Sample Technology Argumentative Essay Paper on Video Games

Video Games

Video games are electronic games that use a graphical interface in the generation of visual feedback on video devices, such as a computer monitor or TV screen, to facilitate interaction with a user. Across the technological world, millions of video games have different goals and themes. Most of the past researches by psychologists focus on the adverse effect of playing the video games and discuss the potential harm related to depression, addiction, and violence. As the nature of video games continues to change with technological advances, especially in the last ten years, it is imperative to consider the potential benefits associated with playing the games (Smith, 2015). Given that they have become increasingly complex, diverse, social, and realistic in nature, so have been the balancing of the goals of the designers of the popular video games. Therefore, those who blame violence and lack of real social contact on video games are simply part of an older generation who does not use or understand them (Mohammad Seifi et al., 2015).

Background

Nowadays, video games have become the ubiquitous part of the lives of most children and some adolescents. In the United States, about 91% of children between 2 and 17 play video games, which are inclusive of 94% of the girls and 99% of the boys (Bailey, West and Anderson 2009). Although video games are disapproved by parents as time-wasters for their children because some education experts argue that the games can corrupt the brains of the latter, they offer a great opportunity of physical exercises, gaining technological knowledge, and opportunities for improved communication (Chuang and Chen 2009). In other words, video games have transformed over the years with improvement in technology and have become more physical, intellectually, and socially engaging.

Case For

The benefits realized from playing games may be viewed in terms of their contribution to body build up exercises, education, and the training of the people involved. When the benefits are chained together, the result is an improved society oriented towards more creativity in jobs and the daily life. Video games present new possibilities and opportunities that were unimaginable before. Contrary to popular belief, they now have more merit than the demerits.

Video games help individuals to realize both physical and brain exercise. According to a study by Hollie Raynor, a doctor and director of the University of Tennessee’s Health Eating and Laboratory in the United States, video games engage a child’s body and thus can be a good source of physical activity (Chuang & Chen, 2009). Although playing video games may not be considered a replacement for outdoor games, the energy expenditure in playing video games is high, especially in games such as Kinect Adventures River Rush, as it involves total body participation (Granic, Lobel & Engels, 2014). On the other hand, video games involve quick thinking and making quick analysis and decisions in almost every second of the playing session. In this way, the brain gets a real workout (Griffiths, 2002). Various studies have found that video games are responsible for spatial orientation, strategic planning, memory formation, fine motor skills, and can stimulate the growth of neurons.

There are numerous researches being carried out to find out the effect of video games on the brain performance. For instance, Prof Simone Kuhn of Max-Planck Institute of Human Development, in Berlin, is one of the many individuals who have dedicated their time to research how video games affect the brain. In one study, she applied the technology of fMRI (functional MRI) to study their subjects’ brains as they played Super Mario 64 DS for a period extending to two months (BBC, 2015). Curiously, she came to learn that the brain had grown in three different parts including the prefrontal cortex, right hippocampus, and the cerebellum. Notably, all of these parts are involved in navigation and fine motor control.

Through video games, a child can become acquainted with various technological devices at an early stage, thus introducing them to the sophisticated high-tech world. Moreover, they adapt and become comfortable with computing concepts from a young age (Granic, Lobel & Engels, 2014). In this way, girls, who have a greater tendency to shun away from advanced technology as compared to boys, may gain increased interest. What is more, multiplayer games require cooperation with other local or online players in order to win. Thereby, raising the attitude of teamwork in a user (Griffiths, 2002). In this way, the user understands the importance of making the most of their individual skills to avoid failing the team. Besides, students collaborate more after using digital games in the classroom. In other words, the video games keep the users’ conversant with recent technology and improve their social interaction skills.

Through the use of colors, animations, interactivity, rewards on winning and eye candies, a child becomes less bored and takes attention to detail. Since most of the video games involve discussions and sharing, following directions, giving directions, and answering questions, the language skills of the player improve significantly (Bailey, West & Anderson, 2009). Besides, the basic math skills improve as a child interacts with score counters and reward bounties. The basic reading skills improve through video game’s character dialogue or commands such as directions to play, stop, quit, and load (Gentile & Gentile, 2007). Further, playing video games makes talking and playing together much easier as children keep on sharing their passion for the activity, thus improving their social skills.

