same results for every classroom.

This was reflected in a study conducted by Marco Ruth and Kai Kasper. The study was

conducted in a biology classroom. It was found that high school age students weren’t as

interested in playing the games while learning. There were also problems with inaccuracy. The

article states, “students could be confronted with inaccurate or wrong information, for example,

regarding scientific principles in biology or regarding stories with narrative biases in history”

(Ruth & Kasper 2). Another problem the study faced was the difficulty of introducing the game

into the curriculum. Teachers don’t know when they would be able to spend time playing the

game while still teaching the students. In the experiment, 29 students played the game spore, a

game about evolution starting from a single cell. Students overall had mixed reactions with one

student saying, “I would use it especially for younger children, because then they have a little bit

of fun and learn playfully, so maybe we are already a little too old for that” (Ruth & Kasper 9).

And another student saying, “I think it’s just fun and I think if one has fun together, then one

learns better. So, if one must make some exercise sheets all the time, I think one doesn’t learn so

much, because it’s not so much fun” (Ruth & Kasper 9). Overall, factors like inaccuracy,

maturity, and ability to adapt to a new way of teaching are all things that limit the ability to use

video games in some classrooms.

Video Games and Cognitive Functions

Video games have been proven by many studies to have a positive effect on cognitive

functions. These cognitive functions include things like attention, problem solving skills, and
Santoyo 3

social skills. Choi states, “top-ranking players were better at selective attention than players with

lower-level skills and less gaming experience” (3). This means that people who played video

games more frequently were shown to

pay more attention than people who

played video games for less time.

Moreover, Granic states, “Compared to

control participants, those in the shooter

video game condition show faster and

more accurate attention allocation, higher spatial resolution in visual processing, and enhanced

mental rotation abilities” (3). Video game players were also shown to have great problem-

solving skills. Video games often have puzzle elements in them to give players more of a

challenge. Choi states, “Adolescents, playing strategic VGs (i.e., SVGs, RPGs) more frequently

during 4 years of high school period, also showed better skill to solve problems” (5). The

cognitive function of solving problems has been shown to have been brought out and enhanced

while playing video games. Social skills are also improved while playing video games. Most

games nowadays are online, and players need to work together to achieve a common goal. It is

necessary to have social skills while playing online, or else you’ll fall behind. Not only do

gamers use social skills to achieve a common goal, but as Markey states, “gaming provides them

an opportunity to create new friendships” (88). Overall, video games have shown to help young

children in their cognitive functions. For example, in this study, where “In a sample of over 3000

young children across six European countries, high video game usage (playing video games

more than 5 h per week) was significantly associated with higher intellectual functioning,
Santoyo 4

increased academic achievement, a lower prevalence of peer relationship problems and a lower

prevalence of mental health difficulties” (Kovess-Masfety 355).

Video Games and Violence

Video games have always been shown in the media in a negative way. One of the ways

video games have been criticized has been its relation to violence. Video games have been

shown to increase aggressive behaviors and thoughts in young people. For example, in a study

on long term effects of violent video games,

Gentile states that “habitual violent [video game

play] increases long-term [Aggressive behaviors]

by producing general changes in [Aggressive

cognitions], and this occurs regardless of sex,

age, initial aggressiveness, and parental

involvement” (456). This study was done using hypothetical situations, but would these young

people really act on these behaviors? For example, huesmann states, “It is time for the public

health establishment to accept the fact that playing violent video games increases the “risk” that

the player will behave more aggressively” (3). Huessman mentions how it will only increase the

“risk” of violent behavior.

In Video Game Play: Myths and Benefits, Markey mentions that the link between violent

crime and violent video games can be dubbed the “grand theft fallacy” (95). Markey brings up

the arguments that violent crime levels are lowered during months of high video game play.

Markey brings up the point of how:

For a violent crime to occur, a perpetrator must be in the same location as the victim, and

this location tends to be free of those who would likely prevent the crime. Now, consider
Santoyo 5

how playing many hours of video games may keep these potential criminals and victims

entertained and off the streets. (96)

Markey explains how video game players are less likely to commit violent crimes because they

are too busy staying inside playing games.

