The harms and benefits of video games 1) A recent article has re-opened the debate about the harms and benefits of young people playing video games. As the article continues to circulate over email and appear on web sites and educator's forums across the country, a good number of writers, bloggers and educational groups are coming forward with their own versions of the truth. 2) The article calls gaming a kind of "sensory deprivation", stating that prolonged immersion in cyber worlds interacting with fictional characters robs gamers of real-world, living, threedimensional experiences. It isn't a new claim, really, just an enhanced version of the age-old criticism that gamers never learn to interact with anything but technology. The article tells us that, at least until age 11, a child's brain must be programmed in 3-D, or "humanized", long before it becomes "digitized" in 2-D using computers and other digital applications. Taking away a young child's opportunity to develop in the living world means his brain will never fully develop as chemistry, physiology and nature intended, it says. 3) Over the years, opponents of gaming have blamed the hobby on everything from attention-deficit to aggression to muscular and skeletal problems, also claiming it both teaches and then allows players to practise harmful behaviours that are eventually translated over to real life. Committed gamers have been shown to face additional health risks, too, most notably childhood obesity and diabetes, not present a generation ago when children actually ran around and played outside instead of spending hours sitting in front of electronic devices. 4) Gaming opponents blame corporations for making parents and teachers believe that technology is effective for increasing learning. How else could anyone be convinced to sit a baby down in front of a television when common sense has always shown that infants learn entirely on their own with no help from anyone but a good set of parents and interactions with the real world? 5) Supporters of gaming, on the other hand, contend that actually the opposite is true. While there isn't a parent around who isn't concerned about the lack of physical activity and potential health risks associated with prolonged periods of inactivity, there are many benefits to playing video games that opponents sometimes seem to miss. Studies have shown that gamers, in fact, become highly skilled social beings and meticulous planners and strategists, both valuable skills in the modern world of work. Muscle and motor skills become enhanced, they say, and gamers become quick-acting, fastthinking problem-solvers, who are specially trained to pursue many of the modern and technical career paths of today, including valuable participation in the military. 6) Young gamers derive many other benefits, too. From learning to read earlier on to soaking up information in many subject areas (not just learning Japanese, either), computer and video games are a fast and fun way of learning. Because young people like doing it, they learn at their own pace and without boundaries. What they are learning depends on the game; but, with a parent's help during the selection process, the results can be quite extraordinary. Although studies show that more boys than girls are playing, girls play, too, thus these games can benefit both sexes. 7) Although psychologists and others who study behaviour aren't exactly sure if video game behaviour carries over into the real world (until recently, research showed that it probably did not), what they do know is that young people often play video games to act out experiences rather than dealing with them in the real world. This, they say, can be very helpful in dealing with stress and anger, as well as enabling young people to act out behaviours (for instance, violence) in a fictional world rather than trying it out in real life. In addition, many young people report playing computer and video games as a way to relax, and not as a means to role-play at all, therefore practising behaviour is not what gamers intend when they play. (Article adapted from The Examiner Education and Schools June 14 2010)
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