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Gekata [30.6K]
2 years ago
5

The prompt is:

English
1 answer:
Kamila [148]2 years ago
4 0

Answer:

Today, in the United States, 91% of children between

the ages of 2 and 17 play video games (NPD Group,

2011), and a nationally representative study of U.S.

teenagers found that up to 99% of boys and 94% of girls

play these games (Lenhart et al., 2008). In the United States

alone, video games brought in over $25 billion in 2010,

more than doubling Hollywood’s 2010 box office sales of

$10.8 billion in the United States and Canada (Motion

Picture Association of America, 2011). Against this backdrop of nearly ubiquitous play, the popular press regularly

pulses out urgent warnings against the perils of addiction to

these games and their inevitable link to violence and aggression, especially in children and adolescents. Indeed, the

vast majority of psychological research on the effects of

“gaming” has been focused on its negative impact: the

potential harm related to aggression, addiction, and depression (e.g., Anderson et al., 2010; Ferguson, 2013; Lemola

et al., 2011). It is likely that this focus will not diminish in

the near future, in part because of the enormous media

attention garnered when mass killings (e.g., the Columbine

High School slayings in 1999) are associated with youth

who play violent video games (Ferguson, 2007). Most

recently (December 2012), the revelation that the Sandy

Hook Elementary School gunman played shooter games

directly resulted in President Obama requesting Congress

to allocate $10 million for research on the effects of violent

media, especially video games (Obama & Biden, 2013).

Decades of valuable research on the effects of violent

video games on children’s and adolescents’ aggressive

behavior already exists, and this is indeed an important

body of work to consider. However, we argue that in order

to understand the impact of video games on children’s and

adolescents’ development, a more balanced perspective is

needed, one that considers not only the possible negative

effects but also the benefits of playing these games. Considering these potential benefits is important, in part, because the nature of these games has changed dramatically

in the last decade, becoming increasingly complex, diverse,

realistic and social in nature (Ferguson & Olson, 2013). A

small but significant body of research has begun to emerge,

mostly in the last five years, documenting these benefits.

We propose that, taken together, these findings suggest that

video games provide youth with immersive and compelling

social, cognitive, and emotional experiences. Further, these

experiences may have the potential to enhance mental

health and well-being in children and adolescents.

In this article, we summarize the research on the

benefits of playing video games, focusing on four main

domains: cognitive (e.g., attention), motivational (e.g., resilience in the face of failure), emotional (e.g., mood management), and social (e.g., prosocial behavior) benefits. By integrating insights from developmental, positive, and social psychology, as well as media psychology, we propose

some candidate mechanisms by which playing video games

fosters real-world benefits. Our hope is to provide strong

enough evidence and a theoretical rationale to inspire new

programs of research on the largely unexplored mental

health benefits of gaming. Finally, we end with a call to

intervention and prevention researchers to test the potential

positive uses of video games, and we suggest several promising directions for doing so.

Explanation:

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