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Angelene Williams
Draft Issue Exploration
English 1010
11 November 2016

How Do Videogames effect humans mentally and physically?

After researching from many different reliable sources through databases at the Salt Lake
Community College, articles uncovered a lot of information about my topic. After looking over
multiple different perspectives on the topic, articles showed more negatives in video games
rather than positives. After reading nine different articles, video games do have a few positive
effects on health. In all of the articles, studies were done to prove the different cognitive
behaviors between children to adults.
The articles, Brain Boosting Power of Videogames and The Benefits of Playing Video
Games, formed a strong opinion that video games improve cognitive behavior. Both articles
mention that faster shooter games improve faster processing of information and flexibility. In
the article, Brain Boosting Power of Videogames, it points out that mindless video game playing
may encourage growth of brain cells.
Another article that found a positive approach to video games was, A Meta Analysis of
Active Video Games on Health Outcomes among Children and Adolescents. The study was
conducted on the following active video games: Dance Dance Revolution, Wii Fit, and Kinect
Sports. There was a controlled and non controlled group during the study. Physiological
responses were higher and showed a much more positive attitude and liking for the game.
Optimistic messages for the overall health were shown through the study. Body positivity and a
significant difference in weight were shown in the charts.
There are a lot of positives for video games, but I then discovered multiple negatives on
the issue. The article, Problematic use of Video Games and Substance Abuse in Early
Adolescence, did a cross sectional study between middle and elementary school students. One
thousand, one hundred and fifty-six students between sixth to eighth grades were tested for
PUVG. The studies show that there are much higher risks for younger adolescences. Scientists
found the games to be more addictive in children than adults. The study determined the different
ranges and percentages on how much each age group plays video games. Ninety-two percent

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video game playing was from middle school students. Eighty-seven percent video game playing
was from high school students. Eighty percent of fifteen to seventeen year olds play video games
most of the time. PUVG related to aggressive tendencies and heavy game usage correlated to
more severe psychological problems. Not only were psychological problems found, but also
greater degrees of unhappiness and depression. Video game players had more signs of obesity
from sitting for hours to play the games. Substance consumption was more likely along middle
scholars and young children from playing the games. The Italian study called Pinocchio was
done in 2015. It used the age group of students between sixth to eighth grades. Twenty percent
did not participate in the study, but everyone else did. The study had one hundred and thirty-six
questions covering all health risks factors. Simple questions asked if someone ate fruit daily or
how many hours of sleep they received at night. The study overall showed that adolescents who
played more video games had less sleep at night. Not only were they lacking in sleep, but they
had less money and interest in sports and school was affected.
The article, Game Transfer Phenomena Scale an Instrument for Investigating the
Nonvioltional Effects of Video Game Playing, recorded the visuals of mind and body. The article
investigated the non violent areas of the brain and the effects it has on the brain. The study
showed results that the brain still experiences the game in all parts of the brain. The areas that
normally wouldnt be under stress are under a certain amount of stress. There is still a certain
impact and amount of distress the video games have on cognitive skills. Impairment and other
functionality of judgment are numbed in the brain while playing.
Bradford Pennsylvania, Center for Internet Addiction Recovery, states that video games
are very addicting. The article, Understanding Online Gaming Addiction and Treatment Issues
for Adolescents, understands that video games can be very addicting and hard to stop. Studies
being done have shown that players suffer with extreme emotional problems. They find that
video games are emotionally draining and time consuming. Not only are games hard to stop once
players start, but they begin to have withdrawal and anger from not playing the games. Many
gamers use games as an escape and have a loss in other daily activities. The article states how
parents can stop their kids from playing games so much. For example, look for more physical
activities, get more involved in school, and set a time limit to play the games.
When it comes to video game graphics on the brain, How real is too real to the Law?
Realism versus Right of Publicity in Video Game Design, article talks about how graphics are
getting too real and when is it going to be too real. Gamers love graphics that are real with a
fantasy plot. Not only do video games cause problems on mental health, but there is a concern
with breaking certain copyright laws. Guitar Hero was originally shut down because of being
sued for all of the copyrights on the songs. Also, it was shut down due to the images of the
original characters who may have not wanted to be presented on the game. The public is
concerned about how real is too real for our children to be playing video games.

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After looking over each of these articles, results indicate that physical video games are
beneficial to mental and physical health. On the other hand, the majority of the articles indicate
that sitting video games are not beneficial to mental and physical health. Recent studies are
showing that video games are not contributing to health in beneficial ways such as: less sleep,
obesity, abuse of substance, addiction, withdrawal, lower grades, less physical activity, mental
stress, and eye strain.

Litty, Jamie M. "How Real Is Too Real For The Law? Realism Versus Right Of Publicity In Video Game
Design." Journal Of Broadcasting & Electronic Media 60.3 (2016): 373-388. Academic Search Premier.
Web. 20 Oct. 2016
Bavelier, Daphne, and C. Shawn Green. "The Brain-Boosting Power Of Video Games." Scientific
American 315.1 (2016): 26-31. Academic Search Premier. Web. 20 Oct. 2016.
Ortiz de Gortari, Angelica B., Halley M. Pontes, and Mark D. Griffiths. "The Game Transfer Phenomena
Scale: An Instrument For Investigating The Nonvolitional Effects Of Video Game
Playing." Cyberpsychology, Behavior & Social Networking 18.10 (2015): 588-594. Academic Search
Premier. Web. 20 Oct. 2016
Gallimberti, Luigi, et al. "Problematic Use Of Video Games And Substance Abuse In Early Adolescence:
A Cross-Sectional Study." American Journal Of Health Behavior 40.5 (2016): 594-603. Academic Search
Premier. Web. 20 Oct. 2016.
Gao, Z., et al. "A Meta-Analysis Of Active Video Games On Health Outcomes Among Children And
Adolescents." Obesity Reviews 16.9 (2015): 783-794. Academic Search Premier. Web. 20 Oct. 2016.
Isabela Granic., Adam Lobel., Rutger C.M.E Engels, "The Benefits of Video Game Playing." American
Psychologist (2014) scholarly online journals. Web 1 Jan. 2014
Kimberly Young., "Understanding Online Gaming Addiction and Treatment Issues For Adolescents."
American Journal for Family Therapy (2009) scholarly online journals. Web

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