Wednesday, 19 October 2011

Final Essay

Essay topic 2: The impact video games can have on the health of young people.
Video games have become very popular the last few years and the industry has increased enormously (ESA Entertainment Software Association 2011). The annual growth rate for the entertainment software industry was over 10 % from 2005 to 2009, and over $25 billion were spent on video games in the U.S in 2010 (2011). As much as 97 % of American youths between 12-17 years play some sort of electronic game (Lenhart, Kahne, Middaugh, Macgill, Evans & Vitak 2008). 31 % plays every day (2008). With such a large amount of players, video games naturally have a big impact on their lives. In my essay I will look at different opinions and thoughts surrounding the impact video games can have on the health of young people, in both negative and positive ways. In the end I will compare the two sides and see if games really have an adverse effect based on my research.
The concerns surrounding gaming and health risks started already in the 1980s (Funk 2005). The first concerns were physical problems like arm pain, headache and exhaustion (2005). Researchers like Provenzo (1991) soon connected video games to psychological problems.  There has been most research around violent video games (Barlett, Anderson & Swing 2009). The concept is that the player get rewarded and become successful if they hurt others (2009). If someone plays these kinds of games repeatedly over a long period of time, it may affect the player’s behaviour with increased arousal or aggressive thoughts or feelings (2009). Research done by Flemming and Rickwood (2001) indicated that children got noticeably higher heart rate and arousal after playing violent games, compared to nonviolent games or non-digital games. Carnagey and Anderson (2005) found that the player got more aggressive feelings when he got rewarded for violent acts, compared to when he got punished for hurting others.
Numerous methods have been used to prove that violent games lead to aggressive cognitions. With Anderson (2005, 2008, 2009) as one of the main resources, the research has shown that violent video games can activate more aggressive thoughts, anger and hostile attitudes than nonviolent games. Anderson, Sakamonto, Gentile, Ihori, Shibuya, Yukawa, Naito & Kobayashi (2008 p. 2) found that children who frequently played violent video games showed a more aggressive behaviour later on. The hostile conduct may lead to less prosocial behaviour when the affected player interacts with other children in real life (Barlett, Anderson & Swing 2009). 
Another concern is regarded to the question if video games reinforce gender stereotypes. Brenik, Henning, Killen, O’Connor and Collins (2007) points out that male characters often are presented as masculine and violent with big muscles, while the females looks like sexy sex symbols. Beasley and Standley (2002) did a research that revealed that most of the women in video games wear minimal clothing to show off their disproportionately, thin bodies with big breasts. Only one in four characters are female, and that can give an impression that women are less important, and that males are the dominant sex (2002). There were actually less female characters than there was indeterminate gender, consisting of characters like animals or aliens (2002). The sexualized and disproportionately women may also teach children wrong ideals and perception of the female body (Smith 2006).   

Even though violent video games can lead to negative outcomes, some suggest that playing video games can have positive effects on young people. The player can improve their learning, math, skills and vocabulary regardless of what kind of game they play (Barlett, Anderson & Swing 2009). Most of these types of games are non-violent (2009). Video games have many characteristics that indicate that they can be useful to educational purpose. First of all are they interactive (Ritterfeld and Weber 2006). Children learn better when they are active producers, can make their own decisions and their actions make a difference (2006). Interactivity is also important because you must understand your task and complete it correctly in order to continue (2006). You have to use the information you learn in practice straight away, and it’s therefore easier to remember the information better later on (Gee 2005).

Players often get the opportunity to customize the game to fit their own learning style and pace, and this way the game suits different types of people (Gee 2005). Video games are useful to learn problem solving and logic (Raise Smart Kid n.d.). They are built up so the different problems are related to each other and you always have to have an overview (Gee 2005). Children are motivated when they overcome difficult challenges that are frustrating, but doable (2005). Video games have complex challenges and various levels, and the players get motivated when they see that their effort and problem solving is paying off (2005). Playing games gives you better strategy thinking, spatial abilities and hand-eye coordination learning (Raise Smart Kid n.d.).

76% of all teens in America play video games with others and they often have to cooperate to achieve their goals (Lenhart et al. 2008). The kids learn to work together, listen to others and they can play with other people from all over the world (2008).
Today you have a lot of games that activate the children while they play like Dance Dance Revolution, Sony EyeToy and Nintendo Wii (Maddison, Mhurchu, Jull, Jiang, Prapavessis & Rodgers 2007). These games give the players a good work out, while they are having fun, and playing the game could be a possible new way to increase children’s physical activity (2007).

After analysing my material I have found that the research done on video gaming can be very narrow minded. It is not necessary one thing or the other that is correct, but everything has to be but in perspective. If children only play educational video games, they might only benefit from it. If youths only play violent games they may be negatively affected somehow, but they will also get the positive effects like strategy thinking and problem solving (Barlett, Anderson & Swing 2009). It also depends on how much of a heavy gamer you are.

Even though many players experience aggressive thoughts or feelings while playing violent games, these emotions can go away quite fast after they finish playing. As mentioned earlier video games sales have increased enormously the last five years, but statistics show that violent crime has actually decreased significantly (U.S. Department of Justice 2010). This shows that even though video games have a proved impact on young people, it might not be as noteworthy as many researchers believe. Based on my research my opinion is that the negative and positive effects of video games intertwine and balance each other, and varies from person to person, just like any other leisure activity.      

