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Video Games and Adolescent Mental Development 2
Video Games and Adolescent Mental Development 2
Dominic Schenck
Dr. Cassel
ENG 1201
3/25/2021
Adolescents across the world play video games for long periods of time every
day, and questions have been raised about how it affects the adolescents who play
them. Opponents of video games have raised the claim that video games hurt the
believe that they can be useful and beneficial to players, rather than a negative impact
effects on the mental development of adolescents due to their mature and violent
content and the risk of addiction. However, the effects are not large enough to hurt the
Opponents of video games have expressed concern with the effects that the
mature and violent content included in their gameplay, claiming it causes the
of Duty” and “Grand Theft Auto,” are among many that present high amounts of violent
and mature content, such as fighting, drug use, cursing, and more. Adolescents who
play these mature titles have become “desensitized” to the crude content, meaning that
violence does not generate the emotional response in the brain that normal people
would generate when presented with the same visuals. Douglas A Gentile, Ph.D., who
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does research with the Dana Foundation, stated that adolescents who play high-
violence games experience more change in their rostral anterior cingulate cortex of their
brain than adolescents playing non-violent games, meaning the high-violence players
are less sensitized to the violence (Gentile). This desensitization is claimed to lead to a
promotion of aggressive behavior in the users of mature video games outside of just the
time they play the game. Promoting violent behavior and generating violent, immature
traits could be harmful for adolescents when building themselves for future opportunities
in their lives. The more acceptable that violence becomes to an adolescent as they
develop, the more likely they are to absorb violent development traits.
Playing video games affects the brain in many ways, with constant action filling
the screen that always requires the player to be ready to make a move. Video games
cause a high release of dopamine from the player’s brain. Dopamine causes the frontal
lobes of the brain, which controls the emotions and makes executive decisions on how
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to control them, to function at a lower rate. According to Amy Paturel, research has
shown that just short amounts of time spent in violent gameplay increased reactions in
the brain regions associated with emotions and mental states while slowing activity in
the frontal lobes. (Paturel). This loss of control in the frontal lobe region can cause
continued for hours at a time each day, the frontal lobes of the brain will only continue to
develop at a slow rate, which can greatly affect the control of behavior in adolescents as
they continue to grow. Without strong frontal lobe development, emotions may become
hard to regulate in the future as growth overtakes the declining rate of frontal lobe
aspects of the brain that are crucial to mental development which could result in mental
need to play video games that distracts the player from everything else and harms them
significantly. Video game addiction is more common in the 10-14 age range of
adolescents than the older half of adolescents. The severity of addiction is attributed to
the time when the addiction begins to start. Adolescents who started heavily playing
video games in their elementary years could experience a significant addiction to video
games, to the point where they can become violent or anti-social without them.
nicotine and cocaine. Addiction can cause adolescent’s brains to become distracted
from normal development routines and begin to develop unhealthy traits within the
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development because without them they cannot generate healthy habits and skills that
games. As they spend these long hours gaming, they begin to fail to maintain a balance
between their social life and their social life on the video game. Adolescents who have
become addicted to video games likely only find joy and happiness through these
games, which is the reason they spend so much time playing them. Developing
positive reinforcement given to them by the game and cannot function unless it is on an
activity related directly to video games. Parents have attempted to set limits on the
amounts of play their children may have in a day, and the results were worse.
Adolescents become more anti-social as they play video games less, and the excess
time is spent in agony due to stress related to withdrawals from the game. Video game
existent, but the effects are not as dangerous and harmful as they are proposed to be. A
study in Singapore was conducted to test the credibility of the argument that aggression
is developed in adolescents due to the usage of video games. They sampled a large
portion of their youth and had them play violent video games, and once they were
finished the activity levels in their brains were measured. Most of the youth exemplified
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high amounts of brain reaction to the events in the video games. The results of the
experiment concluded that the current results have concluded that an increasing
amount of research questions whether aggressive video games are a credible source of
determining aggressive or passive behavior (Ferguson and Wang). These results are
comparative with other studies, which have concluded either the same thing, or have
found insufficient data to make a conclusion. This shows that the effects of video games
on adolescents may exist but may require unbelievable amounts of play time to truly
experience significant negative effects on development. The study also concluded that
any data found did not support the hypothesis that video games cause players to
adolescents, but the referred aggression is much more likely within 15-20 minutes of
playing the game, not a long-term aggression. It is scientifically unproven that playing
video games has ever developed someone into an aggressor or has promoted the
video games of being a cause of shootings and other large-scale terrorist acts. These
accusations have not seen any solid supporting evidence for it to rise, making these
accusations faulty and unbased. Committing violent acts in a video game has not
developed any severe aggression traits to the point where mass violence has been
committed. Playing video games within itself does not cause a person to develop into a
violent human being, but it can promote violent behaviors within the time of play.
