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Negative positive effects of Video Games

Negative positive effects of Video Games


Pros and cons were due to the influence of video games on the players. About saying that video games have a positive potential to be explored in order to benefit in the ability to think, and medical aspects of the personality. But contractors also see the potential negative aspects of the video game of aggression, health and success. Therefore, teachers should start with the video game, one of the study of media, as well as realize their weakness. From several studies have found that playing video games can improve players 'skills' to think about. We found the experiment by playing action video games can stimulate changes in their sensory skills, perception and attention, spatial ability.

Other studies have shown that the players were better skills than non-players in the definition of a visual stimulus / sound appear at the same time or not. From the study of elderly people found that older people who play sports simulation videogames show an increase in executive management skills and tasks that require speed of information processing.

Besides having an impact on the thinking aspect of video games also it has an impact on the world of health. From the study of elderly people found that they were more observant This exercise through sports simulation game, and is willing to do the training, because the job was playing a video game (use the console Wii) video games more enjoyable than a passive exercise, or using the treadmill. Other studies have shown that video games can improve the quality of health care services by increasing the ability of doctors to study and while serving patients. Moreover, video games can also increase the patient's participation in the knowledge of the disease, raising the level of knowledge about their disease and improve patient compliance with treatment.

In addition to the cognitive and health, video games also have an impact on human rights. Research has shown that playing video games is associated with high persistence when doing their job. Increased persistence will help to improve the motivation of educational activity. Another study found that video games with prosocial charge increases prosocial behavior of their players. Examples of such behavior will help the experimenter took a pencil down, want to help the next experiment and continue to help the experimenter that the oppressed.

Instead, the opposite side contends that video games still bring harm to the players, such as violence, aggression, negative stereotypes of women or social isolation. Another effect of video games is associated with cardiovascular activity, where players will be cut if the change of physical sports activities, playing games. Next the effect of video games stimulate spasms as a result of viewing the screen too close during the game. The third effect Nintendinitis, pain in his right thumb extensor tendon as a result of video games a few times. The fourth was preokupasi pathological effects of video games, where someone plays the game, to get away from the problem at hand. The final effect is increased aggressive behavior and reduced prosocial behavior, even though both of them are still being discussed.

Other studies have found a negative correlation between video games and the GPA, or value. That is, the longer you play, the lower the performance of the index, or vice versa. Students watch her play and usually have a lower GPA. Players also tend to play video games, to avoid school activities. In addition, several other studies have shown that video games that contain violence increase and reduce behavior agresisivitas help children and young adults.

From various studies examining the influence of video games, there is no doubt that video games have a positive potential to be used in a learning situation. But, nevertheless, teachers and curriculum authorities should consider some of the results of research showing the negative effects of video games, the design of the study. In this video game negative potential can be reduced, and a positive potential can be maximized.


Bibliography


Burgess, S. R., Stermer, S. P., & Burgess, M. C. (2012). Video Game Playing and Academic Performance in College Students. College Students Journal, 376-387.

Donohue, S. E., Woldorff, M. G., & Mitroff, S. R. (2010). Video game players show more precise multisensory temporal processing abilities. Attention, Perception, & Psychophysics, 1120-1129.

Dorman, S. M. (1997). Video and computer games: Effect on children and implications for health education. The Journal of School Health, 133-138.

Graves, L., Ridgers, N., Williams, K., Stratton , G., Atkinson, G., & Cable, N. (2010). The physiological cost and enjoyment of Wii Fit in adolescents, young adults, and older adults. Journal of Physical Activity and Health, 393-401.

Green , C. S., & Bavelier, D. (2006). Effect of Action Video Games on the Spatial Distribution of Visuospatial Attention. Journal of Experimental Psychology: Human Perception and Performance, 1465-1478.

Greitemeyer, T., & Osswald, S. (2010). Effects of Prosocial Video Games on Prosocial Behavior. Journal of Personality and Social Psychology, 211-221.

Kato, P. M. (2010). Video Games in Health Care: Closing the Gap. Review of General Psychology, 113-121.

Maillot, P., Perrot , A., & Hartley, A. (2012). Effects of Interactive Physical-Activity Video-Game Training on Physical and Cognitive Function in Older Adults. Psychology and Aging, 589-600.

Spence , I., & Feng , J. (2010). Video Games and Spatial Cognition. Review of General Psychology, 92-104.

Squire, K. (2003). Designing Game-Based Learning Environments. Dipetik Desember 30, 2012, dari Kurt’s Research: http://website.education.wisc.edu/kdsquire/tenure-files/39-squire-IJIS.pdf

Ventura, M., Shute, V., & Zhao, W. (2012). The relationship between video game use and a performance-based measure of persistence. Computers & Education, 52-58.
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2 comments

Gaming is awesome, makes people get together more than sports do. Keep writing about this
and keep writing about juegos.

Balas

Video games are no longer just a form of entertainment; they are also powerful tools for positive social impact, addressing important issues and driving change.

Balas