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Playing Online Games

Effects and other matters

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0% found this document useful (0 votes)
25 views17 pages

Playing Online Games

Effects and other matters

Uploaded by

Mariel Macalla
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Regan: The Physical and Mental Effects of Video Gaming on an Individual’

Regan 1

Laura Regan

Professor Luesink and Professor Savell

HN - 300 - A

The Physical and Mental Effects of Video Gaming on an Individual’s Well-being

Introduction

For decades, “politicians have long been trying to link violent video games to a person’s

likelihood to commit mass violence or hate crimes,” and they have been blaming gaming for the

“glorification of violence in our society” (Nove). With video gaming consoles becoming

commonplace in homes, parents, scientists, and the media question whether or not these

statements are factual, and they wonder if gaming is causing adverse effects on adolescents'

physical and mental health. In reality, no scientific study has been able to demonstrate that a link

between video gaming and violence exists. Despite the media continuously portraying video

gaming in a negative light, research shows that the use of video games during childhood does not

increase the likelihood of one developing aggressive behavior or violent actions. Furthermore,

despite the stigma that video gaming leads one to become antisocial and withdrawn from

physical activity, certain genres of games are shown to help the user develop and practice social

skills, and they are shown to have positive effects on one’s physical health. Additionally, video

gaming is not shown to have any negative consequences on one’s development into adulthood,

and all adulthood markers are still achieved, even if video gameplay reaches 14 hours a week.

Overall, video gaming can have many positive effects on one's physical and mental health, and

any negative effects that are highlighted in the media, are often symptoms of other external

stressors or preexisting conditions.

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Why is Society Fearful of Video Games?

The Media’s influence on how Video games are Portrayed

AlthoAlthough video games have existed for quite some time, in the late 2000s, video gaming

began receiving increased attention in the media. This increased publicity was due to statements

made by politicians in which they would correlate video gaming with violent behavior, stating

that children are likely to mimic the behavior they see on screen and become desensitized to

violent images. For example, in 2019, President Donald Trump was talking about the 2012

Sandy Hook shooting, and he suggested that taking a firm stance against violent video games is

one way to prevent mass shootings (Timm). Similarly, “after a mass shooting in Dayton, Ohio,

House Minority Leader Kevin McCarthy (R-Calif.) offered his take on what helped fuel the

latest round of unspeakable violence: Video games that ‘dehumanize individuals’’’(Bella).

Although these statements made by politicians were not backed by scientific research, they were

capable of convincing the majority of the public that there was a direct correlation between video

games and the development of aggressive behavior. Research shows that video games are not the

cause of violence; however, “74% of adults still believe video games are at least partly

responsible for violence in real life” (Latnisky and Ueno).

Video Games and Violent Behavior

Despite what is being portrayed in the media about video games and violence, “Federal

crime statistics suggest that serious violent crimes among youths have decreased since 1996,

even as video game sales have soared” (“Violent Video Games and Young People - Harvard

Health Publishing”). Additionally, new studies show that many of the previous meta-analyses

that correlated violent video games with increased “violent behaviors, decrease in empathy, and

prosocial behaviors'' utilized “improper control groups and convenience samples,” which skewed

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results (Latnisky and Ueno). Furthermore, other studies show that aggressive behavior is

“influenced by individual and socio contextual variables that are not related to video games”

(Halbrook et al.). This means that many of the previous studies that have found a correlation

between video gaming and an increase in violence have failed to account for an individual's

external risk factors and therefore, their results are invalid.

