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Essay 2 Draft 2
Essay 2 Draft 2
Essay 2 Draft 2
Justin Prado
21 March 2022
Introduction
Ever since the birth of video games there has been much controversy from every side of
the spectrum. At first it was a monumental occasion to be able to control something and “play”
on a digital screen for the first time with the game Pong being one of the first major video games
that grew in popularity when it first came out. But as time went on the number of video games
increased as well as how many different types of video games came out. Furthermore, the hate
and the negative energy surrounding the effects of video games on youth also increased
dramatically. As did the “positive” energy surrounding the “good” aspects of video games. Just
like how many parents, politicians, and more are quick to point the blame of any major event to
video games. Many other studies rose to rule out how video games do not cause violence. From
here on it is research and studies that are relied on to show whether video games are good or bad.
Many studies have been done to see if video games are bad, including those studies done on
violent video games and their affect on youth, video game addiction, and video game’s
correlation to violence. Other studies have been done to see the positive effects that video games
can have on people using video games in the field of medicine and in the field of education.
Studies that have been done to showcase how video games are bad have been done with
the correlation of video games and violence. In the article “Effects of Violent Video Games on
Anderson and Brad J. Bushman there was a study that focused on the effect of violent video
games and the correlation to aggression. In the study done it was proven that violent video games
played by people did correlate to a higher level of aggression, but it was also questioned whether
different types of video games may affect emotion differently. In another article titled “Is Video
Game Addiction Really and Addiction? Adding Video Gaming to the List of Recognized
Behavioral Addictions Could Help Millions in Need. It Could Also Pathologize a Normal
Behavior and Create a New Stigma.” done by Mark Zastrow is an article done about how video
game addiction should or should not be considered an addiction. In the article there are many
points against having video game addiction as a part of the list for behavioral addictions and
many that allude to video game addiction not belonging on the list. For the most part it is argued
Contrary to the studies that show how “bad” video games are. There is an overwhelming
number of articles that showcase the “good” that video games can bring. The article written by
Pamela M. Kato titled “Video Games in Health Care: Closing the Gap” shows how video games
can be used in the medical field to help in the education of doctors and nurses. The article states
how video games or simulations have been used to teach, educate, comfort, and for management
for all areas of medicine ranging from professionals to patients. Video games in the medica field
can be used to put new nurses and doctors in simulations that simulate real life scenarios. This
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allows for people to get the training and experience they need without having to deal with the
consequences of the real world. Video games have also been used to calm patients in anxiety
management and therapeutic care. Pamela also goes on to explain on how new and small scaled
the research on video games in the medicine industry is. She goes on to state that the potential of
video games in the industry is unknown, but from what there is right now; there is room for so
much more development and growth. Continuing from the education standpoint, the articles
“Video Games as Learning Environments for Students with Learning Disabilities” by Simpson
S. Elizabeth, “Video Games to Reading: Reaching out to Reluctant Readers.” By Kristie Jolley,
“Engagement in Play, Engagement in Politics: Playing Political Video Games.” By Jansz Jeroen
and Joyce Neys, and lastly “Video Games and Classical Antiquity.” by Dominic Machado and
Paul Christesen all show how video games can and are being use positively in terms of
education. In the article written by Simpson titled “Video Games as Learning Environments…”
Simpson explains how video games can be used to give students with disabilities a learning
environment that is made specifically for them. Simpson continues by stating that learning
environments produced through video games may facilitate learning and education for students
by giving them a curriculum that is customized to them. With this customization and the fact that
video games tend to “hook” students video games create the ideal learning environment.
