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Focus on Technology: The Pros and Cons of Computer Games: Hani Morgan,
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DOI: 10.1080/00094056.2016.1251802

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Childhood Education

ISSN: 0009-4056 (Print) 2162-0725 (Online) Journal homepage: http://www.tandfonline.com/loi/uced20

Focus on Technology: The Pros and Cons of


Computer Games

Hani Morgan & Tracey S. Hodges

To cite this article: Hani Morgan & Tracey S. Hodges (2016) Focus on Technology:
The Pros and Cons of Computer Games, Childhood Education, 92:6, 505-507, DOI:
10.1080/00094056.2016.1251802

To link to this article: http://dx.doi.org/10.1080/00094056.2016.1251802

Published online: 27 Oct 2016.

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Focus on Technology
Hani Morgan, Editor

The Pros and Cons of Computer Games


Hani Morgan and Tracey S. Hodges

Hani Morgan is Associate Professor, and Tracey S. Hodges is Assistant Professor,


University of Southern Mississippi, Hattiesburg, Mississippi.

C
omputer games can foster learning SimCity, for example, is a game allowing users
and stimulate students. However, they to play the role of a mayor who makes plans to
also have the potential to interfere with design a city while dealing with such real-life issues
academic development and harm students as a budget, crime, and traffic. Studies on this
physically and emotionally. Parents and teachers game reveal that it teaches aspects of economics
therefore need to monitor students’ use of these and urban geography, and increases mathematical
digital tools and select games that will promote skills, urban planning skills, and environmental
healthy childhood and adolescent development. awareness when combined with more traditional
In this article, we discuss two perspectives on methods of teaching (Tanes & Cemalcilar, 2010).
computer games: 1) how they can contribute to a Where in the World Is Carmen Sandiego? is another
healthy learning environment and 2) how they can computer game known for its potential to boost
cause problems that hurt students. We also identify academic knowledge. Teachers often use this game
the signs of computer game overuse and suggest with the entire class, projecting it onto a large
ways to prevent it. screen. The purpose of the game is to catch Carmen
Sandiego, a criminal who travels throughout the
Computer Games Can Enhance Learning world. Students develop geographic knowledge as
Although some games have limited academic they play (Ellis, 2010).
value, others can help students gain important At times, computer games can promote more
knowledge that matches school curricula. Research learning than traditional teaching methods because
generally shows that simulation games have the they match the way many of today’s students
greatest potential to promote learning (Tanes & learn. Today’s students possess the skills to deal
Cemalcilar, 2010) and that students prefer these with large amounts of information because they
games to conventional instruction (Charsky & have been exposed to technology since birth.
Ressler, 2011). Simulation games allow students This increased exposure leads them to feel more
to participate in roles and think in new ways that comfortable in a school environment that includes
complement content taught in school: computers and computer games and less so in
one without digital resources (Struppert, 2010).
The first step towards understanding how Additionally, computer games, even those not
video games can (and, we argue, will) designed for academic purposes, develop hand-eye
transform education is changing the widely coordination, critical thinking skills, and strategic
shared perspective that games are “mere decision-making skills (Tanes & Cemalcilar, 2010).
entertainment.” More than a multibillion These resources can be powerful educational tools,
dollar industry, more than a compelling toy creating opportunities for students to do what they
for both children and adults, more than a usually love—learning without being forced to do
route to computer literacy, video games are so (Prensky, 2006).
important because they let people participate
in new worlds. They let players think, talk, and Computer Games Can Be Dangerous
act—they let players inhabit—roles otherwise Unfortunately, students sometimes overuse
inaccessible to them. (Shaffer, Halverson, Squire, computer games and experience some negative
& Gee, 2005, p. 105) outcomes as a result. This problem has grown in the

