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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