Professional Documents
Culture Documents
Trevor Dilley
ENG 225
Professor Snyder
October 29,2023
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Introduction
Mental and physical health is important even when you're dealing with things like video
games. They have both their advantages and disadvantages. Different things are caused as an
effect of playing a lot of video games, some cause brain boosting abilities that improve different
factors in everyday life (Bavelier, 2016). But excessive gaming can also lead to addiction that
messes with everyday life. That addiction leads to more mental problems like depression and
anxiety paired with suicidal ideation. Along with that it not only happens in adults but in children
too they can exhibit symptoms of the same things. The point of this paper is to highlight the
different effects of videogames in mental and physical health. To show that while there are bad
factors there are also good ones that contradict the bad. The paper is divided into 3 different parts
in which the health of children that play games is first followed by the boosting effects of games
Gaming in Children
A study was conducted in which parents would record and report how long their child
played video games for on average every week then the Parent, Teacher, and Child would report
the mental health status of the kids. The Parent and Teacher were given a questionnaire to fill out
that comprised 5 subsections. While the report for the children was different, they were given a
cartoon-like computer assessment tool known as the “Dominic Interactive” which is used on
The results suggest that video games are not associated with mental health problems. It
instead suggests that it is a great outlet for children socially along with being good for their
cognitive functions. Due to the nature of the survey there was not a way to determine the long
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term effects of high video game usage. Longitudinal studies are required to monitor the mental
health and social functioning in kids that play games to make sure positive effects are maintained
throughout life.(Kovess,2016)
Yet another test was run but this time it was on students that were in 6th to 12th grade.
Although this test was run around 30 years ago it still gives good insight on the topic. The goal
of this study was to test the effects videogames have on aggression and self esteem. They used a
sample of 153 kids and provided them with a survey that consisted of many different questions
that got as simple as talking about favorite games. Along with that they got teachers to rate their
Around 47% of the participants believed that games might bring on some type of anger or
aggression. The findings speak about how the boys play more games then the girls and are more
aggressive than them too. Then it goes on about the subject needing more research to find a true
answer.
Another study was done to test the effects of short term videogames on performance in
children that have developmental delays. Children at a hospital in taiwan in which children aged
3 to 12 with developmental delays of any type attended different stages of videogame playing for
8 weeks
The participants were sorted randomly into 2 groups. Group A received normal
rehabilitation and the eight 30 min sessions of interactive video games for 4 weeks with normal
rehabilitation alone for 4 weeks.While group B had the opposite, getting the normal
rehabilitation first and the gaming sessions second. In the end there were little if any differences
in the functional performance and family impact. But using it in conjunction with standard
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rehabilitation improves their physical health and is something they are able to enjoy while going
Studies were done on the impact of videogames on the brain. In one of these studies an
undergraduate assistant in a lab coded a test in checking how well someone can search for a
particular shape in a crowded scene. The creator Green began testing himself but for some reason
he kept getting perfect scores. He reported to his supervisor that there was a bug that he could
not find, but she told him to just test it on other people. He gathered some people and they all got
perfect scores. At this point they couldn't figure out why this was so his supervisor decided to
take the test. She ended up getting nowhere near their scores and instead scored average. It was
determined after some consideration that the reason they did so well was because of one
difference: Green and all the participants (his friends) had all spent more than 10 hours a week
From there they started studies on playing action video games. During their research they
found that playing games boosts many cognitive abilities. Action games specifically help with
the ability to focus on visual details which can help look for fine print. They can also improve
sencity to visual contrast which can help when driving through fog. Along with those 2 there
Disordered Gaming
Disorderd gaming is considered as excessive gaming to the point where daily life
including jobs, school, relationships, and mental health are poorly impacted. Gaming to a point
where you are agitated when you aren't able to play and need to get back to it. One can get
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dragged into it while using it as an outlet to help where it eventually turns into something you
consider very very important. This can be considered as a secondary symptom of anxiety and
depression.
A study led to the conclusion saying we should try to reduce gaming intensely among
people that have anxious tendencies to hopefully reduce the levels of depression. Another thing
would be figuring out how to maximize the benefits of gaming while not getting to an unhealthy
Disordered gaming is also a thing in children and it can be a big problem. It can lead to
suicidal ideation. The study was conducted on kids from 12-18 in which they were required to
fill out 3 forms and child depression scales while under the supervision of an adult.
It was found that there was a relationship found between suicidal ideation and internet
gaming disorder or IGD. Along with there being a strong relationship between suicidal ideation
and MDD (Major Depressive Disorder). They found that only 8 generas of games were
Conclusion
overwhelmingly positive. It boosts picture recognition along with training reflexes. Along with it
not being a problem that kids play them even if it's more than 5 hours a week due to it boosting
their brain in different areas. In the future they should work on getting more long lasting
experiments to track the long term effects of some of these things. They could also dig deeper
into image recognition and see to what degree games help. So overall games tend to be good,
helping in many areas. This research is a good step towards people seeing video games in a new
light.
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Resources
Atkins, E., Nixon, K., Fling, S., Smith, L., Rodriguez, T., & Thornton, D. (1992). Videogames,
Bavelier, D., & Green, C. S. (2016). The Brain-Boosting Power of Video Games. Scientific
https://doi-org.mccproxy.lib.hawaii.edu/10.1038/scientificamerican0716-26
Hsieh, R.-L., Lee, W.-C., & Lin, J.-H. (2016). The Impact of Short-Term Video Games on
https://doi-org.mccproxy.lib.hawaii.edu/10.1371/journal.pone.0149714
Kovess-Masfety, V., Keyes, K., Hamilton, A., Hanson, G., Bitfoi, A., Golitz, D., Koç, C.,
Kuijpers, R., Lesinskiene, S., Mihova, Z., Otten, R., Fermanian, C., Pez, O., & Koç, C.
(2016). Is time spent playing video games associated with mental health, cognitive and
social skills in young children? Social Psychiatry & Psychiatric Epidemiology, 51(3),
349–357. https://doi-org.mccproxy.lib.hawaii.edu/10.1007/s00127-016-1179-6
Stavropoulos, V., Vassallo, J., Burleigh, T. L., Gomez, R., & Colder Carras, M. (2022). The role
https://doi-org.mccproxy.lib.hawaii.edu/10.1111/appy.12474
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Ucur, O., & Donmez, Y. E. (2023). The relationship between suicidal ideation and internet
gaming disorder and the role of game genres among adolescents. Annals of Medical of
https://doi-org.mccproxy.lib.hawaii.edu/10.5455/annalsmedres.2023.07.152