Behavioral Effects of Computer Games Among Maritime Students in Mats College of Technology

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Category: Science and Technology

Date Submitted: 07/27/2015 08:59 PM

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INTRODUCTION

Computer games are programs that enable a player to interact with a virtual game that serve for fun and entertainment among students. There are many types of computer games available, ranging from traditional card games to more advanced video games such as role playing games and adventure games. 76% of adolescents say they play with friends, either in person or online. (Lenhart, 2008).  This popular form of media has both positive and negative effects on children’s behavior. Computer games are frowned upon by parents as time-wasters, and worse, some education experts think that these games corrupt the brain.  Playing violent computer games are easily blamed by the media and some experts as the reason why some young people become violent or commit extreme anti-social behavior.  But many scientists and psychologists find that computer games can actually have many benefits – the main one is making kids smart, following instructions, hand-eye coordination, fine motor and spatial skills, planning, resource management and logistics, quick thinking, making fast analysis and decisions, perseverance and also for good memory. (Bavalier, 2012)

Some people claim that violent video games are good for you. The scientific evidence directly contradicts this idea. Over 130 studies have been conducted on over 130,000 participants around the world. These studies show that violent video games increase aggressive thoughts, angry feelings, physiological arousal, and aggressive behavior. Violent games also decrease helping behavior and feelings of empathy for others.  (Anderson et al., 2010)

In the United States alone, an estimated 99 percent of boys and 94 percent of girls play video games with 97 percent playing at least one hour per day. But is video game playing necessarily harmful?   A new review article published suggests that we need to look at the positive aspects of video game play, as well as the negative.    According to Isabela Granic and her fellow...