You are on page 1of 21

Video games

are good for us


BC000076 FONG IEK KIN
Outline
Premise 1 & issue Premise 2 & issue
1 2
Condition of
doubt

Counterargument Counterargument
Conclusion
1 2

Proposition

Refutation 1 Refutation 2
Condition of doubt

Video game is good Video game is bad


Video game is good for mental Video game is bad for physical
health(Hall et al. ,2012) health(Weaver et al., 2009)

Providing a new way of teaching Playing video game cause student


(Alias et al. 2015) have a lower school
performance(Gentile et al., 2004)
Proposition

Video games can keep


people healthy and provide
another way of education
Premise 1

• Video games can benefit our body

1. Improving our physical health and mental health

2. Training our brain


Issue 1

• The research done by (Hall et al. ,2012) shows that video game has a positive
outcome on the mental and physical health of old people.

• Mental health positive outcome (e.g., short-term memory, depression)

• Physical health positive outcomes (e.g., balance, mobility)


Issue 1

(Nintendo ,2019)

• A research done by (Wu1 et al., 2022) shows that Ring Fit Adventure(a
video game use doing exercise as a gameplay) can maintain or improve
users’ physical health
(ifanr, 2019)
Issue 1

• Another research done by (Boot et al. ,2008) showed that gamers (people who have many years of gaming
experience) have:

• Better short-term memory

• Better ability to track object movement

• Faster and more accurate decision making

• Changing their attention on different tasks faster


Counterargument 1

• When comparing gamers (who play video games) to non-gamers, the result shows
that gamers have worse physical health and mental health (Weaver et al., 2009)

• An Internet-based survey:
• Male gamers reported higher BMI(Body Mass Index, to measure how fat you are) (Weaver et
al., 2009)

• Female gamers reported poorer health status and greater depression(Weaver et al., 2009)
Refutation 1

• Living habit
• Food
• Do exercise

• Can’t tell the only effect of playing video game


Premise 2

• Video games can provide a new way of education.

• Video games are more attractive and interactive than other


traditional methods.
Issues 2

• According to research done by Alias et al. (2015)

• A more interactive learning environment such as a visual world.


• Training student’s creativity
• Providing an enjoyable learning experience
• Effective social practices
Issuse 2

• Student can benefit from


Minecraft-based
teaching(Karsenti et
al. ,2017)

(Mojang ,2022)
Counterargument 2

• Video game decrease study performance(Gentile et al. ,2004), so video


game is not good for education.
• Video game addiction
Refutation 2

There are huge different between playing too much video game and using
video game as an education tool(Karsenti et al. ,2017).

We need to choose the right game that support learning and providing
skill training (Karsenti et al. ,2017)

Time management is important


Conclusion

• Video game can benefit our body


• Improving physical health and mental health
• Video game provide a new way of education
• A more interactive learning environment
• Training student’s creativity
• Providing an enjoyable learning experience
• Effective social practices
References
• Alias, N., Rosman, F., Rahman, M. N. A., & Dewitt, D. (2015, March 14). The potential of video game in Malay
language learning for foreign students in a public higher education institution. Procedia - Social and Behavioral
Sciences. Retrieved July 14, 2022, from https://www.sciencedirect.com/science/article/pii/S1877042815006102
• Boot, W. R., Kramer, A. F., Simons, D. J., Fabiani, M., & Gratton, G. (2008, October 16). The effects of video game
playing on attention, memory, and executive control. Acta Psychologica. Retrieved July 14, 2022, from
https://www.sciencedirect.com/science/article/pii/S0001691808001200?casa_token=kPHegRewMdM AAAAA%3AeOmL4-
P05lORiKeiexBLYoQkfwlNcuRWlUbxf0qsDHVI0SIvtc4IyoGBOgpmwas9Xu8XuhdDFibj
• Gentile, D. A., Lynch, P. J., Linder, J. R., & Walsh, D. A. (2004, January 10). The effects of violent video game habits on
adolescent hostility, aggressive behaviors, and school performance. Journal of Adolescence. Retrieved July 22, 2022, from

