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Revised Essay 2
Revised Essay 2
Justin Prado
21 March 2022
Introduction
Ever since the birth of video games there has been much controversy from every side of
the spectrum. At first it was a monumental occasion to be able to control something and “play”
on a digital screen for the first time with the game Pong being one of the first major video games
that grew in popularity when it first came out. But as time went on the number of video games
increased as well as how many different types of video games came out. Furthermore, the hate
and the negative energy surrounding the effects of video games on youth also increased
dramatically. As did the “positive” energy surrounding the “good” aspects of video games. Just
like how many parents, politicians, and more are quick to point the blame of any negative major
event to video games, specifically school shootings. Many other studies rose to rule out how
video games do not cause violence. From here on it is research and studies that are relied on to
show whether video games are good or bad. Many studies have been done to see if video games
are bad, including those studies done on violent video games and their affect on youth, video
game addiction, and video game’s correlation to violence. Other studies have been done to see
the positive effects that video games can have on people using video games in the field of
medicine and in the field of education. Evidently only research and studies can truly see whether
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video games are the proprietor of violence and aggression of if the games are just getting a bad
reputation from the showcase of blood, gore, and violence in violent video games.
Studies that have been done to showcase how video games are bad have been done with
the correlation of video games and violence. In the article “Effects of Violent Video Games on
and Brad J. Bushman there was a study that focused on the effect of violent video games and the
correlation to aggression. In the study done it was proven that violent video games played by
people did correlate to a higher level of aggression, but it was also questioned whether different
types of video games may affect emotion differently. They hypothesized that if violent video
games can cause a certain degree of aggression, can other types of games cause other In another
article titled “Is Video Game Addiction Really and Addiction? Adding Video Gaming to the List
of Recognized Behavioral Addictions Could Help Millions in Need. It Could Also Pathologize a
Normal Behavior and Create a New Stigma” by Mark Zastrow is an article about how video
game addiction should or should not be considered as an addiction. In the article there are many
points against having video game addiction as a part of the list for behavioral addictions and
many that allude to video game addiction not belonging on the list for the fear of food and sex
addictions being added afterwards. For the most part it is argued that addictions can be caused by
Contrary to the studies that show how “bad” video games are. There is an overwhelming
number of articles that showcase the “good” that video games can bring. The article written by
Pamela M. Kato titled “Video Games in Health Care: Closing the Gap” shows how video games
can be used in the medical field to help in the education of doctors and nurses. The article states
how video games or simulations have been used to teach, educate, comfort, and for management
in all areas of medicine ranging from professionals to patients. Video games in the medica field
can be used to put new nurses and doctors in simulations that simulate real life scenarios. This
allows for people to get the training and experience they need without having to deal with the
consequences of the real world. Video games have also been used to calm patients in anxiety
management and therapeutic care. Pamela also goes on to explain on how new and small scaled
the research on video games in the medicine industry is. She goes on to state that the potential of
video games in the industry is unknown, but from what there is right now; there is room for so
much more development and growth. Continuing from the education standpoint, the articles
“Video Games as Learning Environments for Students with Learning Disabilities” by Simpson
S. Elizabeth, “Video Games to Reading: Reaching out to Reluctant Readers” by Kristie Jolley,
“Engagement in Play, Engagement in Politics: Playing Political Video Games” by Jansz Jeroen
and Joyce Neys, and lastly “Video Games and Classical Antiquity.” by Dominic Machado and
Paul Christesen all show how video games can and are being use positively in terms of
education. In the article written by Simpson, she explains how video games can be used to give
students with disabilities a learning environment that is made specifically for them. Simpson
continues by stating that learning environments produced through video games may facilitate
learning and education for students by giving them a curriculum that is customized to them. With
this customization and the fact that video games tend to “hook” students, video games can create
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the ideal learning environment. Simpson states that with the learning environments and a
learning curriculum provided by video games, disabled children can reach their potential much
easier. In the article written by Kristie Jolley, there is research provided that video games can and
do help reluctant readers become more comfortable in reading. In the article it is stated that
graphic novels based upon video games that the students have played or read about providing a
strong starting point for students that are reluctant to read. From there the students were able to
be bridged onto more difficult texts slowly once they were hooked by the graphic novels related
to video games. In the book chapter by Jansz Jeroen and Joyce Neys, it is mentioned how for a
democracy to work correctly there must be an ample public that votes and actively engages in
civic activities. Though through data it is obvious that civic engagement is on the decline as less
and less people are voting each time. The authors hypothesize that if video games are used
educate and inform people of the necessities and importance of voting then civic engagement can
go on the rise. Compared to other studies on the effects of video games with education, it is not
wrong to assume that games on civic engagement may help greatly in trying to improve poll
statistics. The last article “Video Games and Classical Antiquity” by Dominic Machado and Paul
Christesen states how video games can be used to teach about history with a more “hands on” or
“eyes on” approach. With video games students do not have to fly to Rome to learn about the
coliseum, but instead can have access to it through the use of virtual reality games. Video games
can be used to simulate historical events as well to be able to allow students to understand and
With the studies done on video games to showcase both the good and bad of allowing the
youth to have access to them, it is overwhelming how much more data, articles, resources,
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research, and books there are on the good that video games do compared to the bad that they do.
