Counterargument
Fadi Alabidi
Professor Wesley Snyder
WR 222
09 May 2018
EFFECTS OF DIGITAL VIDEO GAMES ON COGNITION IN CHILDREN AND YOUNG ADULTS
INTRODUCTION
Video games have seen a lot of recognition among children and young adults. On a single day, a child or young adults spend about an hour playing their favorite video game. Is it an addiction? Most people have argued that video games have had an addictive effect on children and young adults. For a fact, this is true, many have missed out on classes or jobs because of this video games. Does it have a negative health impact? "Many research and nursing reports have reported that a lot of cases are witnessed where children are developing aggressive behavior due to this video games. Physical, mental and psychological disorders have increased, arguably scholars wondering if video games are the real course of this disorders or not" (Granic et al., 66). How do video games help in improving the cognitive mental activities of both children and young adults? In this paper, I am going to assess the effectiveness of a well programmed digital visual game-based story which can help in improving the cognitive, physiological, socialization and motivational point of view by delivering positive health changes to children and young adults.
EFFECTS
"Cognitive activities guard the brain against neurodegeneration and therefore high levels need to be maintained. Video games can help in maintaining this high level of cognitive activities by involving the person mental attentiveness during the execution and playing of the games" (Staiano & Calvert, 2011). The high alertness, attentiveness, and involvement in video games allow the children and young adults to fully utilize their mind improving their decision making and the speed at which they execute tasks.
"Children minds in the cognitive area is a rising research topic which aims at improving the development of the mind in a positive way. Many video games have been developed with the purpose of making children learn and literary distinguish between logical situation. The Darwinian process of fitness selection, learning through games is one of the best survival techniques in fitting for the selection process. From logical simple calculation to simple logical decision and thinking, children can be able to expand their mental capabilities to its full growth" (Biddiss & Irwin, 670). Despite chemical and other methods of improving children mind, video games can be fully utilized as a way of teaching children and improving their mental capability.
"When a lot of chemicals like oxytocin are produced in the brain due to excitement, the cognitive functions of the brain are triggered. Violent video games cause the brain to be aggressive releasing shocks of waves which are harmful to the cognitive system. A review has shown that violent video games increase the aggressive behavior in children and young adults. This aggressive behavior has resulted in physiological arousal, prosocial behavior and aggressive cognition" (Anderson & Bushman, 355). Violent games result in a negative growth of both children and young children. Violent games should be refurbished with positive characteristics which will allow inculcating care, love, and compassion in this individual.
Video games have been side-lined with violence, addiction, and depression. on contrary, a new perceptive of video games must be addressed where benefits, especially in the medical areas, is addressed. "If we focused on the cognitive, emotional, socialization and motivational point of view of this video games we can come up with video games which foster psychological benefits in the real world" (Granic et al., 66).
"An examination was done on physical and cognitive effects of physically interactive based computer games in older adults. This adult was more than 65 years and described the effects of physical components including flexibility and strength and the cognitive results were compared were 12 trials met the required criteria. No major adverse effects were recorded but two minor events were reported" (Bleakley et al., 170). If there were no major effects on older adults what of children and younger adults? Video games can improve the flexibility and strength of the mind. An individual can think and read between the lines especially in combat games where tactical plans must be laid down during a mission. In fact, you can find many of these individuals are very bright when it comes to life and how to solve life problems.
"In his research stated that after a randomized trial for 1-3 months, on male and female patients who had been diagnosed with malignancy the intervention was a video game that addressed issues of cancer treatment and cares for teenagers and young adults. The video games significantly improved medication adherence and indicators of self-efficacy in cancer-related diseases and knowhow in teens and young adults" (Kato et al., 310). Video games excite the mind. Games which are in cooperated with medical information gives the users a touch on how the affected characters in the game feel. These cultivate an inner sense of sympathy in the affected and in turn, they tend to have self-motivation towards their self.
"Exergame is a phenomenon where digital video games combine exercises in the gameplay. This improves the young adult's health status by increasing expenditure in caloric, heart rate, and mental coordination. Self-esteem, motivation, attention, visualization skills and social interaction are cognitive and physiological impacts which can be improved" (Staiano & Calvert, 96). Many video games have tried to venture into this field where exercises are a part of the game. This helps the users to be knowledgeable about different types of exercises which they can put fit with. Health exercises like heart rate disorder, mental coordination, and visualization skills become a thing of the past to the users.
"Researched on the randomized trial of the effectiveness of an immersive 3D video game for anxiety prevention among teens. There was a promising result since these games improved the anxiety symptoms and in the long run, mental health was improved showing a milestone in the medical field" (Scholten, 3). Children and young adults have been affected by anxiety problems where they become anxious about what is going to happen next. Once you have played a video game and completed a mission the anxiety is changed into joy and the user views everything with a simplicity view. Anxiety feeling is changed into the purpose and the individual can cope with life challenges.
CONCLUSION
Mental illnesses have been increasingly reported in the world. Video games have been reported as a major cause to this among children and young adults including the addiction point of view. But, if looked at a different point of view, video games can be a solution to the same mental problems. Scholars and researchers have proven that video games if accompanied by medical value in them, can be able to change the tables around and improve cognitive activities of the mind. If better and medical-oriented software games were made, the cognitive field and the medical field will be the advantage.
REFERENCE
Anderson, Craig A., and Brad J. Bushman. "Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: A meta-analytic review of the scientific literature." Psychological science 12.5 (2001): 353-359.
Biddiss, Elaine, and Jennifer Irwin. "Active video games to promote physical activity in children and youth: a systematic review." Archives of pediatrics & adolescent medicine 164.7 (2010): 664-672.
Bleakley, Chris M., et al. "Gaming for health: A systematic review of the physical and cognitive effects of interactive computer games in older adults." Journal of Applied Gerontology 34.3 (2015): NP166-NP189.
Granic, Isabela, Adam Lobel, and Rutger CME Engels. "The benefits of playing video games." American Psychologist 69.1 (2014): 66.
Kato, Pamela M., et al. "A video game improves behavioral outcomes in adolescents and young adults with cancer: a randomized trial." Paediatrics 122.2 (2008): e305-e317.
Scholten, Hanneke, et al. "A randomized controlled trial to test the effectiveness of an immersive 3D video game for anxiety prevention among adolescents." PloS one 11.1 (2016): e0147763.
Staiano, Amanda E., and Sandra L. Calvert. "Exergames for physical education courses: Physical, social, and cognitive benefits." Child development perspectives 5.2 (2011): 93-98.