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Video Games Harm

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Video Games Harm
Running head: Video

Video games:
Where is the Harm?

English COM 121-136
March 12, 2005

Abstract
Many people do not believe there are benefits to playing video games. However there are many benefits to exposing and letting children interact with video games. Some benefits include opportunity to immerse ourselves in character, development of hand-eye coordination, cognitive thinking skills, cooperative playing skills, fine motor skills, and real-time decision making abilities. Banning video games, or placing restrictions on them could have an adverse effect on the way children view the world.

For hours, my brother and I could sit in front of the television screen playing what is now being classified as horrifically graphic
…show more content…
Through the development of hand-eye coordination, cognitive thinking skills and cooperative playing skills, children sharpen their fine motor skills and real-time decision making abilities, which in turn enhances their learning ability. Keyboarding, typing and manipulation of some sort of game controller with multiple function buttons contribute to improving fine motor skills. Sometimes a problem with fine motor skills may surface while playing video games even before a child learns how to write fluently. In this way video games actually act as an indicator for future problems that a child may have. Children also get a sense of independent achievement when they play games that have levels to complete. There is an actual sense of accomplishment and pride when a child completes a level of play in a video game. The desire to reach higher levels becomes a strong motivator. Because the opportunity to improve is based solely on the player's ability. The player's confidence increases along with the …show more content…
According to researcher Jeanne Funk (1993), a ban on video games is "probably not ... in the child's best interests". Limiting playing time and monitoring game selection according to developmental level and game content may be as important as similar parental management of television privileges. Parents and professionals should also seek creative ways to increase the acceptance, popularity, and availability of games that are relatively prosocial, educational, and fun. (Funk 1993)

Burns, N. (2001). Top selling video games offer very little racial, gender diversity. Mississippi Link, 9(51), 1. Retrieved March 2, 2005, from ProQuset database.
Clark, C.S. (1993). TV Violence. CQ Rrsearcher 3(12, Mar26): 167-187.
Funk, J.B. (1993). Reevaluating the Impact of Video Games. Clinical Pediatrics 32 (2, Feb): 86-90.
Leaders unite to ban violent video games (2004). Los Angeles Sentinel. LXX (4), A3. Retrieved March 2, 2005 from ProQuest database.
Lee, M.S. (2004, August 24). Effects of video game violence on prosocial and antisocial behaviors. Journal of Young Investigators.
Provenzo, E.F., Jr. (1992). The Video Generation. American School Board Journal 179(3, Mar):

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