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Enhancing Life Through Games: Put Down That Book and Pick up a Controller

Autor:   •  November 8, 2016  •  Research Paper  •  1,084 Words (5 Pages)  •  899 Views

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Enhancing Life Through Games: Put Down That Book and Pick Up a Controller

Enhancing Life Through Games: Put Down That Book and Pick Up a Controller

Video games have been the target of negative press since their inception; but is it justified? After a mass-shooting, police are often quick to point out that the suspect plays violent video games such as Call of Duty. While never directly pointed out as the culprit; gaming’s influence suffers from negative insinuations. Stereotypes of gamers as being unmotivated, lazy, self-absorbed and anti-social have become outdated and in need of revolution. Perhaps the spotlight needs to be shined on the positive aspects games provide. Currently 48% of Americans are gamers; with four out of every five households contains a video gaming device (Entertainment Software Association, 2015). Whatever the stance, playing games has become fully ingrained as part of our society. This paper will argue that the positive benefits of games far outweigh the bad; because of their health benefits, philanthropic opportunities, and real world applications.

Leveling Up Your Health

Breakthroughs in the use of games for increasing mental health and treating conditions is a new exciting development in gaming. Age-related loss of neurons is an unavoidable problem for all humans; it is theorized that the games can help to open alternate neural pathways (Whitbourne, Ellenberg, & Akimoto, 2013, p. 892). Cognitive benefits from games include “higher spatial resolution in visual processing and enhanced mental rotation abilities (Granic, Lobel, & Engels, 2014, p. 68).” These benefits are able to be gained in a shorter period of time, and last longer than if one were to take a class to improve the skills. After taking repeated defeats in a game yet see improvement; gamers tend to develop a sense of optimism and learn to not give up. The player becomes highly motivated to return to the game to win; as he believes a win is possible (McGonigal, 2010, para. 23). Games such as Re-Mission, designed by HopeLab, give child cancer patients the ability to fight their disease virtually (Granic, Lobel, & Engels, 2014, p. 74).

Gaming for Society

Virtual gaming worlds are digital environments which have the capability of being educational, entertaining, and social. Players have the ability to mold their avatars into versions of themselves in ways that may help reflect their inner self. Trust and bonds develop from players learning to abide by certain rulesets and participate on a level field (McGonigal, 2010, para. 23). Friendships and relationships can often start in these games. It is not uncommon these days to hear of marriages that began in an online game (Danforth, 2009). For those who find socializing in the real world, digital

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