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Friday, 21 September 2012

Essay


NEW COMMUNICATION TECHNOLOGIES : Maree Miller s2850075

Topic Two

The large entertainment and software industry is continuously creating and updating an extensive array of video and computer games to comply/ satisfy the expectations, tastes and demands of an audience as diverse as the world’s population. With today’s video games advancing dramatically at a rapid pace in an aim to connect with current social trends, they are becoming more graphic and much like ‘virtual realities’. The ongoing debate regarding the health effects of gaming on young people is one with such diverse opinions and evidence, that it has experts divided about the potential harm. A thorough analysis on the well-being of young generations physical, mental and social behaviors in response to video games will be undertaken, to determine whether gaming is in fact a potential risk to societies current and future generations.



‘Health is a state of complete physical, mental and social well-being and not merely the absence of disease or infirmity’ (Official Records of the World Health Organization, no. 2, p.100)


Negative Effects

Converging evidence shows that the interaction of violence in media is a significant contributing risk to the violent and aggressive behavior in young people. Adolescents whom play electronic games for an extended period of time exert aggressive, agitated behavior, teacher confrontation, a decline in academic success, and an increase in fights and disputes. Studies have found an evident link between the exposure of high-leveled violent video games to children and the fighting within schools, delinquency, and violent criminal offences. Although often perceived as harmless and safe, tests demonstrate that even violent unrealistic, fantasy video games have caused a consistent increase in a child’s aggressive behavior. The question of what degree of harmful effects video games have on a child’s health, is one that will forever play on a parents mind. ‘Meta-analysis reveal that violent video game effect sizes are larger than the effect of second hand tobacco smoke on lunge cancer, the effect of lead exposure to I.Q. scores in children, and calcium intake on bone mass’.

The symptoms of a gamer’s addiction can be seen as closely related to those of alcohol and drug dependencies. They encounter an inability to seize playing once started, a deep craving to experience more, consumed thoughts about the game when performing other tasks, and withdrawal symptoms after periods without access to the game.  Engaging all too frequently in these virtual realities can so easily consume the mind of a young person. It has been reported that gamers find escape and release in playing games, avoiding personal problems and stress. The more dependent a child is on their video games, the more secluded they become from their social and family lives. Being so consumed within an artificial world results in a lack of interaction and interest in their own real lives. This can significantly have an effect on the social, communicative and acceptance qualities of the young individual, potentially causing risk to their future career and personal relations.



Positive Effects

Although the negative results of research is clear, some recent papers have suggested that positive mental effects can be found on young gamers, with a growth of cognitive skills. The evidence found within recent laboratory examinations has unveiled a variety of cognitive benefits gained as a result of game playing, which has some experts even suggesting that video games may be mentally enriching to young players. Some of the benefits found include: system thinking, pattern recognition and patience. An idea has surfaced that video games in fact exercise the brain in a similar way that physical activity exercises the body. The reason behind their addiction rates is simply due to its challenging properties.

Psychologist Dr. Kourosh Dini believes that young people can be taught to empathize through video games. “One of the big things about many games is you’re interacting with other people in such a way that you have to actively think about what the other people are doing or thinking in order to either play against them or play them cooperatively. Either way you’ve got to be engaged in trying to think of how is this person learning and what’s this person going to be doing next.”

The training structure of video games takes the form of a progression process. As the player completes and progresses, the puzzles and tasks become more advanced and complex. Until a certain level of expertise is reached, the player can not move forward and progress.

Suggestions

There are a number of commonsense strategies that a parent can undertake to ensure that their children are protected from any potential harm to their health video games could very well inflict. These can include:
·      Play the video games with your children. This is to ensure you yourself know and understand the content of the game and can also judge your child’s reaction.
·      Apply time limits and restrictions to playing.
·      Thoroughly check the ESRB rating of the game to determine its content and ‘appropriateness’ to the child.
·      Ensure consoles and devices are kept out of the child’s room and in a monitored environment.
·      Encourage the interaction with peers and other children, as well as the participation of physical activities.

If you are a parent and would like to find out more about the basics of video games, follow the following link for assistance: http://raisingchildren.net.au/articles/video_games_playing_it_safe.html



It can be noted that both sides of the argument admit to the addiction qualities of video games. This ultimately secludes the child from reality and real life interactions and challenges, which is not beneficial in anyway. It is also obvious that the playing of video games involves little to no physical exertion of any form, which again, has no positive benefits, but likely to contribute to early fatigue, obesity and laziness. The software industry is advancing rapidly, with video games become more ‘real’, complex and addictive everyday. The results of frequent playing is extensive and clear, concluding ultimately that young people are likely to encounter negative health effects upon the frequent playing of video games. Although there are proven mental advantages to the playing of video games, can the skills gained in the virtual world really be translated to those in the real world?


By Maree Miller





























Anderson CA, Funk JB and Griffiths MD, ‘Video Games and Public Health’, Journal of Adolescence, 2004, 27:1-122


C. Anderson, 2003, ‘Violent Video Games: Myths, facts and unanswered questions’, Psychological Science Agenda article, Washington DC.


FYI: Video game statistics by the Entertainment Software Association, 2010, Critical Gaming Project, viewed September 1, 2012.


Official Records of the World Health Organisation, WHO definition of Health 1948, no. 2, p.100

S.Johnson, 2005, ‘Your brain on video games’, Discover Magazine, viewed 2 September 2012


T. Bissell, ‘Cultural impact of video games greatly underestimated’, CBCnews, 2010, viewed 1 September 2012.


‘Violent video games and young people’, Harvard Health Publications, 2003, viewed September 1, 2012.



‘Video games: playing it safe’, Raising Children Network, 2010, viewed 1 September 2012.


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