Professional Documents
Culture Documents
on Children
The prevalence of video games in our society is steadily increasing, and shows no signs
of stopping. Today, 94% of children play video games, and in a society where video games are
so commonplace, their effects of video games on children are more than just noticeable, but a
serious concern. So what are these effects? Should parents worry about their children playing
video games? And what can be done today to help video games contribute to a better world
tomorrow?
What game genres are most popular among children, and what different influences do they
have?
Do the positive and negative effects of video games balance out, or does one outweigh the
other?
Is the video game issue something weve seen before in another form, or is it something
brand new?
My aim is to simply give an informed, educated review into the effects of video games on
children, not skewed by the largely negative portrayal of video games in popular media. I hope those
reading this who dont have much experience with video games can take away an extent of
understanding on the topic, as well as formulate some informed opinions, and those who do have
experience with video games can reflect on the thoughts presented and relate them to their own
experiences and opinions, as I know I will whilst researching and writing this. However, personally, I
would like to simply learn more about a fond pastime in my life, and see my own opinions proved
right or wrong.
My View
I am a child, and an avid gamer. I dont play video games addictively, but I certainly dedicate
a lot of my time and money to video games. This isnt a problem for me; Ive been taught the
importance of prioritisation and I always put school in front of video games. But, as a leisure activity,
I gladly enjoy this hobby of mine, and have no plans on giving it up in the near future.
Now imagine I had just stopped at I am a child, and an avid gamer. Chances are you dont
think as highly of me as you would if I had continued. Ive had plenty of experience with this; once
people learn this about me, they fit me into a stereotype created by Big Media. If youre a child
gamer, youre ignorant. Youre apathetic. Youre a troublemaker. Youre antisocial. You do poorly in
school. Youre violent. Youre desensitised. And the list goes on. This has become a bit of a problem
for me, to a point where I feel the need to hold back on telling people about my hobby, to avoid
being judged in this way.
For example, very often whilst doing my homework, I decide to give my mind a break and do
what I enjoy; play video games. But in the middle of an online match, my dad will walk by me, and
ask something along the lines of Dont you have homework to get done? Why are you playing your
games? Of course, Ill tell him that Ive done my homework or am working on it, and I was just
taking a quick break, but my dad, more often than not, is clearly still sceptical, and, not believing me,
asks me to show him
Figure 1
what Ive done. I
believe seeing me
playing a video game,
rather than perhaps
reading a book, is what
put my dad in a
mindset to not believe
me, influenced by the
Local/National opinion
To learn what my local community thought on the topic of children and video games, I was
active in gathering data through two means. The first was a quick, simple survey conducted online,
which gathered over 40 responses across a number of different demographics. The second was a
series of interviews with three people, with knowledge relevant to the topic:
Meredith Stevens, a science teacher at Huntingtower, who, being a teacher, has much
experience working and interacting with children, as well as being a science teacher, has
substantial knowledge of psychology and other sciences relevant to the topic.
Dr. Jamie Magidan, a freelance writer with a PhD in psychology, specialising in the
psychology of video games. Dr. Magidan has written for a number of scientific journals,
presented at many conventions, and is currently writing a book on the psychology of games.
He also runs a blog, www.psychologyofgames.com, through which he frequently posts short
articles on his field of expertise.
Rebecca Simandjuntak, my mother, who has seen me grow up with video games, and
played a huge part in how they affected who I am today, and who I will be in the future. She
has seen the effects of video games on children first-hand.
(Figure 3)
Desensitisation, violence, and antisocial were words that came up often in my research, but
so were coordination, education, and dexterity. I would have expected the results to be more
weighted towards the negative effects, but it seems that both positive and negative effects were
quite well balanced out, both in the survey and interviews. Statements suggesting that video games
increase spatial imaging skills, problem solving, manual dexterity, etc (Dr. Madigan) really
contrasted with statements like games normalise antisocial behaviour, eg. it is OK to disrespect
women and smash up cars (Ms Stevens) to show the true broadness of the topic, and by extension,
the communitys beliefs. My initial thoughts are already beginning to be debunked.
