Positive effects gaming




















Psychology of Popular Media Culture , 4, The ideal self at play: The appeal of video games that let you be all you can be. Psychological Science , 23, From outgroups to allied forces: Effect of intergroup cooperation in violent and nonviolent video games on boosting favorable outgroup attitudes. Journal of Experimental Psychology : General , Art Bamford is a Ph. He completed an M. Sign up for our email today and choose from one of our popular free downloads sent straight to your inbox.

Sign up for our email today and choose from one of our popular free downloads. Your Cart. Visit Our Store. Login Create an account. Parenting Sticky Faith Technology. Art Bamford Oct 8, Will video games make their brains rot? Can anything good come from hours of Zelda? How can I get them to stop playing Fortnite? Building competence One of the most impressive features of video game playing, especially compared with various other ways young people use digital media, are the cognitive benefits.

Exploring autonomy The freedom young people feel playing video games is a bit more of a double-edged sword. Fostering friendship Multiplayer gaming can often appear brutally competitive to adults—and sometimes it is. Help parents and families think and talk differently about digital media with our two-part, ready-to-use parent workshop series. Find out more [1] Ferguson, C. Art Bamford. More From Us. Brad M. Griffin Jan 6, Read the Post.

Griffin Nov 18, Kara Powell Oct 21, Coming together with young people through communal reading of Scripture. As we can see, they become another advanced learning tool that helps users improve their target skills or knowledge. The social side of gaming is addressed more often but with a negative attitude as well: researchers pay attention to the development of addiction in online gamers, isolation from peers, and lack of social contact with family and friends.

This stereotype is based on an excessive type of gamers and not on moderate or naive with little experience gamers who typically use online games as a means to entertain or communicate. Trepte et al. Technology and gaming are often seen as negative influences on the development of social bonds among adolescents and young adults.

However, before such technologies as the Internet and instant messaging emerged, personal contacts were limited to a more or less narrow circle of family members, friends, neighbors, colleagues, and other acquaintances mostly from the same city or country.

Today, adolescents and adults use the Internet, including online gaming, to find friends from other continents and countries, discuss their interests, and share important aspects of their life via social media and gaming as well.

Bonding in online games is also successful because it attracts people with similar interests who are more likely to become friends exactly due to their corresponding perceptions of entertainment and hobbies. In-game terms, these benefits usually include gold or artifacts weapons, spells, etc. I would not say that the gamer will become a leader instantly, but, instead, he or she will use the acquired skills in a real-life setting, thus gaining real benefits from them. In a way, this is true, but one should pay attention to the context in which violent games are defined as negative influences.

If players choose a violent game that encourages or requires cooperation, they are more likely to display prosocial and helping behavior after the game is over Granic et al.

What is more, cooperative gaming decreased the feelings of hostility in individuals compared to those players who preferred to play alone. The research also found that adolescents who preferred playing cooperative games were more likely to be engaged in different civic movements such as charity or volunteering Granic et al. However, the ability to cooperate is one of the major tools that human beings use to conduct research, invent, discover, and share.

Therefore, I cannot agree with opinions that view gaming as a degrading experience. In its core, it targets unique human abilities such as the utilization of language and motion to achieve a goal, analysis, and decoding of abstract concepts and situations to choose the right time to take action, and desire to share positive and negative emotions with other human beings.

Some believe that gamers are those individuals who merely like to play from time to time. Others tend to view gamers as persons significantly immersed in the gaming world, i. The stigmatization of gamers as a social group is possible due to the existing stereotypes about this community.

Gamers are often portrayed in the media as isolated, pale, overweight or malnourished individuals more often male than female who display an apparent obsession with games and gaming culture Grooten and Kowert I frequently notice such stereotypes; they make me wonder whether the marginalization of the gaming community happens precisely due to negative associations Internet addiction, mental illnesses, violent behaviors related to gamers and gaming experience in psychological research.

For example, despite having a rich social life and harmonious relationships with peers, some gamers that I have met confessed that their primary interest in life was gaming and nothing else. Such self-perception is the result of external labels created by pop-culture and internal desire to see oneself as a part of a social group that is famous for its obsession with a particular form of entertainment gaming.

It should also be noted that the uniqueness of a gamer identity is in its duality: when logging in a game, the gamer acquires a new personality or an avatar that she or he will be associated with. The importance of the avatar should not be underestimated. The opportunity to perceive oneself as a supernatural deity or animal is yet another factor that, in my opinion, attracts gamers because they acquire a chance to become someone or something else.

This is the reason why gamers are perceived as escapists who prefer imaginary life to the real one such perception is also one of the major stereotypes about gamers. Life in a virtual community has its established values, beliefs, cultures even that encourage gamers to identify with their guilds e. In the offline world, gamers can also use such markers to show other members of the community their values or allegiance to a certain clan.

Various merchandise sold by the biggest online retailers also helps gamers translate their adherence to a game via key chains, T-Shirts, backpacks, badges, etc. The line between the real and the digital life is clear to some gamers but extremely blurred to others. Special video games have also been used as physical therapy to help stroke victims regain control of their hands and wrists.

Gaming is really a workout for your mind disguised as fun. Studies have shown that playing video games regularly may increase gray matter in the brain and boost brain connectivity. Gray matter is associated with muscle control, memories, perception, and spatial navigation. The stereotype of a shy person who uses video games as a way to escape is not what the average gamer looks like. Past research involving children found that those who played more video games were more likely to have good social skills, perform better academically, and to have built better relationships with other students because of the social and collaborative component to some types of games.

Open-world, mission-based, and multi-level games are designed like complex puzzles that take several hours to solve. Occasionally, the solution varies based on your actions in the game. Learning to think on your feet and strategize in a fast-paced fantasy environment is a skill that can translate to the real world. One long-term study published in showed that children who played strategy-based games showed an improvement in problem-solving skills—and thus, tended to get better grades—the next school year.

Most major consoles now have the technology to get gamers off of the couch and onto their feet.



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