Impacts of Video Games on Society

Impacts of Video Games on Society

Problem Statement

Video games have become prevent in the American society. Studies estimate that a normal American child spends an average of 12 hour every week playing video games. Studies predict that video games will play take an enhanced position in American lives as video game technologies continue to advance and become affordable. However, the impacts of video games on the society remain unclear to a large section of the population. This paper has examined the impact of these video games on the society.


Literature Review

A substantial number of researchers have addressed the issues of video games. Abudullah and Bakar (2012) are among researchers who have explored the impact of video game on the society. Abudallah and Bakar (2012) specifically evaluated the potential of using video games in learning. The results of the study reveal the video games can enhance learning when educators use them as part of the instruction strategies. According to this study, video games are more effective in transferring knowledge not only because they incorporate a visual and audio element, but because they actively engage students. Unlike projectors, videos and audio files, which turn students into passive participants in the learning process, video games encourage active involvement of students in the process of learning.


Ihori, Sakamoto, Shibuya and Yukawa (2007) have also explored the effects of video games on the society. However, this study has revealed the negative aspect of video games. The study by Ihori, Sakamoto, Shibuya and Yukawa (2007) sought to investigate the impact on video games on the social behaviors of children. Results of the study reveal that video games have the potential of promoting making children aggressive. According to Ihori, Sakamoto, Shibuya and Yukawa (2007), eighty percent of video games have an element of violence in them. This exposes children to violent scenes making them increasingly tolerant to violent acts. At times, the video games portray violent in a positive light by awarding points when the players kills the other party. This creates the perception that violence is acceptable. The active nature of participation in video games makes them strong reinforcement for aggressive behaviors.


Gentile (2011) has also examined the effects of video games on the society. This study has taken a neutral approach to the issue of video games. Gentile (2011) noted that video games have both positive and negative impacts. Therefore, his study went beyond examining the positive and negative elements of video games, and focus on evaluating elements that make video games positive or negative. Gentile (2011) noted several elements. These include; the content of the video games, the context of game, the quantity of time spent on games, the mechanics of the games and the structure of the game. Gentile (2011) study has provided a different approach into this issue.


Discussion

Video games have become prevalent in the American society over the last 10 years. Children are the prime target of video games manufacturers and, therefore, are the most affected members of the society. Despite the growing popularity of video games, little is understood concerning the impacts of video games on society. Numerous studies have explored these issues, but their findings are conflicting. On one camp, there are literatures that claim that video games have positive impacts on society. These studies argue that video games have the potential of supporting learning and positive leisure activities among children (Abudullah and Bakar, 2011). On the other camp, there are literatures that suggest that video games have a negative impact on society. The potential of video games to promote aggressive behaviors is the most cited reason among this section of literatures (Ihori, Sakamoto, Shibuya and Yukawa, 2007). Other studies suggest that video games promote poor academic performance and create a physically inactive society.


The arguments advanced by both camps are valid. Video games have the potential of having both negative and positive impacts. Therefore, society should not dwell on the debate on whether video games are positive or negative aspects in society. The society should instead focus on identifying factors that make video game positive or negative. In his study, Gentile (2011) identified five essential factors that determine the impact of video games. The first element is the games’ content. The content of the games determine what the child learns from the game. Violent content are likely to promote aggression while knowledge based content is likely to support learning. The second element is the context in which the children play. The context should be control in order to avoid negative outcomes. The third factor is the period spent on video games. Guardians should limit the quantity of time children spend on these games in order to promote other developmental activities. The fourth and five elements are the mechanics and structure of the games.


Conclusion

Video games are increasingly becoming popular in the modern society. In America, they are among the top pass time activity among children. Studies estimate that average American children spend at least 12 hour playing video games. Thus, it has become paramount for society to be aware of the effects of these games on children. This sought to explore this issue. The analysis reveals that video games have both constructive and unconstructive impacts of society. Thus, in order to control these impacts, society needs to focus on controlling certain elements. These elements include; the content of the video games, the context of the game, the quantity of time spent on games, the mechanics of the games and the structure of the game.


References

Abudallah M. and Bakar Z. (2012). The Impact of Video Games in Children’s Learning of Mathematics. Journal of Science and Technology. 64 (2012): 968- 974

Ihori N. Sakamoto A. Shibuya A. and Yukawa S. (2007). Effect of Video Games on Children’s Aggressive Behavior. December 4, 2012. http://www.digra.org/dl/db/07312.31554.pdf

Gentile D. (2011). The Multiple Dimensions of Video Game Effects. Journal of Child Development Perspectives. 5 (2): 75- 81





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