Final 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). Although video games have become more popular and continues to be more accessible for the whole world, there are many who if they could possibly damage the mind of the player. Throughout many years, the media and society have debated on whether 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, even back when the Columbine shooting occurred. 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 they could help advance our brain functions, help us understand how the brain works as well. Video games have the possibility of benefiting the brain’s cognitive and executive functions, but they also can damage the behavioral factors of the brain as well. 
The Brain Function
Figure 1: Courtesy of Environmental Health Perspectives
Online gaming has benefited and even advanced the brain's cognition. The article “Brain Imaging and Behavior” discusses an experiment where scientists tested on nineteen college students who were considered "healthy" in gaming standards, and nineteen 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 were 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 (Liu et al. 62). These brain regions that were studied are mainly parts of the brain that receive and process the given information. However, the IGD group showed more activation in the brain regions than the controlled. IGD gains the information and processes it in a faster timing, which could help with daily activities such as working and focusing on studies. Even though the IGD group had more of an advantage through the statistics, the controlled group did increase its activation as they were using the stimulus, which has helped their brain regions in the same way it helped the IGD’s. Although the results only showed how games made specifically for games could help activate the cognitive functions, other studies show that games of other genres can have the same verdict.
Many assume that brain games are the only way that any gamer could get any benefit from playing, but that is not the case. An article from Plos One demonstrates an experiment to prove that point by conducting it 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” (Nouchi et al. 6). Although both games did show different results when it comes comparison, they revealed 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” (Nouchi et al. 6). Both games that were tested on were completely different from each other, yet they still showed the same results at the end. Even though they seem different in the eyes of a non-gaming person, these two games can help the executive functions of our brains.
Not only do these games help the brain function more advanced than before, but they 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” (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” (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 a change in the player’s behavior.
The Behavior
            Although competitive video games have the chance to help with social skills and communication, they can also cause the players to have aggression. One of the genres that are known to be competitive are shooters and fighting games, which are known as violent video games. Jia-Kun Zheng and Qian Zhang conducted an experiment and discusses it in their article “Social Behavior & Personality: An International Journal”. They tested on different people with different levels of aggression on how their aggression level would be after playing two violent games. The players were put into three groups for research purpose, the first being the ones who have high aggression levels (HA), the second being the one who had moderate levels (MA), and the last being those who had low levels (LA). According to the results, the HA were observed to be significantly more aggressive after exposure to the violent game, whereas children with MA and LA were nonsignificantly more aggressive in the same game-priming situation” (Zhang et al. 1755). Those who were already having aggressive emotions before being tested gained more out of playing these games, which could cause a problem with the behavioral factors. Although it did not affect those were non-aggressive from the beginning, it does have an effect. Not only does this cause a change in behavior.
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” (Vanzoelen et al. 240). Though the older adults did not have much of a difference when playing the games, the level of the young adult’s GAS continued to grow. This could cause problems of their everyday lives, as they get more addictive to these 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.


Work 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, pp. 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, pp. 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, pp. 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, pp. 231-245.
Zheng, Jia-Kun, et al. "Priming Effect of Computer Game Violence on Children’s Aggression
Levels." Social Behavior & Personality: An International Journal, vol. 44, no. 10, 2016, pp. 1747-1759.
“Essential Facts About the Computer and Video Game Industry.” Entertainment Software
Association, https://owl.english.purdue.edu/owl/resource/747/08/. Accessed 1 October 2017.

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