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OUTLINE FOR BEL311. EFFECT OF VIDEO GAMES TOWARD COLLEGE STUDENT IN MALAYSIA.

I. Introduction Video games has been infamous for its negative effect only, is it true, we have to find out how are they effecting the player and can video game give positive effects especially towards college student.

II.

Psychology effects a) Excited impulsive behaviour and attention problems. b) Violent video games most commonly to increased aggression and even violence(Anderson,2003). 1) Brief exposure to violent video games increases aggressive thoughts, feelings, and behaviour(Escobar-Chaves & Anderson,2008).

III.

Effect related to studies a) A commonly held notion about gaming is that it is bad; it causes a disruption in the leisure time of todays youth, barring them from major responsibilities, such as homework and..,(Mandell,2008) b) If student can consumed a content positively, as result it will came out positive(Schmidt & Vanderwater, 2008, p. 63). c) There is certainly negative effect between GPA and time spending on playing video game(Anderson & Dill, 2000).

IV.

Developing the player problem-solving skills, analytical and estimation skills and quick decision-making. a) In many video games, the skills required to win involve abstract and high level thinking. These skills are not even taught at school. b) Developing reading and math skill. c) Improvement in their hand-eye coordination.

V.

Socialogical effect a) Students can become obsessed with these games and become disengaged from schools, friends, and life in general. b) On the positive side, video game helps student to focus on prosocial behavior(Schie & Wiegman, 1997).

VI.

Conclusion. It is clear from the literature that the effect of video games on the college campus is both positive and negative.

VII.

Reference. Anderson, C. A. (2003). Violent Video Games: Myths, Facts, and Unanswered Questions. Psychological Science Agenda. Anderson, C. A., & Dill, K. E. (2000). Video games and agressive thoughts, feelings, and behavior in the laboratory and in life. Journal of Personality and Social Psychology, 772-790. Escobar-Chaves, S. L., & Anderson, C. A. (2008). Media and Risky Behaviors. The Future of Children, 147-180. Hitch, L., & Duncan, J. (2005). Games in higher ed: When Halo 2, Civilization IV, and XBox 360 come to campus. Educause Evolving Technologies Commitee.

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