Video Games and Health
ITT Technical Institute
It’s easy to see the appeal of the video game. They allow us to do things that most people would never have the chance to experience, or something that’s flat out impossible. From the roar of a massive v-12 engine in a Ferrari, screaming down a straight at 230 miles per hour, to the rat-tat-tat of a heavy machine gun, complete with the imagined scent of cordite and powdery, obliterated dry wall, or even directing stalwart troops across a decimated sci-fi battlefield, there’s nothing quite like the visceral experience of a well-made video game. I’ve plummeted feet-first through Earth’s fiery atmosphere in a vessel no bigger than a phone booth with blue and purple iridescent plasma-bolts
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Many believe that violent video games in particular are nothing more than interactive murder trainers for those who play them. It’s a known fact that Eric Harris and Dylan Klebold, the disturbed high school seniors responsible for the Columbine High School Shooting, where avid gamers and gun enthusiasts. While there is no proven direct correlation between violent media and actual violent crimes, this can’t be simply dismissed as coincidence. Investigators found computers with the popular game “Doom” installed in the shooters’ homes, with “Doom” being somewhat infamous for its brutal, violent content. (Daily News, 2012, Apr. 23) Not all side effects of video game use are bad or disturbing, however. There are even games that are gaining popularity that get you off the couch and onto your feet. For systems like Nintendo’s Wii, there are a plethora of games that promote healthy lifestyles and exercise, most prominent among them Wii Fit. It comes with a “balance board,” a cheap plastic electronic step that detects your motion and special position. On the software side, there are several minigames with lots of variety, that are all fun but demanding. I’ve actually sunk a couple of hours into it, and can attest to how fun they can be. The key with this program is that you don’t really realize that you are
Fergusion (2008) goes on to say that scientists, media, and politicians often cause what he refers to as , “moral panic” a process of inflicting fear among the populous by suggesting the behavior, or moral decisions of a few individuals within the society have the potential to be a risk to the rest of the society in general. According to statistical research provided by Fergusion (2008), in 1996 roughly 75 million violent video games were purchased in the United States totaling an estimated 175 serious violent crimes. Comparing these numbers to 2005, there was almost 150 million more violent games sold, but yielded an estimated decline in violent crimes by 157 incidents. After a review of statistics published by C. J. Ferguson, it is hard to imagine that there is an actual relationship between violent games and violent crimes due to the staggering amount of violent games sold versus crimes that were actually committed. Statistically, this seems odd considering that eighty eight percent of adolescents ranging from age eight to eighteen are exposed to games, violent in nature, on an average of 13.2 hours per week (Adachi & Willoughby, 2011).
Three different studies open with the example of Dylan Klebold and Eric Harris, the two adolescents who opened fire at Columbine High School in Colorado (Anderson and Dill, 772; Ivory; Vastag). These two were major video game enthusiasts. According to Anderson and Dill, Klebold and Harris played Doom®, “a game licensed by the U.S. military to train soldiers to effectively kill.” In his article, “Does Video Game Violence Sow Aggression”, Vastag cites Susan Calvert as saying “an increase in aggressive cognition” and “aggressive action” will be seen in children who play violent video games. The aggression shown will not always be as extreme at it was in these two teenagers, but will increase aggressive thoughts and behaviors (Ivory).
Electronic gaming entertainment (EGE) is used for whenever one has free time but can also be used for therapeutic reasons. Both therapeutic ways have been used to help promote health and to improve psychosocial and physical functioning of the patients involved. Both of these methods can also be used to create motivation, knowledge, enhanced attention, and physical efficacy.
The negative impacts that are associated with violent gaming are a growing list. These many negative effects could build up into a more serious situation, with all of the possible outcomes of these side-effects mixing together it could quite possibly take a turn for the worse. The use of violent video games could cause players to participate in criminal violence, because of the increased levels of aggression and rage. NBC News reported of a gory incident in January of 2013, which involved Nehemiah Griego and his murderous actions toward his parents and three of his siblings in his home. The fifteen year old boy killed his family because he had been angry with his mother in the days before the murders. When questioned about his family, the boy was emotionless, but immediately after the investigators asked what his interests were, his face lit up and he immediately began reminiscing about his favorite video games, Call of Duty: Modern Warfare, and Grand Theft Auto (2013). Common sense media explains the game, Call of Duty: Modern Warfare 3, with a vivid description; a “bloody military shooting game with disturbing cinematic moments” (n.d.). Could Griego’s avid gaming schedule, and love for the bloody first-person shooting game be slightly related to his urge to kill (2013b)? His decision to kill all the occupants of his house did not solely result from one night of gaming, for it was an accumulation of risk factors. It is likely that his love for gaming could have had an
contributes both positive and negative health related habits to the lives of gamers. Some would
Are people becoming zombies due to so many video games? Everybody plays video games, but it is more common among young people, who are developing. It’s important to know about the effects video games can cause on players. People have different points of view on this subject. Excessive video game use is damaging to physical health in several important ways, such as strains and tension on the body, addiction and obesity.
This article by KidsHealth's "Are Video Games Bad for Me?", I learned many bad side effects of too much gaming. I read that you can become overweight. It also stated "It's hard to get enough active play and exercise if you're always inside playing video games." This means you could become very unfit for physical actions (like construction or picking up things). It also wrote "...may lead to health problems." This could show how you could have a
many people who play video games possess acute reflexes and are able to deal with problems more quickly than the average person. This enables the 1.4 billion people who play video games every day to have that much of an edge over those who don’t.