The mastery of video games with a child improves self-esteem and self-confidence, which are essential qualities in how the users will respond to work when they grow-up. With time, a youngster improves from being a beginner at an easy level by adjusting the levels of the video game difficulty (Granic, Lobel & Engels, 2014). After constant practice and building skills, the child gains more confidence and can handle more difficult challenges. At the cost of failure is low, there is limited or no fear of making mistakes, and thus users can take more risks and explore more. At times, the users may transfer this into the real life.

Frustration and aggression of a child can be improved through a child playing Violent video games, therefore helpful in releasing pent-up. For instance, when children are angry, they can vent their frustration in the match and diffuse the stress. Just like other violent sports such as football, video games provide a good way of releasing aggression. In other words, they offer a safer alternative as opposed to taking drugs or street racing in the real world (Granic, Lobel & Engels, 2014). While doing so, it is vital to note that it is not violence that attracts individuals to video games, but the awesome display of fireworks, blood spattering, and fireworks.

Video games, improve the ability to recognize visual information accurately and rapidly. According to a study by Beth Israel Medical Center in New York, a relationship exists between video gaming skill and keyhole, surgery or laparoscopic skill (Gentile & Gentile, 2007). It was found that, regular video game players register visual data more, and are thus quick in visual learning. Also, they can quickly and accurately analyze situations through their improved visual acuity and the resulting estimation skills (Raise Smart Kid, 2016).

Case Against

Video games are highly addictive, where spending too much time playing the game results in poor academic achievement. Several studies have linked poor school performance to increased amount time playing video games. According to a study by Argosy University’s Minnesota School of professional psychology, video game addicts score fewer grades, fight more with their friends, and argue much with their teachers (Funk et al., 2004). Besides, it has been shown that players often skip their homework as they play games. Furthermore, many students admitted having poor grades as a result of video game habits. In worst cases, individuals may hide or escape from school to create time for playing games.

  Devotion to video games can socially isolate the user, since the players dedicate less time in other important activities, such as reading, sports, interacting with family and friends, and doing homework, the real social life is replaced by online social life. As a result, a child confuses reality and fantasy (Anderson & Dill 2000). It then becomes boring and difficult to understand others, thus affecting the working and social interactions of the child in the future. Additionally, violent video games may have dangerous effects on the children’s character as most of the games reward them for being more violent. A scientific study has shown that children who play violent video games are likely to have more aggressive thoughts, behavior, feelings, and decreased pro-social helping (Anderson & Dill 2000). When playing the video game, children see themselves as in control of violence that they experience in their own eyes. The active participation, repetition, and reward become an effective tool for learning a behavior.

Refutations

Despite the complaints parents may raise regarding their children getting involved in playing video games, the children experience the kind of fun that their parents did not experience (Raise Smart Kid, 2016). Since video games are as a result of the advancement of technology in the world, the current generation may find it unstoppable to get involved while seeing those opposed to video games as a generation that is yet to come to terms with the relaxation obtained from playing games. In today’s modern world, the benefits realized from video games surpass the limitations (Funk et al., 2004). Hence, the best way to cope with the availability of video games is to control their use under the supervision of the users as opposed to banning such games in households and society.

Generally, video games are a valuable tool for entertainment as well as for training, educating, exercising, and learning essential skills. They strengthen cognitive, analytical and social skills, making the users all-rounded and ready to cope with the future challenges. As a result, technology is exploited to realize the benefit of improving the well-being of the society and businesses (Craton, 2011). It is recommended that parents provide their children with a variety of entertaining things to learn about. Also, the time a child spends playing video games may be regulated to offer a balance between activities. Through behavior monitoring, the negative effects of video games weaken as a child is controlled and discouraged from overplaying.

References List

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Funk, J, Baldacci, H, Pasold, T & Baumgardner, J 2004, Violence exposure in real-life, video games, television, movies, and the internet: is there desensitization?, Journal of Adolescence, [online] 27(1), pp.23-39. Available at: https://pdfs.semanticscholar.org/8e12/2077fd18003f529c189795bdb18565807f02.pdf.

Gentile, D & Gentile, J 2007, Violent Video Games as Exemplary Teachers: A Conceptual Analysis, Journal of Youth and Adolescence, [online] 37(2), pp.127-141. Available at: http://drdouglas.org/drdpdfs/G2_Exemplary_Teachers_2007.pdf.

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