Final essay on Gaming 2023-07-24 05_42_33

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Stephens 1 Zephonnetta Stephens [Instructor Name] GAMING Are the contributions videogaming presents to the world valuable or harmful ? Introduction Gaming has become part of everyday life. People set alarms on their phones and wake up in the middle of the night just to make sure they get the perks their favorite games have to offer, or so their fortress doesn’t get raided. With such a vast variety of genres, gaming has become more of a mental exercise than the time warp trap they were thought to be before. So, if the positives outweigh the negatives can it really be that bad? How much has the industry done to change the direction in which videogames have been leading individuals since they first gained household popularity? Despite negative past reports, innovative studies show that the benefits of gaming will eventually outweigh the risks (Lugris, 2020). Statement of Judgment The gaming industry has experienced unprecedented growth over the last few decades, attracting millions of people around the world. Video games have become an integral part of our society, influencing the way we socialize, learn, and even think. Like any other influential phenomenon, the impact gaming has on society is the subject of much debate. Some argue that gambling has had defining effects it is widely known that poker was even considered a reputable profession in the days of the American Old West with figures such as Doc Holliday and Wild Bill Hickock while others claim that gambling, and specifically gambling in games through the Pay-
[Last Name] 2 to-Win model, has had negative consequences. We look to demonstrate here that some games can have positive effects while others can have negative effects on our society when in the hands of the poorly disciplined. I. 1. T he psychological value of Gaming has been at the center of controversy since the 70’s. With concerns revolving around how it affects an individual’s mental stability, studies have revealed more positive than negative results. Gaming, just like any other hobby, can cause a negative impact if done excessively. Research has shown that video games impact brain plasticity by attentional control and reward processing (Manos, 2022). Because gray matter contains billions of neurons and controls movement, holds your memories, and regulates your emotions you can understand the benefits of nurturing it. Gray matter can be increased from gaming, gray matter provides interconnectivity and aids part of your brain to communicate advancing self-perception (Pediatrics, 2022). 2. Gaming builds confidence in social skills. For people with autism disorders, the insecure, shy people, and those with social anxiety and depression, video games can be a safe place for socialization. People can make friends and interact at their own speed. Gaming gives socially isolated individuals the option to build the courage to socialize when they feel comfortable. Gaming has been proven to help individuals suffering from learning disorders. Lancet produced a study that reports playing video games for 25 minutes a day may help address gaps in pharmacological interventions and behavioral therapies. (“How Do Video Games Help with Learning Disabilities?”) Video games are increasingly used in
[Last Name] 3 the field of special education to support well-being, develop social skills, foster independent, improve quality of living, and inclusivity for some students with more special needs such as autism and dyslexia and even giftedness on the other end. An intervention done on 24 children with ADHD or game-based learning with a pedagogical tool termed SG (serious games) resulted in significant improvement in attention, performance measures, (visual attention) was found (García-Redondo, Patricia et al, 2019). 3. Additionally, games can be a valuable tool for education and skill development. Many studies highlight the educational benefits of games. Video games of various genres improve cognitive abilities, critical thinking skills and strategic thinking. Games that require teamwork and communication can also develop leadership and communication skills. Additionally, simulation games can provide a virtual environment for an individual to explore his paths through various careers and gain valuable knowledge in specific fields such as engineering and medicine. II. 1. Gaming has become the preferred way of entertainment over movies, television and music for individuals of all ages. Gaming used to be an activity you could only play with people in the room with you. With the explosion of the internet now gamers can play with players across the world. Advances in networks, as well as console and computer capabilities, mean there are more ways to play with others than there have been in the past. Often, these modes of group play are more accessible than in-person group play (Lenhart, 2015). During the start of the pandemic gaming in the US increased 75% overall with 35% amongst teenagers (Lugris, 2020).
