Can Video Games Be A Part Of Healthy Activity

896 words - 4 pages

Did you know that “97% of 12-17 year olds in the US played video games in 2008, thus fueling an $11.7 billion domestic video game industry.”( Video games are entertaining for many people around the world and allows them to feel comfortable with technology. Researchers have argued that video games have both advantages and disadvantages. In the first place, video games can improve eye to hand coordination. Also, different video games have different advantages such as playing “Call of Duty” may improve your reaction time or eyesight. On the other hand, playing too much video games will cause you to fall on academic performance, strain your eyes and causes isolationism between friends ...view middle of the document...

For example, “In August, British researchers found that certain video games, particularly strategic games such as "Starcraft," can increase a player's "brain flexibility," which the scientists described as "a cornerstone of human intelligence. The study, conducted at Queen Mary University of London and University College London, is based on psychological tests conducted before and after 72 volunteers played "Starcraft" or the life-simulation game "The Sims" for 40 hours over six to eight weeks. They found that participants assigned to play "Starcraft" experienced gains in their performance on psychological tests, completing cognitive flexibility tasks with greater speed and accuracy.” In other words, teens or gamers who play “Star Craft” can greatly increase their brain’s performance. As a result, this is the evidence that playing video games does have advantages.

In the Second place, Video Games also have negative aspects for teens or gamers. For example, According to the website called, “”,
The rules are……“A. Playing aggressive games display more verbal and physical aggression to inanimate object and playmates; b. exhibiting more aggressive thoughts among the youths;
c. More likely to attribute hostile intentions to others; d. Correlation between aggressive delinquency and behavior. Reduction of empathy for victims, leading to higher possibility of youths becoming more violent individuals; f. Desensitization to violent behavior; g. Less trust and increased fearfulness;
h. Fall in academic performance;I. Induction of addictive behavior resulting in possible truancy and even stealing to get their "video game fix”; j. Results in greater sedentary lifestyles, poorer eating habits and increased obesity. Reduction in...

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