Not only has research proven previous studies about violence and video gaming to have

invalid results, but a new study, conducted by The Royal Society in 2019, further proves that

there is no association between violent video games and an increase in aggressive behavior

(Przybylski and Weinstein). In this study, British adolescents aged 14 to 15 were surveyed on

their game time and what types of video games they played (Przybylski and Weinstein). This

data was quantified using a previously used gaming engagement measure. The types of games

were sorted using European Union and North American Media rating systems, and “carers

provided evaluations of their adolescents' aggressive behaviors in the past month” (Przybylski

and Weinstein). The results of this study showed that “violent video gameplay is not a

statistically or practically significant correlate of their aggressive behavior as judged by carers”

(Przybylski and Weinstein). In other words, the study showed that “adolescents were not more

or less likely to engage in aggressive or prosocial behaviors as a function of the amount of time

they devoted to playing violent games” (Przybylski and Weinstein). Furthermore, the “pattern of

findings further suggests that links reported in the literature might be influenced by publication

bias, selective reporting, or an artifact of unobserved or hidden moderators” (Przybylski and

Weinstein). This research report is essential as it is able to disprove one of the leading media

rumors about video gaming by showing that there is no connection between video gaming and

the development of aggressive behavior.

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The Positive Effects of Video Gaming

Exergames

E Even though the media and parents are certain that video gaming causes more harm than

good, research shows that playing video games can benefit one’s physical and mental health.

Many parents fear that their child will become an “overweight teenager, cloistered in his room,

and caught up in an increasingly realistic interactive fictional universe, in which he trains to

destroy other virtual characters with determination;” however, many types of video games,

particularly, exergames, are shown to positively impact one’s physical health (Besomebes and

Maillot). Exergames are video games that require the player to interact physically with the game

to control an on-screen character, and it is shown that they encourage the user to engage in

physical activity (Halbrook et al.). “Studies show that engaging in an exergame regimen

significantly improves balance, flexibility, braking force, lower-limb muscle strength, maximal

oxygen levels, and heart rate” (Halbrook et al.). Furthermore, exergames are shown to have

significantly higher levels of enjoyment compared to traditional exercise (Halbrook et al.). For

example, a study found that patients with multiple sclerosis were more likely to adhere to an

exergame-based intervention over a six-month period than conventional exercise (Halbrook et

al.). The positive physical effects of engaging in exergaming show that video gaming does not

lead to a decrease in physical activity or negatively impact one’s physical health; in fact, due to

their higher level of enjoyment, exergames can encourage users to implement and stick to a

fitness routine.

Aside from benefiting one’s physical health, exergames can also positively support

physical and cognitive learning (Besomebes and Maillot). Nonmotor video games, motor video

games, sedentary video games, and active video games all have different effects on an

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individual's mental health (Besombes and Maillot). When an individual plays an exergame, they

are “not only reduced to the strictly mechanical aspects of his (physical) body when interacting

with the control device but he also expresses the tactical aspects of the psychological and

cognitive facets of his body (intentional, emotional, sensory, etc.) that determine his action

choices in the game” (Besombes and Maillot). This shows that exergames are capable of

engaging both the mind and body and that they challenge the player’s emotional and sensory

responses. The cognitive and physical skills that one gains from gaming can be applied to school,

work, and therapeutic dimensions (Besombes and Maillot).

Entertainment Gaming

Exergames are not the only type of games that can benefit one’s well-being;

entertainment games, or games made just for user enjoyment, are also shown to impact one's

abilities positively (Besombes and Maillot). In most cases, entertainment games are shown to

improve one’s hand-eye coordination (Besombes and Maillot). For example, “the practice of

First-Person Shooter video games,” such as Half Life or Call of Duty, “allows the development

of fine skills in the hands, transferable in the context of performing robotic-assisted surgical

operations like laparoscopies. The use of robotic hands, whose gestures are ordered remotely by

the surgeon who executes them in front of a control screen, is very much improved (33% faster

and 37% fewer errors) by the weekly practice of action video games” (Besombes and Maillot).

This statistic is significant as first-person shooter video games are often the ones that are

highlighted in the media for possibly causing aggression; however, as shown, they can be very

beneficial in helping one’s hand-eye coordination.