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[Last Name] 4 2. Americans of various demographic measures find positive benefits, playing video games for instance more than 214 million Americans play video games 64% of US adults and 70% of those under 18 years of age regularly play video games (ESA, 2020). The average video game player is 35 to 44 years old (“Big Data in Mobile Gaming - Benefits for The Industry | Addepto - Medium”) . The top five games are categorized as such: puzzles 63%, arcade and others 52%, skill and chance 44%, shooter 42% in action games 41%. With numerous ways to play video games, Mobile is 64%, console is 54%, PCs and laptops at 45%, tablets are at 24%, and VR headsets are at 10%. Studies have shown 45% of players agree video games give them the most value for their money compared to movies, television or music (ESA, 2020). III. 1. Gaming contributes to the economy more than movies and music combined with sales that outweigh most other markets, gaming has added to the GDP by almost $5 billion. The revenue from gaming is an estimated $82 billion which is five times greater than global music, $16.5 billion, and like movie revenues (André Marchand and Thorsten Hennig-Thurau 2013). In 2019, the video game industry generated 90.3 billion in annual economic output, while supporting 429,000 US jobs and an additional 12.6 billion in federal state and local taxes annually.
[Last Name] 5 Top 3 U.S. states ranked by total video game industry-related economic effect State Economic Output Jobs Supported by Industry Job Locations California $51.7B 218,090 444 Washington $11.6B 48,808 121 Texas $4.1B 24,972 100 So when one considers the positive aspects, gaming is bringing to the table of corporate America, and even the U.S. government, welcomed monetary benefits. With the average cost of the latest console ranging from $500-$600, and the previous console being about $200- $300 less, those numbers can be cost prohibitive for the working class. Gaming P C’s and l aptop’s are even more costly, averaging around $1000 -$4000. If you are a parent trying to fulfill a Christmas list it can be unrealistic. The more affordable way to game is through mobile phone or tablet.
[Last Name] 6 Statement of Opposing Side I. The negative aspects of gaming revolve around the economy and the harm that can be done to undisciplined individuals. Recent studies show that the energy consumption and the way the legacy gaming industry is adding to the carbon footprint. For starters, gaming can become addicting if it's not done in moderation. Gaming has also been associated with psychological problems: it is still an open question whether video games, addiction, or internet gambling disorder, IGD, are unique syndromes in and of themselves (“The health effects of too much gaming - Harvard Health”) . According to the American Psychological Association, IGD is defined as experiencing at least five of the following eight criteria over a 12-month period. Gaming preoccupation Withdrawal Tolerance Loss of interest in other activities Downplaying use Loss of relationship, educational, or career opportunities Gaming to escape, or relieving anxiety, guilt, or other negative move states Failure to control II. Continued gaming despite psychosocial problems has been associated with sleep deprivation, insomnia, circadian rhythm disorders, depression, aggression and anxiety; although more studies are needed to establish the validity of these connections
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[Last Name] 7 (Grinspoon, 2020). Further research examining the specific causes and effects of gaming is needed to better understand the exact effects of video games on our brains. In fact, advances in the gaming industry (including game analytics, game design and player experience), and advances in the medical fields of cognitive science, machine learning and social science, have all led researchers to believe that an interdisciplinary approach is needed to study the effects of video games on brain function. III. However, it is important to recognize the negative impact gaming can have on society. The biggest concern is that excessive gaming leads to addiction. Excessive screen time and addictive gameplay mechanics can lead to social isolation, neglect of important responsibilities, and even poor mental health. The World Health Organization (WHO) has officially recognized gaming disorder as a mental illness, highlighting the potential negative effects of gaming (WHO, 2020). Additionally, the over-exposure to violent and offensive content in video games has also been criticized. Several studies have suggested a link between violent video games and aggressive behavior in individuals. While the relationship between violent games and real-life violence remains hotly debated, it is important to ensure that appropriate age limits and guidelines are in place to protect vulnerable individuals from potential harm.
