Lit Review

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Michael Cheung
Rogers
U of U Writing 2010 202
21 March 2015
Literature review
Gaming is a large part of many teenagers lives; it can be a way for them to interact with
others or a way to deal with stress. However, others believe that there is a negative impact for
those who play video games such as weight gain, increase in aggression, and a decrease with
interaction between them and non-online friends. Many different studies have been done to view
the effects of video games on the players, each with different focuses and differing results. Some
studies argue that there is no significant negative impact for those who play video games and that
there may even be positive impacts, while other studies find that there are negative impacts.
While research has been done on the effects of video games the general belief is that it is
negative with some opposition that it can be positive.
One area that some of the studies focused on were the grade point averages of gamers
who were college students. One study done by Vivek Anand published in CyberPsychology &
Behavior pointed out that as video game usage increases, GPA and SAT scores decrease
(Anand). In her study she found an inverse relationship between the two meaning the longer one
spent playing, the lower the GPA as a result. Another study done later in the same journal but by
Elizabeth Wack and Stacey Tantleff-Dunn found that there was no relation between time spent
and GPA (Wack and Tantleff-Dunn). Both studies mentioned gathered their data by survey with
Anand surveying freshmen to seniors of college while Wack and Tantleff-Dunn survey going to
primarily freshmen and sophomores. The two studies as a result of their finding are in conflict

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with one another meaning that the relation between GPA and time spent on video games is not
concrete.
A different area of interests when people look at the effects of video games is the effect
that it has on their social life. In a study done the journal Computers in Human Behavior, social
circles of those who play video games are different than those who dont. In the journal it
mentions that teenagers may slowly get rid of their offline friends for those they form online and
that this can be detrimental to their social skills (Kowert, Domahidi and Festl). The article
continues to talk about the negative consequences of the loss of offline ties stating that offline
social ties are important for supporting adolescents physical and mental health and reducing
deviant behavior (Kowert, Domahidi and Festl). While this journal found negatives effects of
video games to youth the study done by Wack and Tantleff-Dunn found that its participants did
not spend their time in games with strangers but with their friends. It stated that more than half of
its participants in the survey played with friends while less than 8 percent were seen always
playing alone (Wack and Tantleff-Dunn). When asked about playing games or going out with
their friends about nine percent of the results stated that they would prefer hanging out with
friends than be online. So while one study had found that its participants slowly shed away their
friends for more online companions it does not hold true to all as some use it to spend more time
with their offline friends as well.
How the games affect the emotional states of it players is another field that researchers
look into in studies as well. In the Wack and Tantleff-study again it mentioned that its
participants often played the games to relieve stress, loneliness, and boredom (Wack and
Tantleff-Dunn). The results show that playing the games is a way that gamers deal with lifes
problem and that it helps with their emotional state of mind. The survey later states that to do this

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the user would need to be able to manage their time well enough and that such skills are not
usually present in adolescents. However, other studies found a negative influence to those who
play video games that are inherently violent, causing them to develop aggression. Those who
play violent video games in a single-player context were more likely to [exhibit] aggressive
thoughts, and were more likely to expect others to act aggressively in situations of potential
conflict (Mihan, Anisimowicz and Nicki). This study argues that as people play violent video
games they become more violent as a result. A discussion that can be drawn from these two
studies is that there can be positive and negative effects of video games. While it can help with
temporary issues like boredom and stress, it can also increase aggression of the player over a
longer exposure.
(Another paragraph about other studies and findings using atleast two other sources)
(Imaginary conclusion)

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Works Cited
Anand, Vivek. "A Study of TIme Management: The Correlation between Video Game Usage and
Academic Performance Markers." CyberPsychology & Behavior 10 (2007): 552-559. Document.
Kowert, Rachel, et al. "Social Gaming, lonely life? The impact of digital game play on adolescents' social
circles." Computers in Human Behavior 36 (2014): 385-390. Document.
Mihan, Robert, Yvonne Anisimowicz and Richard Nicki. "Safer with a partner: Exploring the emotional
consequences of multiplayer video gaming." Computers in Human Behavior 44 (2014): 299-304.
Document.
Wack, Elizabeth and Stacey Tantleff-Dunn. "Relationships between Electronic Game Play, Obesity, and
Psychosocial Functioning in Young Men." CyberPsychology & Behavior 12 (2009): 241-244.
Document.

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