Not only are entertainment games capable of improving hand-eye coordination, but they

are also able to help improve the overall cognitive function of the elderly (Besombes and

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Maillot). Brain training games, which are a subsection of entertainment games, consist of

exercises such as memorization tasks, arithmetic, or reading, that aim to improve cognitive

function (Besombes and Maillot). Engaging in brain training games is shown to improve “long-

term memory (episodic and sensory), spatial orientation, cognitive flexibility, environmental

decoding, information processing, planning, and ability to multitask simultaneously” (Besombes

and Maillot). Overall, engaging in exergames is shown to help reduce the mental effects of

aging.

Video Games and Social Activity

Despite the stigma that video games make one become antisocial, many video games are

shown to be beneficial to one’s psychological well-being because they encourage social activity

(Halbrook et al.). Video games that have social features, such as a chat room, or the ability to

interact with other live players via headset, provides players with an alternative social outlet and

simulates in-person contact, which positively impacts one’s physiological wellbeing (Halbrook

et al.). These social features are beneficial as they “might promote enjoyable social contact for

those in remote locations, with psychological difficulties, or with other factors that can inhibit in-

person interaction” (Halbrook et al.). Furthermore, “this is further supported by a study that

indicated that individuals high in attachment avoidance can gain secure attachment functions

from participating in social online video-game interaction, in that they can use these social video

games to seek social interaction that suits their particular attachment needs” (Halbrook et al.).

Social video games are also shown to encourage cooperation, communication, and friendship

(Halbrook et al.). A study involving school children showed that these positive relationships and

skills are often maintained outside of the game (Halbrook et al.). The social aspect of video

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gaming can help one develop their social interaction skills and provides those who cannot engage

in in-person interaction with an alternative outlet.

The Effects of Video Gaming and One’s Transition into Adulthood

N Not only does video gaming have positive effects on one's overall health, but research

also shows that video gameplay during adolescence does not lower the chance of successful

transition into adulthood, which is one of the main concerns of parents. A study found that video

games do not appear to be harmful and that adverse effects on the transition to adulthood were

only associated with gameplay that was over 14 hours per week (Latnisky and Ueno). The study

analyzes the National Longitudinal Study of Adolescent to Adult Health and utilizes a life course

perspective to ensure that the research accounts for the changing social context and external

factors that could alter the results (Latnisky and Ueno). For example, this study accounted for a

new life stage called “emerging adulthood,” which is a stage that “resulted partly from the

expansion of higher education and the delays of first marriage and parenting” (Latnisky and

Ueno). This stage is important as it is “characterized by self-exploration and development of

personal networks through leisure activities and hobbies,” which video gaming would fall under

(Latnisky and Ueno). The study tested whether or not video gameplay implies a risk that it

delays the transition to adulthood by evaluating whether video gameplay in adolescence reduces

the likelihood of obtaining adulthood markers (Latnisky and Ueno). As mentioned, the findings

concluded that video games do not appear to be harmful to one’s transition to adulthood. Overall,

the research finds that even at fairly high levels, video gameplay is not problematic for transition

to adulthood (Latnisky and Ueno). “It is instead an increasingly common part of everyday life

with no immediate or inherent negative consequences for an individual's transition to adulthood”

(Latnisky and Ueno).

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The Possible Harmful Effects of Video Games and How they can be Avoided

The Development of Gaming Disorder and other Physical Ailments

A Although one’s mental and physical health can benefit from playing video games, there are

instances where video gaming can cause harm to an individual. As of 2018, the World Health

Organization officially “classified Gaming Disorder in their International Classification of

Diseases,” which is a disease that can develop from excessive video gaming (Ayenigbara). “A

person with Gaming Disorder will demonstrate the following characteristics for at least twelve

months: problems controlling their gaming habits, seeing gaming as more important over other

necessities and daily activities or work, continuing to engage in gaming even after its negative

health and social problems have been identified or are evident” (Ayenigbara). It is “estimated

that about 8.5% of youth exhibit video gameplay addiction, concluding these addicted youths

had a higher likelihood of attention problems and worse grades” (Latnisky and Ueno).

Additionally, it is noted that “first-year college students with video game addiction had lower

expectations for social engagement and lower GPAs at the end of their first year of college”

(Latnisky and Ueno). Overall, someone diagnosed with Gaming Disorder is likely to suffer from

severe withdrawal from society, and it is expected that their everyday life will be significantly

impacted as they begin to become consumed with gaming.