Addiction to video games due to a dependency on it for joy and happiness is the root
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cause of aggressive behavior, not from simply playing the video game for a short
development are caused by all video games, whether they are non-violent or violent.
This is a false claim, because studies on the subject have concluded that aggressive
traits are developed only from the participation in violent gameplay. Playing non-violent
video games will promote the player to act with good regards while playing violent video
games can result in the opposite. Douglas A. Gentile, Ph.D., from Dana Foundation
talks about a study that took 161 college students, having half play a violent video game
and the other half play a non-violent video game. After playing, the students were asked
to harm or help another student. The results were that those who participated in
gameplay of violent games were often harmful to other students, where the ones who
had played the pro-social games were more likely to assist the students (Gentile). This
evidence shows that the effects of violent video games are violent, but only violent video
The concerns related to video games and their effect on mental development
within adolescents have been intensified when related to an adolescent who has ADHD,
stated that the short-term reinforcement of positive behaviors given to players can be
the root of a serious addiction in adolescents with ADHD because “they may be more
individuals” (Mathews). Due to the high loss of attention span, ADHD players may
become more susceptible to addiction due to their ability to become completely lost in
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the satisfaction produced by the game. The severities of ADHD within adolescents can
be used to predict the amount of addiction the adolescent can have towards certain
games. ADHD symptom severity is the root cause of how much an adolescent who has
ADHD will be affected and the severity of their problematic play if they allow their
The effects of video games on the mental development of adolescents can exist
and become negative for adolescents, but the possible benefits of video games on
mental development are hidden. Video games have been utilized to train people for jobs
and educate children. Video games can utilize positive reinforcement, which is the
continuous rewarding of the wanted behavior so that the behavior will continue.
Companies around the world have begun to implement video games designed to train
people to do the work their company requires (Paturel). Educational games have been
produced globally to help teach young children early concepts that they will learn in
school. Examples of activities in these games would be earning points and unlocking
new items or abilities for a character by solving simple math problems correctly at an
efficient rate. These games work so efficiently because they reward students for doing
well in school-based activities, and as they progress and play more, they develop
positive studying skills and avoid the negative effects that video games can have on
mental development.
through the risks of addiction and the presentation of mature and violent content.
Although the risks of playing video games for adolescents exist, it does not produce any
severe long-term effects and the overall effects are not as drastic as assumed and can
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be avoided or prevented. Video games and their effects on mental development still
require much more scientific study and testing to find more accurate information to
scientifically support the evidence. Video games would benefit if they were able to
suppress the negative effects they have on mental development and find new ways to
promote it instead.
Works Cited
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Gentile, Douglas A. “Video Games Affect the Brain-for Better and Worse.” Dana
affect-the-brain-for-better-and-worse/.
Ferguson, Christopher J., and John C. K. Wang. “Aggressive Video Games Are Not a
Youth & Adolescence, vol. 48, no. 8, Aug. 2019, pp. 1439–1451. EBSCOhost,
doi:10.1007/s10964-019-01069-0.
Gunter, Barrie. Does Playing Video Games Make Players More Violent?, 2016. Internet
resource.
Mathews, Christine L., et al. “Video Game Addiction, ADHD Symptomatology, and
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Paturel, Amy. “Game Theory: The Effects of Video Games on the Brain.” Brain and Life
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Travaglino, Giovanni A., et al. “We Are All in This Together: The Role of Individuals’
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