In an article titled “Do Video Games Kill?” written by Karen Sternheimer it is stated that despite
all the hate and controversy there is against video games and how they manipulate the youth to
do violent acts, there is no evidence that clearly draws the line and the correlation between
violence and video games. In the article it is stated that “even the FBI states that because school
shootings are so rare, there is no definitive general description to pin down a “typical” school
shooter”. With this article and much more like it, there is simply not enough evidence to blame
video games for the violence that happens in the real world despite all the violent video games
out there.
Conclusion
With the data, statistics, research, and studies showcased by all these articles, it is
obvious that video games tend to be more useful and productive to society than not. There is just
too much data that focuses on the good of video games and not enough bad video games to
summarize that video games are mainly bad for the youth. Although there is indeed evidence that
video games are bad and do not really help in certain aspects of life, it is safe to say video games
are not the sole proprietor for violent act and blaming video games for a horrendous act of
Works Cited:
Anderson, Craig A., and Brad J. Bushman. “Effects of Violent Video Games on Aggressive
vol. 12, no. 5, [Association for Psychological Science, Sage Publications, Inc.], 2001, pp.
353–59, http://www.jstor.org/stable/40063648.
CHRISTESEN, PAUL, and DOMINIC MACHADO. “Video Games and Classical Antiquity.”
The Classical World, vol. 104, no. 1, [Johns Hopkins University Press, Classical
Elizabeth S. Simpson. “Video Games as Learning Environments for Students with Learning
Disabilities.” Children, Youth and Environments, vol. 19, no. 1, University of Cincinnati,
environments” stated by Elizabeth. She goes on to state that perhaps disabled children are
not necessarily disable but just need a little help to reach their potential.
Jolley, Kristie. “Video Games to Reading: Reaching out to Reluctant Readers.” The English
Journal, vol. 97, no. 4, National Council of Teachers of English, 2008, pp. 81–86,
https://doi.org/10.2307/30047252.
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Kato, Pamela M. “Video Games in Health Care: Closing the Gap.” Review of General
Neys, Joyce, and Jeroen Jansz. “Engagement in Play, Engagement in Politics: Playing Political
Video Games.” The Playful Citizen: Civic Engagement in a Mediatized Culture, edited
by René Glas et al., vol. 1, Amsterdam University Press, 2019, pp. 36–55,
http://www.jstor.org/stable/j.ctvcmxpds.5.
sternheimer, karen. “Do Video Games Kill?” Contexts, vol. 6, no. 1, [Sage Publications, Inc.,
http://www.jstor.org/stable/41802732.
Zastrow, Mark. “Is Video Game Addiction Really an Addiction?: Adding Video Gaming to the
List of Recognized Behavioral Addictions Could Help Millions in Need. It Could Also
Pathologize a Normal Behavior and Create a New Stigma.” Proceedings of the National
Academy of Sciences of the United States of America, vol. 114, no. 17, National Academy