Excessive video gaming can also lead the user to develop other physical ailments. One

common problem that video gaming is associated with is eye issues. “Extensive and fixed staring

at a video game screen causes eye strain,” which can result in “headaches, dizziness and in some

cases nausea” (Ayenigbara). Additionally, persistent gaming may lead to the development of

musculoskeletal problems (Ayenigbara). Video gamers who play excessively are likely to

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develop tendonitis, tendon injuries of the hands and wrists from tendon overuse, and in extreme

cases, hand fractures have been reported (Ayeigbara).

Although these video gaming side effects are severe, research shows that they can be

avoided as long as game time is limited. Additionally, although there are some cases where video

gaming causes physical health problems, there are also cases where it has helped to improve

existing ailments (Ayenigbara). For example, regarding vision, “gamers have an enhancement of

spatial distribution of attention, compared with non-gamers” (Ayenigbara). Furthermore, it also

showed that sufferers of amblyopia, “a blurring of the eyesight due to a fault in the transmission

from the eye to brian,” may benefit from video game therapy and regain visual acuity

(Ayenigbara). This shows that as long as game-time does not become excessive, video gaming is

likely to have more positive effects on one’s mental and physical health than negative ones.

Outside Stressors' impact on Diagnosis and Development of Gaming Disorder

Although the effects of Gaming Disorder are severe, research shows that it is difficult to

determine when one suffers from video Gaming Disorder as it displays similar characteristics to

many other addiction disorders (Ayenigbara). Furthermore, it is difficult to determine if game-

time is the leading factor in the development of Gaming Disorder because it is difficult to

measure. For example, “a large representative sample of children in the United Kingdom found

that those who played video games between one and three hours a day had similar levels of

wellbeing as those who did not play games at all. Although those seeking treatment for internet

addiction played for six to seven hours a day in one sample, a case series demonstrates that even

gaming for fourteen hours a day is not necessarily indicative of addiction, e.g., if temporary and

the gamer is able to cut back when competing demands arise” (Carras et al.)). These varied

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results show that it is difficult to determine whether or not game time can be defined as the

primary attribute for the likelihood of one developing Gaming Disorder.

Additionally, research shows that problematic levels of play, such as those associated

with Gaming Disorder, have been found to reflect other outside stressors in an individual’s life;

therefore, it is difficult to say that video gaming is responsible for any negative impact on an

individual (Latnisky and Ueno). One example of an outside stressor that can influence the

likelihood of one developing Gaming Disorder is parent-child relationship (Cuong et al.). A

study showed that a parent’s discipline style is likely to affect whether or not their child is more

prone to developing Gaming Disorder. The study consisted of three different paper-based

questionnaires: the first tested the child for possible indicators of internet gaming disorders, the

second surveyed the parents and children on the parent-child relationship and parental

supervision and discipline style, and the final survey accounted for the participants' socio-

demographic and socioeconomic information (Cuong et al.). The study found that “the

prevalence of Gaming Disorder was highest among those who received supervision with severe

physical punishment, those supervised without discipline, and those with no parental

supervision” (Cuong et al.). This finding shows that it is challenging to diagnose Gaming

Disorder and understand what causes it because individual factors such as one’s home life, can

increase the likelihood of developing Gaming Disorder.