Video Games and Gambling

Loot boxes are a growing problem in the gaming community. The problem has gotten so

bad that the European Union has made laws regarding the usage of loot boxes in video games.

While most of the time these boxes can be used simply for cosmetic items that serve no real

purpose, sometimes games will hide useful

items in them that players will waste their

money gambling for the chance of winning

one. As King states, loot boxes often

“disguise or withhold the long-term cost of

the activity until players are already

financially and psychologically committed” (1). These games will often bring players into the

system by offering “free” boxes simply by leveling up. These boxes will be rigged in your favor

to gain good items. This will in turn guide players into spending more money on loot boxes.

Also, Games will often add a “starter pack” that will give you a good amount of loot for a

cheaper price. These loot boxes also often have animations that show the good items a player

could get but will still give them the worse options. Zendle stated, “the gambling-like features of

loot boxes are specifically responsible for the observed relationship between problem gambling

and spending on loot boxes” (1).


Santoyo 6

In conclusion, video games are a controversial thing to talk about. It can have many

positive uses including things like education and improving cognitive functions. But not

everyone will approve of video game use. Things like gambling and violence are issues that still

need to be discussed in the topic of video games.


Santoyo 7

Works Cited

Choi, Eunhye, et al. “Commercial Video Games and Cognitive Functions: Video Game Genres

and Modulating Factors of Cognitive Enhancement - Behavioral and Brain Functions.”

BioMed Central, BioMed Central, 3 Feb. 2020,

https://behavioralandbrainfunctions.biomedcentral.com/articles/10.1186/s12993-020-

0165-z.

Gentile, Doug, et al. “Mediators and Moderators of Long-Term Effects of Violent Video Games

on Aggressive Behavior.” PsycEXTRA Dataset, 2014,

https://doi.org/10.1037/e574242014-125.

Granic, Isabela, et al. “THE BENEFITS OF PLAYING VIDEO GAMES.” American

Psychologist, vol. 69, no. 1, 2014, pp. 66–78., https://doi.org/10.1037/a0034857.

Huesmann, L. Rowell. “Nailing the Coffin Shut on Doubts That Violent Video Games Stimulate

Aggression: Comment on Anderson Et Al. (2010).” Psychological Bulletin, vol. 136, no.

2, 2010, pp. 179–181., https://doi.org/10.1037/a0018567.

King, Daniel L., and Paul H. Delfabbro. “Predatory Monetization Schemes in Video Games (E.g.

‘Loot Boxes’) and Internet Gaming Disorder.” Addiction, vol. 113, no. 11, 2018, pp.

1967–1969., https://doi.org/10.1111/add.14286.

Kovess-Masfety, Viviane, et al. “Is Time Spent Playing Video Games Associated with Mental

Health, Cognitive and Social Skills in Young Children?” Social Psychiatry and

Psychiatric Epidemiology, vol. 51, no. 3, 2016, pp. 349–357.,

https://doi.org/10.1007/s00127-016-1179-6.
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Markey, Patrick M., et al. “Video Game Play: Myths and Benefits.” American Journal of Play,

vol. 13, no. 1, 2020, p. 87–.

Peck, Joan Gal. “ABCMOUSE.” Tech & Learning, vol. 38, no. 6, 2018, pp. 21–21.

Rüth, Marco, and Kai Kaspar. “Commercial Video Games in School Teaching: Two Mixed

Methods Case Studies on Students' Reflection Processes.” Frontiers, Frontiers, 8 Dec.

2020, https://www.frontiersin.org/articles/10.3389/fpsyg.2020.594013/full.

Zendle, David, and Paul Cairns. “Video Game Loot Boxes Are Linked to Problem Gambling:

Results of a Large-Scale Survey.” PLOS ONE, Public Library of Science,

https://journals.plos.org/plosone/article?id=10.1371%2Fjournal.pone.0206767.

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