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Short Summary: Effects Of Videogames On People

956 Words4 Pages

Khaled Walid
Mr. Hamza Saleh
English
5 April 2016

effects of Videogames on people

Playing video games is as an exciting aspect in life the and has experienced much expansion in recent years. Kids love games that are not the easiest to “beat,” they love challenging and difficult games that take time to learn, explore, and master. Many of their favourite games require 100% focusing, learning from their mistakes, overcoming frustration, and teaming up with each other or getting advice from their friends.
There has been a rise in the percentage of children who play video games in many parts of the world. In the United States, hours of playing videogames have increased from 3 hours every week in the 1980’s, to about 14 hours per week in recent …show more content…

Mohammad Yasser, people play video games, it gives the brain a real workout. In many video games, the skills required to win involve high level thinking. These skills are not even taught at school. games that simulates stressful events such as those in a battle or action games could be a training tool for real-world situations. Video games are disapproved upon by parents as time-wasting object, and worse, some education experts think that these games corrupt or damage the brain. Playing violent video games are easily blamed by the media and experts as the reason why young people become violent or commit anti-social behaviour. Many scientists and psychologists found out that video games can actually have many benefits – the main one is making kids and teenagers smart. Video games may actually teach kids high-level thinking skills that they will need in the future. Playing action video games train the brain to make quick decisions. Video games also can be used to train soldiers. One of the most important points that Mohammad Yasser mentioned to me is that Children who play more violent video games are more likely to have increased aggressive thoughts, feelings, and behaviours Two expirements were directed to analyze the impacts of playing different types of video games on players ' short-term affective states. In the first experiment, a college student played 11 different video and evaluated them on various attributes Two games were selected for in Experiment 2 from these evaluations. These games differed only in the level of aggression displayed in the game. One was profoundly forceful and aggressive; the other was only mildly aggressive. In Experiment 2, each subject played one of the games or was assigned to a no-game control condition. Hostility, anxiety, and depression were assessed by the Multiple Affect Adjective Checklist. Hostility was increased in both game conditions, relative to the control group. The high-aggression game led to a

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