Controversy About Video Games

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“Video games”. One vast subject, two simple words, and plenty of unsure, mixed opinions. When the subject of video games comes into a conversation between adults, many scoff and dismiss them with a quick and opinionated huff of the words, “those are nothing but trouble and a waste of time”. An appalling amount of people still seem to disagree with the proposal that video games can improve one’s lifestyle or one’s being in a positive manner. Those who have come to appreciate video games, however, would adamantly disagree with the previous statements.
Controversy about and speculations towards video game’s nature has existed since their creation. They began as simple lines and dots that served only a purpose or two on clunky machines, and …show more content…

Therefore, the importance of researching video game’s true nature and informing the public of both the positive and the negative effects grows with every passing day. When utilized properly, video games can benefit players socially/emotionally, physically, and mentally. In the stereotypical view of gamers, those who play video games actively are seen as unsociable hermits who hide in their shells and never really communicate with anyone but the characters behind the screen. Of course, many games have multiplayer or online options integrated into them; offline games can support one to four players, and online games can connect an average of thirty-two users. This suggests that players can communicate with a wide range of users, which disproves the previously stated …show more content…

The first study involved surveying Singaporean students between March and May in 2007. The researchers predicted that students who spent more time playing prosocial games would be more prosocial individuals (Gentile p.13). The surveys asked for the student’s three favorite games, how often the students harmed or helped others in those games, and how long the students played them for on average in a week (Gentile p.16). Their results confirmed their hypothesis, describing that students were more helpful, cooperative, and empathetic when they played prosocial games (Gentile