Yes- Video games can affect your health if you let them. If you sit on your couch all day and don’t do anything, then you will most likely become obese. Some teens get in a habit during the summer to play them all night and get no sleep… at all. One time, one of my friends stayed up for 2 days straight and never got off her Xbox. She would only get off to eat and go to the bathroom. I finally got her to get off of it when I asked her to go to the pool with me. She actually didn’t want to go to the pool but I made her. Just in those 2 days with no sleep and no activity she gained at least one pound. I sometimes get really into a game that I am playing and I stay on it for forever because I am so into it. Another time the same friend and I stayed on Xbox for 14 hours straight. We
Video Game Violence has been a controversial topic for many years. It is easy to shift the blame for school shootings, and other crimes on to video games; an example of this is the Columbine High School massacre, a school shooting that occurred on April 20, 1999, where two students, Eric Harris and Dylan Klebold, went to their school and killed 12 students, one teacher, and wounded 21 others. Because Eric Harris and Dylan Klebold were fans of video games and actively played games such as Doom, Wolfenstein 3D, and Duke Nukem, this pushed the blame on to these companies and would lead to lawsuits and sour the mouth of the public view of video games. That is only one of the many that would paint a bad picture into the mind of the public. This
“In April 1999, two high school students in Columbine, Colorado, Eric Harris and Dylan Klebold, opened fire on Columbine High School, killing twelve students and one teacher and injuring twenty-three others before killing themselves. Both boys were avid players of video games such as Doom and Wolfenstein 3D” ("Preface to 'What Is the Impact of Violence in Video Games?"). (Fact) It is unimaginable that two teenage boys were able plan and execute such a violent crime. Imagine what will happen when the younger generations grow up playing more violent games, it will become no big deal to do anything like this. The news reported that in 2007, there were thirty-seven school shootings in the U.S. alone (Brodeur). (Fact) The number of school shootings should be zero. Society has become immune to violence that it does not think that violent video games have anything to do with the behaviors of those who play them. In April of 2007, a student from Virginia Polytechnic Institute and State University went on shooting spree and killed thirty-two people and injured many before he committed suicide. ("Preface to 'What Is the Impact of Violence in Video Games?'”). (Fact) Seung-Hui Cho was an avid gamer. Thirty-two innocent victims died that April. All those who died happened to be at the wrong place at the wrong time while the shooter snapped and went on a kill spree. Schools are supposed to be a safe place, not somewhere where there is a chance of a child getting shot at because of a video
Halo, Call of Duty, Grand Theft Auto, World of Warcraft, and Assassin’s Creed—these are just some of the violent video games that are commonly played by boys and girls, young and old alike in today’s society. Many experts fear that this violence in video games increases violence in people in real life, causing people to act out as if they were in the video game, increasing aggressive behavior so much that it could actually escalate to shooting, stabbing, and killing people. There have already been many cases of these extreme examples of violence in the news that share a connection with video games. Eric Harris and Dylan Klebold, the infamous shooters in the Columbine shooting were obsessed with the game Doom. James Holmes, the shooter in the movie theater in Aurora was reported to say that he felt as if he was in a video game. Adam Lanza, had played the game Combat Arms for hundreds of hours and killed tens of thousands of people in the video game before making it a reality at Sandy Hook Elementary School, killing 20 innocent children and 6 staff members (T. McGrath, 2014). Of course, most video game players do not end up killing people in real life, but many people fear that violent video games significantly increase aggressive behavior. Some experts do not believe that playing violent video games increases aggressive behavior because they say that there is not enough evidence to prove it but mounting evidence shows that violence in video games does indeed cause people
Video Game Violence has been a controversial topic for many years, dating back to even the most simple classic video games like Ms. Pac-Man, Centipede and Space Invaders, eventually pushing into more modern games like Grand Theft Auto V and Call of Duty: Black Ops. This investigation attempts to expand and analyze the idea that due to the historical trend of video game violence being accused of blame for seemingly related violent events, some of the research may be faulty. The way we look at video games and how we research their tie to violence could potentially need corrected. Within this investigation we will be looking very closely at how these tests were done, analyzing if they were valid, considering the people behind these tests and the general misconceptions people may have of video games and their impact on violence. Just about anyone in most modernized counties has heard the claim before, placing the blame on a video game, music or television for the violent acts seen in their youth today. Typically these trends seem to pop up when we are referencing school shootings, gang related crime and other domestic terrorist acts done by our youth. It is too easy to quickly blame something like a violent video game for their behavior. This investigation examines the actual statistics of these violent crimes and how they are tied to video games specifically.
As a growing medium, video games are often associated with various negative connotations that have obfuscated its positive contributions made to society. As a result, the general public is unaware of how video games have shaped modern-day, some even consider it a meaningless teenager pastime, but this is distant from reality. Video games are important to society at large because they do not serve for entertainment purposes only, they are a major force in the economy, scientific research, and military training.
The Centers for Disease Control and Prevention used a video game to study how a disease could spread and how people would react. In addition, doctors who play video games have better results in surgery. Video games can be beneficial in many different ways that is usually not considered. With moderate use, video games can even be beneficial to one’s health. It is something that a wide age range group of people can enjoy and benefit from its use. There are also many different genres to satisfy different types of enjoyment. Scientists have conducted many studies about video games to determine whether or not they are healthy. Video games have their positives and negatives similar to most things. Gaming can help with mental problems, recovery of injuries, and help with being physically active.