Thursday, July 2, 2015

Video Games: Bane or Boon

The video game industry has exploded in recent years to become a multibillion-dollar industry.  Since it has become more than a medium for recreation, more companies are entering the industry because of the huge revenue potential.  Gone are the days when video games were simplistic two-dimensional games created by a handful of enthusiasts.  Today, software companies are churning out three-dimensional games that are more realistic and engaging.  

The debate about whether video games are good or bad for children continues to rage, and video games get blamed for any manner of social ills from addiction to murder. However, the wide array of video games readily available today could benefit us both mentally and physically by providing alternative methods, which could be used when conventional ones fail.

Are video games that addictive?

There is a growing body of empirical evidence that suggests the addictive qualities of video games is not a problem.  Firstly, video games are addictive because the human brain is wired to respond strongly to situations that combine both the promise of reward and the exploration of new environments.  Games are designed to give small victories in regular doses, and this stimulates neurotransmitters in the brain, which releases dopamine.  However, the addiction will eventually be overcome because, unlike drugs, games do not alter the supply of neurotransmitters. Drugs are dangerous because they are designed to release dopamine and alter the supply of neurotransmitters, which makes it almost impossible to come off it.  Furthermore, research has shown that the average age of players is twenty-nine years old, and eventually these rewards will become less fanciful and people will stop playing it.

Video games breeding violence

The controversy that violence in video game breeds violent individuals has captured the attention of many; however, a careful examination of these allegations suggests that video games have been maligned.  In a study about video games, test subjects were divided into three groups: the first group played a violent video game, the second group played a nonviolent video game, and the third group were allowed to choose between the two games.  The participants were later tested for aggression, and the results revealed that family violence exposure, particularly exposure to verbal and physical abuse, remained a predictor of trait aggression as well as violent crime acts. More interesting is that even long term exposure to violent video games did not seem to have an impact on whether an individual becomes more violent.  Therefore, it seems that the direct exposure to violent video games do not cause violence, rather it is the genetics that determine violent acts.  In addition, the level of absurdity seen in games is something that gamers know they cannot do in real life and video games is more of an outlet to release their frustration.  Furthermore, there is a level of common sense that intercedes before players decide to carry out violent actions, and people in general do not want to bring harm to one another for no reason.  Ultimately, playing violent video games will not induce anyone to commit a violent act.  They may model their act on that exposure, but it does not mean that an individual would commit an act of violence just because they saw it play out in a video game.  The fact that there are many individuals that enjoy violent video games and do not go out to commit them in real life is a testament to this.

Improving eyesight?

As wild as this idea might sound, video games actually have many health benefits.  People suffering from amblyopia, commonly known as lazy eye, often experience visual disorders and poor depth perception.  Detecting it is usually a difficult task because the vision in the normal, or stronger, eye is perfectly fine.  Unfortunately, amblyopia cannot be corrected with spectacles, and standard treatment involves patching the stronger eye while the child is under the age of eight. Also, patching is unsuccessful in twenty to twenty-five percent of cases and often fails to restore binocular vision, and no treatment is available for older patients.  Fortunately, action video games with a split screen display coupled with a brain stimulation technique, enable treatment of amblyopia and possibly other low vision patients.  In addition, the video games used in treatment are often built on commercially developed entertainment games, which make acquiring them even more convenient. This treatment is targeted at children and adults to improve binocular resolution and sensitivity without the undesirable side effects such as diplopia.

Pain “killer”

Recent studies have shown that video games can reduce pain for patients.  Although the application of video games for pain relief is still nascent, there is a growing body of evidence supporting the potential of video games for such medical uses.  In the past, mediation of pain perception typically involves use of drugs, relaxation training, mental imagery, hypnosis, biofeedback, or a combination of these methods; however, these methods can be complicated, and usually require a professional while conducting it.  Video games are good substitutes for these procedures, and research examining the effects of playing video games has shown positive results.  For instance, in a study about pain, patients who played “SnowWorld”, a game that requires players to throw snowballs in an icy realm of penguins, igloos and snowmen, reported significantly lower levels of perceived pain during wound care.  Similarly, when an eight-year old boy burnt over thirty percent of his body and could not receive narcotics because of his young age, video games were used for pain relief in his treatment.  He was reportedly so engrossed in playing that the nurses could occasionally lift his arms, stretch his skin, and clean him without him knowing.  Although distractions do not minimize the side effects patients suffer, the pain can be more tolerable when they are distracted because they focus less on their pain while absorbed in video gaming.

The United States Army


Initially, when the army launched a computer-based video game, “America’s Army”, to connect with young people, encourage teamwork and promote its core values.  However, the game was later modified and expanded from the personal computer game to include simulations, which proved to increase efficiency and reduce the cost of training soldiers.  By connecting the visualization to real lessons, real vehicles and other simulations, the army attained more complete sets of training levels, which made limitless replaying possibilities.  Soldiers gain essential decision-making skills and experience as they could run through the same environment multiple times, each with different events.  In addition, the game is designed with a focus on entertainment, which keeps participants engaged by making learning fun and enjoyable.  The Army Research Institute discovered that procedural information is retained at twelve percent higher rate than factual information in the same game.  Furthermore, this realistic and engaging game has garnered the attention of many young people as the game simulates very similar terrains, weapons and tactics used in war.  The game has proved to be an effective recruitment tool with six million registered users, and the PC game has attracted new soldiers to the ranks; twenty percent of the starting class at West Point had played America’s Army prior to matriculating, and twenty to forty percent of recruited soldiers had as well. 


Works Cited

Johnson, Steven. “The Addictive Qualities of Video Games Are Not a Problem.” Video Games. Ed. Laurie Willis. Michigan: Greenhaven, 2007. 56-69. Print.

Ferguson, Christopher J., et al. "Violent Video Games and Aggression: Casual Relationship or Byproduct of Family Violence and Intrinsic Violence Motivation?." International Association for Correctional and Forensic Psychology. 35.3 (2008): 311-332. Web. 3 July 2015.

Blanchard, Rashawn. “Video Games Do Not Cause Violence.” Video Games. Ed. Haugen, David M. Michigan: Greenhaven, 2008. 53-55. Print.

Bavelier, Daphne. "Video Game Treatment For Lazy Eye." University of Rochester. (2010): 1-3. Web. 3 July 2015.

Raudenbush Bryan, et al.  “Effects of Wii Tennis Game Play on Pain Threshold and Tolerance During a Cold Pressor Task.” North American Journal of Psychology 13.3 (2011): 491-500. Academic Search Premier. Web. 3 July 2015.

Streisand, Betsy. “Video Games Can Provide Health Benefits.” Video Games. Ed. Haugen, David M. Michigan: Greenhaven, 2008. 25-30. Print.


Jean, Grace. “Video Games Are Good Training Tools for the Military.” Video Games. Ed. Laurie Willis. Michigan: Greenhaven, 2007. 163-168. Print. 

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