Figure 4
Do the positive and negative effects balance out, or does one outweigh the other? (Figure 4)
This was a question that brought up the answer it depends quite often. While there were some
that had strong opinions one way or the other, all three interviewees as well as about 50% of the
surveyed followed up their answer by mentioning that there is no one answer for every case out
there. More specifically, the reasoning behind this answer was that video games are mostly positive
Figure 5
What can be done to help video games contribute more positively to society?
(Figure 5)
One thing that I noticed here was that it seems that demographics played a big role in opinions.
Unlike the results from the other four questions posed, the responses from each age group were the
result of what they had experience with at that age. Children that responded almost exclusively
mentioned that integrating video games with education would be the best solution, while the older
age groups mentioned things such as reduced violence and more restrictions by parents.
Video games are a way of life now, theres no point in denying it. Now its up to us to deal with
it, mentioned Mrs Simandjuntak. I found this very interesting, the thought that much of the older
generation, as people that grew up without video games, still think that video games can be changed
Global situation
Global situations and studies are rather limited, in that the vast majority of the video game
market, both producers and consumers, are based within first world (and some second world
countries. Video games are a luxury; that is a fact. As such, the issues surrounding the effects of
video games on children are only visible in countries where video games are widespread.
How the effects of video games on children affect the world as a whole has both a negative and
positive side to it, and so has been the midst of controversy since their appearance on the market.
The main influence that the topic of has in the world concerns education. Video games are a fairly
new form of media, and they have proven a uniquely competent tool in tapping into the psychology
of children, keeping them interested and mentally stimulated. Recently, video games have been
discovered as a useful educational tool and attempts have been made to incorporate them into the
traditional classroom model, with largely positive results. Statistics also show that video games are
becoming increasingly trusted by gamers and non-gamers alike (Figure 6). However, a secondary, more
negative issue that arises with the
Figure 6
topic concerns how video game
violence provokes aggression in
children that play them, and how
this influence can be carried out
later in life. Several infamous cases
of child aggression, particularly
school shootings, can be noted here
and linked to simulated video game
violence, and a number of case
studies have produced results to
support this.
One case study, conducted by a handful of teachers across the United States, demonstrated how
useful video games could be as an educational tool by incorporating
(Image 3)
Solutions
Based on the local, national and global cases made and presented, there is no longer debate
over whether or not video games have an effect on children; the answer is yes, backed up by the
global case studies discussed, expert opinions, and the survey analysis. However, the question of
what these effects actually are comes down to a number of variables, particularly age, background,
and the nature of the video games in question.
This means that the issue must be brought around to one factor that all children around the
world have in common: education. Although they are relatively new on our shelves, video games
have already been proven to be a brilliantly powerful learning tool for children, by utilising creativity,
imagination, interactivity and immersion in a way that no other learning tool can. Children are much
more capable of taking in information and behaviours from an interactive video game than they are
Conclusion
The topic of this essay was The Effects of Video Games on Children, and discussed the
different effects video games specifically had on children, why they influence children the way that
they do, and what can be done to help reinforce the positive effects of video games while countering
the negative ones, allowing video games to contribute more positively to the future of society.
Why do children play video games?
Because video games employ a combination of features that children are hard wired to pay
attention to (Dr. Madigan). Children naturally have shorter attention spans than adults, and video
games provide them with constant action and excitement, as well as instantaneous feedback on
whether they are succeeding or not, both of which are things that cant be obtained in the real
world. This is understood based on expert opinions and professional information from psychologists
and scientists specialising in the field, as well as public opinion from a survey conducted on the topic.
Enforce harsher age and advertising restrictions on video games, as well as implement
more parental restriction options. To prevent children from being exposed to things that they are
not yet prepared to deal with, including violence,
(Image 7)
drugs and sex, harsher age restrictions
must be enforced, similar to guidelines enforced in
television and film. Additionally, appropriate
advertising (eg. only advertising during late night
and prime time television) for violent video games,
and more attempts to implement parental
restriction options by game developers (eg. a
toggle option for blood and gore), would obviously
assist towards solving the issue at hand. This
Image 7
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