https://www.sciencedirect.com/science/article/pii/S0140197103000927?casa_token=u2wmZcLQzk8AAAAA%3ADSR6rj4
zNjQGsRV9fYXD8GKHNAad-cv0fluisr-IR2jNtIYh9H22db5pLI8os6q0cLMBVk00A7D8#BIB33
• Hall, A. K., Chavarria, E., Maneeratana, V., Chaney, B. H., & Bernhardt, J. M. (2012). Health benefits of digital
videogames for older adults: A systematic review of the literature. Games for Health Journal, 1(6), 402–410.
https://doi.org/10.1089/g4h.2012.0046 
• Hui, H. C. (2007). A brief review of Digital Games and Learning. IEEE Xplore. Retrieved July 15, 2022, from
https://ieeexplore.ieee.org/abstract/document/4148842?casa_token=7FFszUGX- mkAAAAA
%3AV0z5GDSOt0dGRWkPso06- eJMEaG_t2dsGQYs1MqGZwMJc7M0Klus7lCvO7WoVKSKq8nq- KwBbpE
• ifanr, 愛范兒 (2019, December 4). 任天堂 Switch 新遊戲給了一個「圈」,不只能打怪還能戰勝卡路里| 數
位時代 BusinessNext. 數位時代 . Retrieved July 24, 2022, from https://www.bnext.com.tw/article/54783/ring-
fit-adventure
• Karsenti, T., Bugmann, J., & Gros, P. P. (2017). Transforming education with Minecraft. Results of an exploratory
study conducted with, 118.Mojang. (2022). Minecraft official site: Minecraft education edition. Minecraft
Official Site | Minecraft Education Edition. Retrieved July 15, 2022, from https://education.minecraft.net/en-us
• Mojang. (2022). Minecraft official site: Minecraft education edition. Minecraft Official Site | Minecraft Education
Edition. Retrieved July 15, 2022, from https://education.minecraft.net/en-us
• Nintendo. (2019). Ring fit adventure™ for Nintendo Switch™ – Official Site. Ring Fit Adventure™ for Nintendo
Switch™ – Official Site. Retrieved July 14, 2022, from https://ringfitadventure.nintendo.com/
• Weaver, J. B., Mays, D., Weaver, S. S., Kannenberg, W., Hopkins, G. L., Eroĝlu, D., & Bernhardt, J. M. (2009,
September 16). Health-risk correlates of video-game playing among adults. American Journal of Preventive
Medicine. Retrieved July 15, 2022, from
https://www.sciencedirect.com/science/article/pii/S0749379709004589?casa_token=s3otLHU98NMA AAAA
%3AYM9S_mnNdQsm9- Wp3QKiGkXKK29dwKtYOlDmjX9Vu8SQsu4ShNFENUXJ9lazZJjN6qTu3S2SAcO8
• Weinstein, A. M. (2010). Computer and video game addiction-A comparison between game users and non-
game users. Taylor & Francis. Retrieved July 15, 2022, from
https://www.tandfonline.com/doi/full/10.3109/00952990.2010.491879?casa_token=uhXg2zVOjVkAA AAA
%3AKrR70U-
na49BiQ5rzANnk2OO8kPGsGnRi7lEWc8OgBAkXre4RjwMbWtnMPhZghOm7Aifc9EKivzyduA
• Wu1, Y.-S., Wang2, W.-Y., Chan4, T.-C., Chiu5, Y.-L., Lin6, H.-C., Chang5, Y.-T., Wu2, H.-Y., Liu8, T.-C., Chuang9,
Y.-C., Wu9, J., Chang10, W.-Y., Sun11*, C.-A., Lin12, M.-C., Tseng15*, V. S., Hu7, J.-M., Li17, Y.-K., Hsiao19,
P.-J., Chen23*, C.-W., Kao10*, H.-Y., … Chu, C. A. C.-M. (2022, March 22). Effect of the nintendo ring fit
adventure exergame on running completion time and psychological factors among university students
engaging in distance learning during the COVID-19 pandemic: Randomized Controlled Trial. JMIR Serious
Games. Retrieved July 23, 2022, from https://games.jmir.org/2022/1/e35040
Q&A

You might also like