November/December 2016 / 505


21st century for two reasons. First, more students In order to determine whether children
have access to the Internet than ever before. Second, are overusing video games Griffiths (2008)
newer online computer games are believed to be recommends parents ask themselves the following
more addictive than older video arcade games, questions:
because they contain more stimulating content that
promotes prolonged use (Thomas & Martin, 2010; Do children play video games on a daily basis?
Toker & Baturay, 2016). Do children play for over 3 hours at a time?
Computer game addiction is worse in a few Are children moody if they can’t play video
East Asian nations than in many other parts games?
of the world. In South Korea, for example, the Do children play video games instead of
world’s most wired nation, many children play participating in social and sporting activities?
online games to relieve the tremendous academic Are they excited when playing video games?
pressure they endure. They also play because they Do they not do homework in order to play video
have few other forms of recreation to choose from games?
after school. South Korean television broadcasts Do they try unsuccessfully to reduce video
competitions featuring superstar gamers, who playing time?
sometimes earn as much as $400,000 a year
(Sun, 2011). According to government data, If four or more answers to these questions are yes,
approximately 10% of children between the ages children are probably playing too much. Griffiths
of 10 and 19 are addicted to the Internet, spending (2008) mentions that parents can prevent video game
so much of their time playing games that they addiction by providing educational games instead
suffer from sleep deprivation, mood swings, and of violent games, encouraging children to play in a
seizures (Robinson, 2015). Consequently, hundreds group rather than alone, following the guidelines of
of clinics have started programs to treat patients video game manufacturers, and allowing play only
for this addiction, using a combination of therapy, after children have finished homework or chores. If
medication, and even magnetic stimulation of the these steps fail, parents can temporarily take video
frontal cortex in extreme cases (Sun, 2011). games away and then gradually give them back.
In China, computer game addiction is a huge
concern. In 2008, China became one of the first Conclusion
nations to consider the problem to be a clinical The New York Times recently published an article
disorder. The millions of computer game addicts about the negative outcomes of not allowing
there prompted China to create over 250 camps to children adequate time to play. This article argued
treat addicted youth. Unfortunately, the harsh camp that programs encouraging the increased use
conditions and severe disciplinary tactics some of high-stakes standardized tests lead schools
instructors practice led to several deaths (Williams, to reduce students’ time to play. Skeptics of the
2014). The New York Times published a documentary didactic instruction that replaces play say it creates
titled “China’s Web Junkies” about one these camps passive consumers of information, rather than
(available on YouTube). people with a heightened ability to innovate and
discover (Kohn, 2015).
What to Do About Computer Game Addiction One positive effect of computer games involves
Addiction to computer games is a controversial their power to promote active learning, as students
topic because some researchers associate addiction frequently use trial-and-error methods when
with drugs and question whether people can be exploring how to play. While there are clearly
addicted to computer games (Griffiths, 2008; Pies, negative consequences to overusing video games,
2009). The American Psychiatric Association does playing appropriate games in moderation can
not regard computer gaming disorder as a formal lead to positive outcomes. Parents can encourage
disorder in the Diagnostic and Statistical Manual of their children to explore the Internet and play
Mental Disorders (DSM-5), considering it to be a educational games, such as Reader Rabbit or Oregon
problem requiring more research before it can be so Trail, that build literacy and historical knowledge.
designated (American Psychiatric Association, 2014). At the same time, parents should set limits and
Nevertheless, it is clear that excessive play of clear boundaries about appropriate times for
computer games can cause physical problems, playing games and length of time allowed per
such as joint and muscle problems, auditory session. When parents partner with their children
hallucinations, neck pain, and hand-arm vibration to set these rules, children can learn to self-regulate
syndrome (Weinstein, 2010). their own computer time. Time-management and

506 \ Childhood Education


self-regulation are important skills for children to www.businessinsider.com/south-korea-online-gaming-
develop. Through appropriate supervision and addiction-rehab-centers-2015-3
negotiation, adults can ensure that children are Shaffer, D. W., Halverson, R., Squire, K. R., & Gee, J. P.
receiving the many benefits of using computers (2005). Video games and the future of learning. Phi
without facing some of the harsh consequences of Delta Kappan, 87(2), 105-111.
overuse. Struppert, A. (2010). “It’s a whole new fun different way
to learn.” Students’ perceptions of learning with an
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