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I. Introduction
a. Hook:
With video games being such a significant part of children’s and adolescents’ lives in the
United States as 97% of these people (ages 12-17) play at least one hour a day, it is critical to
understand the true nature of video games and their effects (Granic 1).
c. Thesis (claim):
Although video games are commonly associated with the formation of bad habits, playing
video games is an academically beneficial activity because it improves social interaction, it improves
emotional health needed for good academic performance, and it improves critical thinking skills.
II. Reason #1
a. Topic sentence (summarize 1st point):
Playing video games improves social skills because it is a highly social activity, it improves
communication and interaction with others needed in an academic setting, and it reduces aggressive
behavior.
Thesis Connection: Overall, the cooperation, reduced aggressive behavior, and interactive skills
derived from video games are needed in academics when working with others and so therefore, the
social benefits of gaming make it an academically beneficial activity.
III. Reason #2
a. Topic sentence (summarize 2nd point)
Video gaming improves emotional health by allowing people to have control, relieving stress, and providing
motivation, improving school performance.
IV. Reason #3
a. Topic sentence (summarize 3rd point):
Playing video games improves critical thinking skills by supporting cognitive skills, stimulating different
situations, and using brain functions such as analyzing and planning skills needed for academic success.
B. Research to defend your point
Video games allow people to immerse themselves in different characters, cultures, and situations that
connect to how students must do the same thing often at school (Loo).
Games are suited for individualized learning because they allow people to advance to more difficult
levels when they learn or persist through learning a concept of skill (level) before they can advance.
Video games help children’s cognitive development (Loo).
78% of teachers stated that video games improved student’s test scores and curricular content like
English, math, etc. and 71% of teachers (both national surveys) stated that video games improved
students’ extracurricular knowledge in art, technology, etc (Loo).
Playing video games may help improve a range of cognitive skills such as spatial navigation,
reasoning, and perception (Granic).
According to a long-term study published in 2013, playing video games improved students’ grades
and problem-solving skills and enhanced their creativity (Granic).
Video games improve visuospatial ability on test and improve IQ by increasing measures of working
memory (or the amount of information people can contain at one time). Video games also improve
literacy skills due to the online text communication (Gray).
Shooter games (or “action” games) such as Halo and Grand Theft Auto IV, have many cognitive
benefits. Studies in which people new to video games have played for a set amount of time have
concluded that video games showed more accurate attention, spatial resolution, and visual processing
(Granic 68).
A recently published meta-analysis (Uttal 13) concluded that shooter video games improved the
player’s ability to think about 3D objects and their spacing, a necessary skill in mathematics and
engineering. Especially, the video games provided spatial skill improvements which enhanced skills
taught in high-school and university courses (Granic).
Based on spatial study (Wai 2010), spatial skills improve STEM skills that improve career success
and academic success in STEM (Granic).
Video games provide little information about how to solve a problem and have influenced many
people to begin using trial and error methods in everyday life (Granic).
Two studies testing the direct relation between problem-solving and playing video games
(Steinkuehler and Duncan 2008) and (Adachi & Willoughby 2013) concluded that strategic video
game players have gained better problem-solving skills, improving academic grades (Granic).
A (Jackson 2012) study with 500 12-year old students concluded that playing video games was
associated with enhanced creativity (Granic).
Positive effects of videogame play on visual-spatial skills have been found both in studies (Green &
Bavelier, 2003) and experimental studies Okagaki & Frensch, 1994). Gamers outperformed non-
gamers on a number of visual and spatial tasks, demonstrating faster visual reaction times and
improved target localization and mental rotation (Green & Bavelier, 2003; Achtman, Green, &
Bavelier, 2008; Green & Bavelier, 2007) (Prot 121).
V. Opposing Viewpoint/Counterargument
a. Topic sentence (Opposing Viewpoint)
Many argue that video gaming is not academically beneficial but instead, harmful due to the bad practices
such as aggression, violent behavior, and poor academic performance it can lead to.
VI. Conclusion
a. Restate thesis
Despite assumed harmful effects of playing video games such as bad habits, video games is academically
beneficial because it improves social skills, it provides a variety of emotional benefits, and it improves
several critical thinking skills needed in academics.
C. Call to Action
The many benefits to video games open new doors for a new way to engage in improving a skill set
essential for academic success. For this reason, the younger generation should be allowed the freedom to
play video games, learn, and develop skills without such heavy restrictions from adults. For everyone who
has worried that gaming is a useless activity, now is the opportunity to explore its several benefits that allow
people to improve in important areas of life such as academics while still doing an enjoyable activity.