Topics: Video game, Personal computer game, Video game genres Pages: 5 (1346 words) Published: January 13, 2014

Video Games: The Feared Nourisher of The New Generation

104 Writing Skills II
Ins. Kerem Demirtaş

104 Writing Skills-II

Video Games: The Feared Nourisher of The New Generation

In the last 30 years video games have become a well-established form of popular entertainment among children, adolescents, and even adults. Computer and video game software sales grew %8 in 2002 to $6.9 billion and are expected to show strong growth over the next few years. In 2002, more than 221 million computer and video games were sold, or almost two games for every household in America (Entertainment Software Association [ESA], 2003). As is always the case with the rise of any new mass entertainment, the popularity of computer games draws great attention and supplies mixed reactions. People are concerned about the possible effects, both negative and positive, of computer games on individuals and the society. Computer games are thought to be and generally are advertised as so compelling that they can divert people from other activities, including normal school and work life. As is also the same case with TV, there are also concerns about the violence in computer games. Due to the development of technology, people are worried that the realistic graphics and the interactive nature of computer games will make the effects of violence more powerful. However, another side of these arguments suggests that computer games can be instructive and enlightening. It has been acknowledged for a long time that educational computer games and simulations are effective assisting tools in the educational areas of management, medicine, science and etc. The problem is despite the growing popularity of computer games and unsettled arguments regarding their potential effects, academic researches on computer games are somewhat limited. Among those existing studies, many are focused on the violence in computer games (e.g., Anderson & Dill, 2000, Dill & Dill, 1998; Sherry, 2002), in other words, the negative effects of computer games. There are only a few comprehensive studies on the positive effects of computer games. With this in mind I found it necessary and original to write one. In this essay, the most notable positive effects of computer games will be humbly reviewed. In following we will talk about the positive effects of video games regarding: motivation, hand-eye coordination, retention memory and lastly spatial skill. As we all know, the success behind a good project, essay, homework or any achievement in life has one big prerequisite to it: motivation. This comes in many forms and generally depends on a person’s character and perseverance but there are methods by which motivation can be enhanced and taught. Video games could be considered as such a method in the way that they enable long-term concentration, stimulation and most importantly fun. In higher levels of a game, players usually fail the first time around, but they keep on trying until they succeed and move on to the next level. Randel et al. (1992) demonstrated in their research that students reported more interest in simulation and game activities than in more traditional classroom instruction. A study conducted with learning-disabled six grade through eighth grade students found that gaming produced higher levels of continuing motivation (Malouf, 1987). A similar experiment with intermediate-level students with learning disabilities also showed that game format had a facilitative effect on continuing motivation of students with low marks in mathematics (Okolo,1992). O’Connor and colleagues reported that computer games play triggered motivation of exercise and increased metabolic activity during class. (O’Conner, Fitzgerald, Cooper, Thorman, & Boninger, 2001).

Secondly, there is the matter of hand-eye coordination which is one of the most visible positive effects of video games to evaluate that is used excessively in...

Cited: -Anderson, C. A., & Dill, K. E. (2000). Video games and aggressive thoughts, feelings,
and behavior in the laboratory and in life
-De Jong, T., & van Joolingen, W. R. (1998). Scientific discovery learning with computer simulations of conceptual domains. Review of Educational Research, 68, 179-201.

-Marc Prensky (2002) What Kids Learn That’s POSITIVE From Playing Video Games 2-4.
-Dill, K. E., & Dill, J. C. (1998). Video game violence: A review of the empirical literature. Aggression and Violent Behavior, 3, 407-428.
- Durkin, K., & Barber, B
- Malouf, D. B. (1987). The effect of instructional computer games on continuing student
(2001). Does computer game play aid in motivation of exercise and increase metabolic activity?
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