Draft of Exploratory Essay
How
do Video Games Affect the Brain?
In
2016, studies show that around "sixty-five percent of American households
are home to someone who plays video games regularly" (Entertainment
Software Association). That is more than half of the population of America,
which goes to show that video games are not an uncommon form of entertainment.
In fact, it is a remarkably popular that "67 percent of American
households own a device used to play video games" (Entertainment Software
Association). Although many assume that the reason why it is very well-liked
within society now more than ever is because the population of those who play
video games is male dominated, that statement is false. There are more male
players than female, but statistics show that the gap between them is very
small. About "56 percent of players are male", and "44 percent
are female" (Polygon). Video games have become more popular, and continues
to be more accessible for the whole world, but there are many who worry about
it, if it could possibly damage the mind of those who play it regularly.
Throughout
many years, the media and society have debated on whether if video games are
safe for anyone who play them frequently. Parents worry if these games can harm
the brains of their own children, and could affect their thinking processes.
The media also debates whether these games are suitable for any age, especially
during times of school shootings. There are many factors to take in when
discussing the topic of video games, and although some may think it could
change the behavior of any person in a negative way, others believe that it
could help advance our brain functions, help us understand how the brain works
as well. Although this topic has been debated about for anything, there is
still a main question that is needed to be answered to understand the
questions, which is: How do video games affect the brain?
The
Brain Function
Online
gaming has helped benefit, and even advanced the brain's cognition. An article
from Brain Imaging and Behavior created an experiment to help contribute to
this topic, testing on 19 college students who were considered
"healthy" in gaming standards, and 19 students with Internet Gaming
Disorder (IGD), an unconfirmed disorder which is based on people who play
online games such as World of Warcraft daily, as if it was a job. The students
were put into an internet videogame stimulus to research specific brain regions
in both groups. According to their study, the stimuli " activated brain
regions included the right superior frontal gyrus, right middle frontal gyrus,
right inferior frontal gyrus, left insular lobe and right precuneus" for
the healthy group, while the stimuli activated " brain regions that were
mainly distributed over the right medial frontal gyrus, right middle frontal
gyrus, superior frontal gyrus, bilateral superior temporal gyrus, left
transverse temporal gyrus, right inferior parietal gyrus, right inferior parietal
lobule, right precuneus and right posterior cerebellar lobe" (Jun Liu et
al. 62). These brain regions that were studied are mainly parts of the brain
that receive and process the information given, which is more activated in the
brains of the IGD group than the controlled. IGD gains the information and
processes it in a faster timing, which helps daily when either working,
focusing on school, practicing, etc. Even though the IGD group had more of an
advantage through the statistics, the controlled group did increase their
activation as well, helping their brain region.
Many
assume to believe that brain games are the only way that any gamer could get
any benefit out of playing, but that is not the case. An article from Plos One
demonstrated an experiment that was held to prove that point, only the
difference between the experiment from Brain Imaging and Behavior and Plos One
is that this test was conducted on the elderly. They focused their task on
proving whether these games can help the cognitive functions of the brain, and
can benefit the life of those who play it. After the tests were done, the
“results suggested that playing the Brain Age did not improve the global
cognitive statuses and the attention” (Rui Nouchi et al. 6). Although both
games did show any different results when it comes comparison, they did
indicate that “both training games and transfer tasks
could share the same brain region, prefrontal cortex, and that the transfer
effect of the brain training game on the executive functions and processing
speed could be mediated by the prefrontal regions” (Rui Nouchi et al. 6). Even
though they seem different in the eyes of a non-gaming person, these two games
can both help the executive functions of our brains and help examine
information on what our brains can do.
Not
only do these games help the brain function more advanced than before, but it
could also help practice social issues. An article in the Psychology of Popular
Media Culture conducted experiments with children by giving them video games
that were competitive. The children were interviewed on what the times they
have played games, how long they play games, what games they play, and if they
play competitively. After these results, they understood that these children
were playing competitive games every day, playing games such as Clash of Clans,
Minecraft, Fifa, even Call of Duty. Although these games seem very time
consuming, these children “showed improvements over one
year in conduct problems and peer relationships” (Adam Lobel et al. 7). Even
the violent video games that many parents have worried about helped these
children to communicate with one another, demonstrating teamwork even as young
kids. As the article states, “Team-based competitive play requires cooperation
despite players pursuing competitive, arguably antisocial goals. This allows
for prosocial behaviors amid competition, for example, in games that
specifically enable players to heal or protect their teammates” (Adam Lobel et
al. 8). These types of video games help people of all ages gather up and beat
the anti-social problems one might have. Although it is beneficial, it could
also cause anxieties and stress when played more than frequently.
The Addiction
Constantly playing video game can cause
problems such as stress, depression, and even anxiety. Though it is a form of
entertainment that can be used for free time, most go beyond that time limit,
and face the consequence noted in the article from Journal of Gaming &
Virtual Worlds. They created a public survey for Australian students to take
information on their gaming addiction and rating their addiction using the
Gaming Addiction Scale (GAS), which is a scale that represents the levels of
social anxiety, behavioral inhibition, depression and gaming addiction. After
two months of gathering the information, they realized that the “emerging
adults had higher mean scores on all scales compared to the three other age
categories,” while the “older adults (61 years and above) had the lowest mean
scores on all scales compared to the other three age categories” (Deborah
Vanzoelen et al. 240). Those who are continuing to play as they become adults
become more addicted to video games and start to create a bubble around them,
causing them to have social anxieties and stress because of those games. This
is mainly due to the only competitive games that have become more popular
around the world, and is causing many adults and teens to only focus on their
games than their important task, which could lead to them failing classes or
losing their jobs.
Discussion
Although there are many benefits to
playing video games, it could also damage the mind if played too much than
needed. It has helped many to improve their cognitive and executive functions,
which led to them processing and executing the information given to them faster
than before, but if this is not balanced time wise, it could lead to stress and
depression, hurting the brain. There is no right answer when talking about
video games, and maybe there never will be one. Many would consider games as
this trap to take their children away from the education they need, while
others would suggest that it is beneficial for children. As of now there is no
real reason to take away or even encourage the use of video games, but only the
person themselves can decide on their own whether to use it.
Web Cited
Liu,
Jun, et al. “Functional Characteristics of the Brain in College Students with
Internet Gaming
Disorder.” Brain Imaging and Behavior, vol. 10, no. 40, 2016, 60-68.
Lobel,
Adam, et al. “Gaining a Competitive Edge: Longitudinal Associations Between
Children’s
Competitive Video Game Playing, Conduct Problems, Peer Relations, and Prosocial
Behavior.” Psychology of Popular Media
Culture, vol. 1, no. 1, 2017, 1-13.
Nouchi,
Rui, et al. “Brain Training Game Improves Executive Functions and Processing Speed
in the Elderly: A Randomized Controlled
Trial.” Plos One, vol. 7, no. 1,
2012, 1-9.
Vanzoelen,
Deborah, et al. “The Role of Social Anxiety, the Behavioural Inhibition System
and
Depression in Online Gaming Addiction in Adults.”
Journal of Gaming & Virtual
Worlds,
vol. 8, no. 3, 2016, 231-245.
Comments
Post a Comment