[Last Name] 8 Conclusion In summary, gaming has both positive and negative effects on society. On the one hand, it promotes social interaction, skill development and educational benefits. On the one hand, excessive gaming can lead to addiction and negatively affect behavior. As a society, it is important to establish balance and responsible gambling habits to maximize positive impacts and mitigate potential negative impacts. We recognize the potential of games as powerful tools for entertainment, education, and socializing, so we must navigate the gaming environment with care and responsibility to build a healthier and more productive society.
[Last Name] 9 Works Cited Manos, PhD, Michael. "Are Video Games Good for You and Your Brain?" Health, 15 Nov. 2022, https://health.clevelandclinic.org/are-video-games-good-for-you/. Accessed 1 Jan. 1970. Durkin K., Boyle J., Hunter S., Conti-Ramsden G. Video games for children and adolescents with special educational needs. (“Competing Interests”) Zeitschrift für Psychologie. 2013; 221:79 89. doi: 10.1027/2151-2604/a000138. [CrossRef] [Google Scholar] Katz J., Mirenda P., Auerbach S. Instructional Strategies and Educational Outcomes for Students with Developmental Disabilities in Inclusive “Multiple Intelligences” and Typical Inclusive Classrooms. Res. Pract. Pers. Sev. Disabil. 2002; 27:227 238. doi: 10.2511/rpsd.27.4.227. [CrossRef] [Google Scholar] Kuo C.C., Maker C.J., Su F.L., Hu C. Identifying young, gifted children and cultivating problem solving abilities and multiple intelligences. Learn. Individ. Differ. 2010; 20:365 379. doi: 10.1016/j.lindif.2010.05.005. [CrossRef] [Google Scholar] Terras M.M., Boyle E.A., Ramsay J., Jarrett D. The opportunities and challenges of serious games for people with an intellectual disability. Br. J. Educ. Technol. 2018; 49:690 700. doi: 10.1111/bjet.12638. [CrossRef] [Google Scholar]
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[Last Name] 10 Lugris, Mark. "New Research Shows Benefits of Gaming Outweigh Drawbacks" Thegamer, 8 Aug. 2020, https://www.thegamer.com/new-research-shows-benefits-of-gaming- outweigh- drawbacks/#:~:text=Despite%20the%20concern%20of%20parents%20who%20may%20 worry,of%20playing%20video%20games%20may%20outweigh%20the%20risks.. Accessed 1 Jan. 1970. "How Do Video Games Help With Learning Disabilities? | American University." https://soeonline.american.edu/blog/do-video-games-help-learning- disabilities/#:~:text=According%20to%20a%20recent%20study%20in%20the%20Lancet %2C,using%20video%20games%20can%20help%20students%20overcome%20challeng es., Accessed 1 Jan. 1970. García- Redondo, Patricia et al. “Serious Games and Their Effect Improving Attention in Students with Learning Disabilities.” International journal of environmental research and public health vol. 16,14 2480. 11 Jul. 2019, doi:10.3390/ijerph16142480 "Value Creation in the Video Game Industry: Industry Economics, Consumer Benefits, and Research Opportunities." (“(PDF) Value Creation in the Video Game Industry: Industry Economics ...”) https://www.marketingcenter.de/sites/mcm/files/downloads/research/lmm/literature/marc hand_hennig- thurau_2013_jim_value_creation_in_the_video_game_industry_industry_economics_con sumer_benefits_and_research_opportunities.pdf, Accessed 1 Jan. 1970.
[Last Name] 11 , , et al. "Video Games as Meaningful Entertainment Experiences." Psychology of Popular Media Culture, vol. 5, no. 4, 6 Apr. 2016, pp.390-405, https://www.apa.org/pubs/journals/features/ppm-ppm0000066.pdf, undefined. Accessed 1 Jan. 1970. "The health effects of too much gaming - Harvard Health." https://www.health.harvard.edu/blog/the-health-effects-of-too-much-gaming- 2020122221645, Accessed 1 Jan. 1970. WHO, (2020, October 22). Addictive behaviours: Gaming disorder. Who. https://www.who.int/news-room/questions-and-answers/item/addictive-behaviours- gaming-disorder