How Motivation for Playing and one’s environment influence one’s Gaming Experience

Addi One’s motivation for play and the types of games that they play also greatly impact

the effects one will experience from gaming. The mental health effects that one will experience

from video gaming depend on one’s “online and offline social support” and one’s “motivation

for gameplay” (Halbrook et al.). For example, social gaming can have different effects on an

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individual based on the nature of the game. “Social gaming involves playing a video game with

others, and game types can be categorized as either cooperative or competitive. In cooperative

games, two or more players engage in a video game on the same team with the same or similar

goals, whereas in competitive games, two or more gamers play against each other in a

competitive manner” (Halbrook et al.). It is shown that when an individual plays social

cooperative games, “both for moderate periods of time and for social purposes, [they] had

significantly lower levels of psychological symptoms, including depression, stress, and anxiety,

than those who played for excessive periods of time or who played for achievement purposes

[competitive games]. These negative psychological symptoms were further reduced if the player

had both strong online and offline social support” (Halbrook et al.). This study demonstrates that

one’s motivation for play can impact the symptoms one experiences from gaming. Additionally,

this point emphasizes that one’s home life and other external factors significantly impact one’s

relationship with gaming.

The Consequences of Restricting Video Games

China’s Video Game Restriction Policies

In response to the potential harmful effects of excessive gaming, some may suggest

restricting video games as a solution to avoid them. However, as shown by the current policies in

China, restricting video game use may have severe adverse effects on adolescents. “In 2019, the

Chinese government imposed significant restrictions on minors' online video gameplay out of

concerns regarding gaming addiction. These new regulations limited underage gamers to 90

minutes of gaming on weekdays and three hours on weekends and holidays, with a complete ban

on gaming between 10 pm and 8 am” (Carras et al.). In 2021, China increased the strictness of

these regulations by changing the policy “to a limit of one hour of play only on Friday, Saturday

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and Sunday, with the frequency and intensity of government inspections of online gaming

companies increased to ensure compliance” (Carras et al.). The policy is enforced by requiring

citizens to link online game accounts to a real-name registration system for online game accounts

to monitor video game activity (Ceo).

Although these policies may seem like a potential way of preventing children from

developing Gaming Disorder, they fail to “address the need to consider disordered gaming as a

maladaptive solution to another problem” and “deny evidence for the many benefits the

moderative gaming involvement can bring” (Carras et al.). Restricting video gaming may have

severe adverse effects because they “fail to address the other contributing factors that may lead

individuals to use gaming as a coping mechanism, which runs the risk of driving youth to other

maladaptive coping methods such as substance use” (Carras et al.). Furthermore, these policies

only focus on limiting one’s gaming time; however, as mentioned, it is difficult to determine

whether or not game time influences the likelihood of one developing Gaming Disorder, and

therefore, the policies should be altered to address the other risk factors of disordered gaming

(Carras et al.). The current policies in China show that restricting video games is not a solution to

concerns about video gaming and that in order to determine what causes Gaming Disorder,

research must be done to determine what stressors and internal factors predispose one to

developing it.

Conclusion

Although the media continues to associate video gaming with violence and repeatedly

stereotypes gamers, research shows that video gaming does not negatively affect one’s overall

well-being. Research indicates that there is no correlation between video games and the

likelihood of an increase in aggression, and reveals that false statements in the media mostly fuel

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this notion. Furthermore, the negative effects that are often attributed with gaming are often side-

effects of outside stressors, and it is shown that it is difficult to determine if video game time can

be labeled as the main contributing factor to the development of Gaming Disorder. Additionally,

as seen in China, it is more harmful to restrict video gaming, as it can lead to the development of

more harmful coping mechanisms. Overall, video gaming is shown to positively affect one’s

physical health, cognitive abilities, social skills, and overall well-being as long as game time is

not excessive. The power of the media attempts to negatively stigmatize video gaming; however,

research shows that video gaming can be used as a tool that can help us improve all aspects of

our everyday life.

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Acknowledgements

I would like to thank Professor Luesink and Professor Savell for their feedback on my

paper throughout the semester. Both Professor Luesink and Professor Savell helped me to ensure

that my paper was interdisciplinary, and they provided me with great feedback on how to make

my argument and thesis even stronger. I would like to thank Professor Luesink for his suggestion

to reserach the current video gaming restriction policies in China. Additionally, I would like to

thank Professor Savell for encouraging me to look into how the media’s perception distorts

society’s view of video games. Lastly, I would like to thank my fellow classmates in HN-300-A

for providing me with insightful questions and feedback that helped me to enhance my research.

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