Simpson states that with the learning environments and a learning curriculum provided by video
games, disabled children can reach their potential much easier. In the article “Video Games to
Reading…” written by Kristie Jolley, there is research provided that video games can and do
help reluctant readers become more comfortable in reading. In the article it is stated that graphic
novels based upon video games that the students have played or read about providing a strong
starting point for students that are reluctant to read. From there the students were able to be
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bridged onto more difficult texts slowly once they were hooked by the graphic novels related to
video games. In the book chapter “Engagement in Play, Engagement in Politics…” by Jansz
Jeroen and Joyce Neys, it is mentioned how for a democracy to work correctly there must be an
ample public that votes and actively engages in civic activities. Though through data it is obvious
that civic engagement is on the decline as less and less people are voting each time. The authors
hypothesize that if video games are used educate and inform people of the necessities and
importance of voting then civic engagement can go on the rise. Compared to other studies on the
effects of video games with education, it is not wrong to assume that games on civic engagement
may help greatly in trying to improve poll statistics. The last article “Video Games and Classical
Antiquity” by Dominic Machado and Paul Christesen states how video games can be used to
teach about history with a more “hand on” approach. With video games students do not have to
fly to Rome to learn about the coliseum, but instead can have access to it through the use of
virtual reality games. Video games can be used to simulate historical events as well to be able to
allow students to understand and grasp the concepts with much more ease.
With the studies done on video games to showcase both the good and bad of allowing the
youth to have access to them, it is overwhelming how much more data, articles, resources,
research, and books there are on the good that video games do compared to the bad that they do.
In an article titled “Do Video Games Kill?” written by Karen Sternheimer it is stated that despite
all the hate and controversy there is against video games and how they manipulate the youth to
do violent acts, there is no evidence that clearly draws the line and the correlation between
violence and video games. In the article it is stated that “even the FBI states that because school
shootings are so rare, there is no definitive general description to pin down a “typical” school
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shooter”. With this article and much more like it, there is simply not enough evidence to blame
video games for the violence that happens in the real world despite all the violent video games
out there.
Conclusion
With the data, statistics, research, and studies showcased by all these articles, it is
obvious that video games tend to be more useful and productive to society than not. There is just
too much data that focuses on the good of video games and not enough bad video games to
summarize that video games are mainly bad for the youth. Although there is indeed evidence that
video games are bad and do not really help in certain aspects of life, it is safe to say video games
are good.
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References:
Anderson, Craig A., and Brad J. Bushman. “Effects of Violent Video Games on Aggressive
vol. 12, no. 5, [Association for Psychological Science, Sage Publications, Inc.], 2001, pp.
353–59, http://www.jstor.org/stable/40063648.
CHRISTESEN, PAUL, and DOMINIC MACHADO. “Video Games and Classical Antiquity.”
The Classical World, vol. 104, no. 1, [Johns Hopkins University Press, Classical
Elizabeth S. Simpson. “Video Games as Learning Environments for Students with Learning
Disabilities.” Children, Youth and Environments, vol. 19, no. 1, University of Cincinnati,
environments” stated by Elizabeth. She goes on to state that perhaps disabled children are
not necessarily disable but just need a little help to reach their potential.
Jolley, Kristie. “Video Games to Reading: Reaching out to Reluctant Readers.” The English
Journal, vol. 97, no. 4, National Council of Teachers of English, 2008, pp. 81–86,
https://doi.org/10.2307/30047252.
Kato, Pamela M. “Video Games in Health Care: Closing the Gap.” Review of General
Neys, Joyce, and Jeroen Jansz. “Engagement in Play, Engagement in Politics: Playing Political
Video Games.” The Playful Citizen: Civic Engagement in a Mediatized Culture, edited
by René Glas et al., vol. 1, Amsterdam University Press, 2019, pp. 36–55,
http://www.jstor.org/stable/j.ctvcmxpds.5.
sternheimer, karen. “Do Video Games Kill?” Contexts, vol. 6, no. 1, [Sage Publications, Inc.,
http://www.jstor.org/stable/41802732.
Zastrow, Mark. “Is Video Game Addiction Really an Addiction?: Adding Video Gaming to the
List of Recognized Behavioral Addictions Could Help Millions in Need. It Could Also
Pathologize a Normal Behavior and Create a New Stigma.” Proceedings of the National
Academy of Sciences of the United States of America, vol. 114, no. 17, National Academy