Reference list:
Anderson, C, Sakamonto, A, Gentile, D, Ihori, N, Shibuya, A, Yukawa, S, Naito, M & Kobayashi, K 2008, ‘Longitudinal Effects of Violent Video Games on Aggression in Japan and the United States’, Pediatrics, Vol. 122, No. 5, pp. e1067 - e1072, viewed 11 October 2011, Pediatrics, DOI: 10.1542/peds.2008-1425.
Barlett C, Anderson, C & Swing, E 2009, ‘Video Game Effects - Confirmed, Suspected, and Speculative: A Review of the Evidence’, Simulation Gaming, vol. 40, nr. 3, pp. 377 – 403,
viewed 11 October 2011, Sage Publications, DOI: 10.1177/1046878108327539

Beasley, B & Standley, T 2002, ‘Shirts vs. Skins: Clothing as an Indicator of Gender Role Stereotyping in Video Games’, Mass Communication and Society, vol. 5, nr. 3, pp. 279-293, viewed 11 October 2011, Taylor & Francis Online, DOI: 10.1207/S15327825MCS0503_3

Brenik, A, Henning, A, Killen, M, O’Connor, A & Collins, M 2007, ‘Social Evaluations of Stereotypic Images in Video Games: Unfair, Legitimate, or “Just Entertainment”?’, Youth Society, vol. 38, nr. 4, pp. 395-419, viewed 13 October 2011, Sage Publications, DOI: 10.1177/0044118X06295988
Carnagey, N & Anderson, C 2005, ‘The effects of reward and punishment in violent video games on aggressive affect, cognition and behavior’, Psychological Science, vol. 16, no. 11, pp. 882-889, viewed 11 October 2011, Sage Publications, DOI: 10.1111/j.1467-9280.2005.01632.x

ESA Entertainment Software Association 2011, Industry facts, viewed 13 October 2011, <http://www.theesa.com/facts/index.asp>
Fleming, M & Rick Wood, D 2001, ‘Effects of Violent Versus Nonviolent Video Games on Children's Arousal, Aggressive Mood, and Positive Mood’, Journal of Applied Social Psychology, vol. 31, nr. 10, pp. 2047–2071, viewed 13 October 2011, Wiley Online Library, DOI: 10.1111/j.1559-1816.2001.tb00163.x.

Funk, J 2005, ‘Video Games’, Adolescent Medicine Clinics, vol. 16, no. 2, pp. 395-411, viewed 11 October 20011, via ProQuest Database.

Lenhart, A, Kahne, J, Middaugh, E, Macgill, A, Evans, C & Vitak, J 2008, ‘Teens, Video Games, and Civics: Teen’s gaming experiences are diverse and include significant social interaction and civic engagement’, Pew Internet Project, viewed 12 October 2011, <http://www.macfound.org/atf/cf/%7BB0386CE3-8B29-4162-8098-E466FB856794%7D/PEW_DML_REPORT_080916.PDF>.

Maddison, R, Mhurchu, C, Jull, A, Jiang, Y, Prapavessis, H & Rodgers, A 2007, ‘Energy Expended Playing Video Console Games: An Opportunity to Increase Children’s Physical Activity?’, Pediatric Exercise Science, vol. 19, pp. 334-343, viewed 12 October 2011, <http://www.ehpl.uwo.ca/Publication%20PDFs/eGame%20Pediatric%20Exercise%20Science2007.pdf>.
Provenzo, E 1991, Video kids: Making sense of Nintendo, Cambridge, Harvard University Press.


Ritterfeld, U & Weber, R 2006, "Video Games for Entertainment and Education", in P Vorderer & J Bryant (eds), Playing Video Games: Motives, responses, and consequences, Lawrence Erlbaum Associates, London, pp. 399-414.

Smith, S 2006, "Perps, Pimps, and Provocative Clothing: Examining Negative Content Patterns in Video Games", in P Vorderer & J Bryant (eds), Playing Video Games: Motives, responses, and consequences, Lawrence Erlbaum Associates, London, pp. 57-76.
U.S. Department of Justice 2010 – Federal Bureu of Investigation, Crime in the United States 2009, viewed 14 October 2011, <http://www2.fbi.gov/ucr/cius2009/offenses/violent_crime/index.html>.

Thursday, 13 October 2011

Essay progress

This article is about how video games promote gender stereotypes. I have never thought about that they do that before, and I found the research very interesting.

Beasley, B, Standley, T 2002, Shirts vs. Skins: Clothing as an Indicator of Gender Role Stereotyping in Video Games, Mass Communication and Society, <http://www.tandfonline.com/doi/abs/10.1207/S15327825MCS0503_3>

Essay progress

I found this journal article very useful. They have looked at many interesting theories and the reference they have used has given me a lot of new, important resources.

Barlett, C, Anderson, C & Swing, E 2009, Video Game Effects: Confirmed, Suspected, and Speculative : A Review of the Evidence, Simulating Gaming, http://sag.sagepub.com/content/40/3/377.short

Essay progress

I found this site that I found really informative and intereseting, but it's unfortunately not an academic source. I will however find it useful because now I know what I can search for when I look for scolary sources. I really liked that they enlightened me on the positive effects. Way too many sites only focus on the negative outcomes.

The site I found:
http://www.raisesmartkid.com/3-to-6-years-old/4-articles/34-the-good-and-bad-effects-of-video-games