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To what extent do you agree that video games have a positive effect on people?

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Introduction

Playing video games may assist users, especially children, to solve problems and has many
positive effects on them. However, there are many video games that have violent, cruel and
aggressive content through which users tend to have aggressive behaviour. On the other hand,
many argue that the users playing games with violent content may connect aggression and
violent to entertainment and follow it as a solution in reality. There are countless arguments
made by authors, researchers and other scholarly figures for and against the positive impacts
made by video games on users, especially children.

The argument of this paper is that although video games have benefits and positive effects on
users, the negative effects of playing video games are considerable, affecting users’ mind and
behaviour. The negative effects of playing video games can badly affect social lives of users and
they frequently develop and strengthen their violent behaviour.

Thus, the aim of this paper is to present some arguments against the statement that playing video
games has positive effects on users.

Reason 1: Video Games Helps Gain no Knowledge

Counter Arguments

The counter argument is ‘No’, video games help in gaining knowledge. According to Granic,
Lobel and Engels (2014), by playing video games, users, such as children are taught how to
follow directions and how to develop and increase coordination between hands and eyes. Video
games develop users’ problem solving skills and help in proper decision making process
(Ferguson, 2007). Greitemeyer and Osswald (2010) found that video games give users the
chance to interact others when they play games online because they meet others from all over the
world, called the online community. According to Allaire et al. (2013), tests conducted between
gamers and non-gamers reveal gamers outshine in a variety of areas than non-gamers, and
researchers also report that the brains of video games’ users are far more developed. Users can
learn teamwork, while becoming more alert and increasing his or her short-term memory
(Allahverdipour et al., 2010).

Refutation
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One of the major reasons why video games are bad influence to users and do not assist in gaining
knowledge is addiction and video games are very addictive, because of the ground reality that on
annual, monthly and even weekly basis new and innovative virtual games emerge that are better
and more challenging (Greitemeyer and Osswald, 2010). Video games have various levels,
suggesting that if a user is on the high level, there will be more challenges, through which game
lovers become more competitive and addictive, with the sole objective of achieving the highest
level (Carnagey, Anderson and Bushman, 2007). Wish of game users to achieve the highest level
means that they will be spending a considerable amount of their valuable time on playing the
video game and trying to make sure the highest level (Polman, de Castro and van Aken, 2008).
Ultimately, this level of addiction will make users less caring about anything (Polman, de Castro
and van Aken, 2008).

Reason 2: Violent Content Contained in Video Games Make Users Violent

Counter Argument

The impact of video games is positive because users are engaged with online gaming community
while paying online games and thus they do not feel isolation (Ferguson, 2007). According to
Jansz and Martens (2005), users with physical disability and cannot move physically do not feel
isolation because of their virtual gaming community whom they meet every day when they want
(Jiménez-Murcia et al., 2012). Moreover, Greitemeyer and Osswald (2009) rejected the claim
that violent content contained in video games make users violent by stating that adolescents’
violent crimes was on the decline and the popularity of video games was on top. In their study,
Barlett, Harris and Baldassaro (2007) reported that the juvenile murderers’ detention rate vividly
declined while the frequency of general arrest declined as well. They thus concluded that there is
no direct relationship between playing video games and violent crimes committed teenagers.
According to Ritterfeld and Weber (2006), video games are not a bad influence, and they are
only meant to be fun and education. Although some games have violent content, not all the video
games are violent but users learn from them and most of them are for fun and enjoying.

Refutation

Violent content and scenes in video games only lead to the negative impacts on people and they
are nor for enjoyment. By playing video games, users feel social isolation by spending an ample,
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valuable time playing games (Weber, Ritterfeld and Mathiak, 2006). Users playing video games
do not have much time for other social or interpersonal activities through which they can meet
new friends and interact with others around them (Carnagey and Anderson, 2005). Due to this
isolation, the end result is depression developing to violent behaviour especially among children.
Users of video games, especially children spend little time on other activities, thus they become
inactive person socially simply due to no involvement in outdoor games or other social activities
(Carnagey and Anderson, 2005).

Moreover, the practice of playing video games motivates users get pleasure at the expense of
causing pain to others. It has been found that self-centred or selfish behaviour were developed by
users, especially children, playing video games (Anderson and Carnagey, 2009). According to
Anderson et al. (2008) and Carnagey and Anderson (2005), basically video games teach users,
especially immature, to be dependent and selfish behaviour is then developed because as the
child is left alone on regular basis via playing a video game alone. Further, the impact of video
games on children is quite negative by developing social irrational fears in users (Anderson et
al., 2008). The video games have the interactive quality which is far different from watching TV
or movies because a child usually watches these media inactively. Anderson et al. (2008) found
that video games persuade users to be active participants, and those having the capability of
benefiting from violent acts then proceed to the next level of the game.

Reason 3: Video Games Can Negatively Affect the Brain

Counter Argument

According to Bavelier and Davidson (2013), there is no negative effect of video games on user’s
brain. Indeed, there are some video games that have the strong potential to help users stimulate
the brain with a good approach. According to Han, Hwang and Renshaw (2011), not all video
games have negative impacts on users’ brains. As an example, if a user plays a game on the
computer, it is not as bad as there are games helping with academic subjects, such as math and
science skills (Han, Hwang and Renshaw, 2011).

Refutation
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Playing video games can have negative effects on the user’s brain. According to Boot, Blakely
and Simons (2011), when a child plays video games he or she may suffer from brain damage
because they gradually become addicted to video games. Children playing games with cruel and
violent content are getting the wrong message from them, damaging their brain and causing
violent behaviour (Bartholow, Bushman and Sestir, 2006). In students, playing video games can
lower their academic grades, and in this case the child will flunk school (Bartholow, Bushman
and Sestir, 2006).

Conclusion

Both for and against arguments have been found associated with the positive effects of video
games on users. Each argument, whether supporting or not supporting positive effects of games,
is based on an individual’s philosophical views. Many arguments have been presented and many
negative effects of video games have been found, including isolation feelings of gamers because
they cannot interact with others or are socially active, becoming more violent, lacking skills of
communication, etc. users, especially children, usually spend a substantial amount of time
playing games and are totally disengaged from their immediate social life, because they are more
engaged with their virtual communities. Subsequently, children playing these games lack the
ability to develop effective interpersonal and communication skills. Moreover, games containing
violent content have the strong potential to develop user’s violent behaviour, and domestic
fighting is the ultimate outcome. However, the positive side of video games is that users do not
feel isolation because of their engagement with virtual gamming community. By playing games,
children are able to develop practical skills and gain knowledge how to escape violence in their
real-world situation.

However, it is clear that there are more negative effects of video games on users than positive
impacts, and indeed negative effects dominate the positive impacts. Parents should not allow
their children to spend lots of time in playing video games and especially violent games. Thus, it
is the parents' responsibility to educate their children and let them know about the negative
consequences of games.
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