12.05.2009

A Look at Games and Their Beneficial Effects: Part 1

Several weeks ago I promised an upcoming GIANT of an article. Now, its finally here. This report discusses research into the beneficial effects that games have on children, because lets face it, all the media does is talk about how it is the dearth of our society. Along with my fellow students, who wish to remain anonymous under the names "Yoda's Sister" and "Jessica", this report goes over a lot of things about games I only wish news agencies covered as part of a fair and balanced report. Part 1 of this report contains the abstract (discussing the main topics of our report) as well as a compiled list of out references.


The Abstract

Action video games have long been the bane of existence for parents of avid video-gaming children.  Long thought of as “mind-waste,” negative connotations of video games have generated multiple reports on violence and increased aggression in children.  Here we have sifted through and dug into recent research material that suggest benefits, however, that action video game playing has on children’s social and cognitive development and behavior.  We also discuss how multiple reports on violence and increased aggression have recently been refuted.  Our results indicate that moderate video game-playing fosters tighter family bonds, increases self-confidence, raises GPA scores, improves spatial skills, and quickens reaction times.  In conclusion, moderate video game playing highly benefits children’s overall mental and social development.        


References:


Delwiche, Aaron, “Massively Multiplayer Online games (MMOs) in the New Media
      Classroom,“  Educational Technology & Society, vol. 9, issue 3, 2006, pages 160-172
    Durkin, Kevin & Barber, Bonnie.  (2002).  Not so doomed:  computer game play and positive adolescent development.  Journal of Applied Developmental Psychology, 23, 373-392.  Retrieved 10/2009, from ScienceDirect.
    Dye, Matthew W.G. & Bavelier, Daphne.  (2009).  Differential development of visual attention skills in school-age children.  Vision Research.  Retrieved 10/2009, from Elsevier.
    Feng, Jing, Spence, Ian, & Pratt, Jay.  (2007).  Playing an Action Video Game Reduces Gender Differences in Spatial Cognition.  Psychological Science, 18, 850-855.
Griffiths, Davies and Chappell, 2003—Griffiths, M. D., Davies, Mark N. O., Chappell, Darren,
      “Online Computer Gaming: a Comparison of Adolescent and Adult Gamers,”  Journal of
      Adolescence, vol. 27, issue 1, February 2004, pages 87-96.
Ho, Shu-Hsun; Huang, Chiung-Hui; “Exploring Success Factors of Video Game Communities in
       Hierarchical Linear Modeling: The Perspectives of Members and Leaders,”  Computers
      in Human Behavior, vol. 25, issue 2, May 2009, pages 761-769.

Oreskovic, Alexei, “China Clamps Down on Activision’s Top Online Game,” Reuters, Nov.
      2009.

    Paraskeva, Fotini, Mysirlaki, Sofia, & Papagianni, Aikaterini.  (2009).  Multiplayer online games as educational tools:  Facing new challenges in learning.  Computers & Education.  Retrieved 10/2009, from ScienceDirect.
Sakamoto, Akira,“Video Game Use and the Development of Sociocognitive Abilities in Children:
      Three Surveys of Elementary School Students,” Journal of Applied Psychology, vol. 24,
      No. 1, Jan. 1-15, 1994, pages 21-42.
Williams, Dmitri, Skoric, Marko, "Internet Fantasy Violence: A Test of Aggression in an Online
      Game"  Communication Monographs, 2009.



Williams, Russel B.; Clippinger, Caryl A. “Aggression, Competition and Computer Games:
      Computer and Human Opponents,” Computers in Human Behavior, vol. 18, issue 5,
      September 2002, pages 495-506.

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