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Video Games Gives Good Effects To People Like Us Especially The

Students. Video Games Actually Has Benn A benefit To Students, Of


course If not Been Abuse Of Many Students. Studies Shown That Video
Games Affects Their Academic Performances Like: People who play
action-based games make decisions 25% faster. Fast-paced video games
typically require quick thinking to avoid being killed. In real-life
situations, active gamers have a better sense of what is going around
them and are able to make decisions faster. "Action game players make
more correct decisions per unit time. If you are a surgeon or you are in
the middle of a battlefield, that can make all the difference. It helps
students decide Like in school decide what to do in application activity
problems and etc.. Like Julius Ceasar Baua, he can decide faster and
already think the cause of what would be the consequences and
outcomes. German Researchers Conduct a study to students who play
Games Like Super Mario Brothers, Examining the brains of the two
groups using an MRI machine, they found that the gaming group had a
rise in gray matter in the right hippocampus, right prefrontal cortex and
the cerebellum -- areas of the brain responsible for spatial navigation,
memory formation, strategic planning and fine motor skills in the hands.
"While previous studies have shown differences in brain structure of
video gamers, the present study can demonstrate the direct causal link
between video gaming and a volumetric brain increase," study leader
Simone Khn said. "This proves that specific brain regions can be
trained by means of video games." It Improves Students on How they
made something (I.E. project) And Having a plan among it and with
supporting strategies. Video Games Can Be As Effective As One-On-One
Counseling. While video games are often blamed as a cause of mental
illness, studies have shown that they can also be a cure.

In 2012, researchers in New Zealand created a novel way to treat


depressed teenagers with "SPARX," a video game designed to give
therapy to kids in a way that was more fun and active than traditional
counseling. The acronym stands for smart, positive, active, realistic and
x-factor thoughts, strategies that have been commonly used to battle
depression.
The study included 168 teens with an average age of 15 that had
previously sought help or struggled with depression. Half of the group
was randomly assigned to "treatment as usual, which was usually oneon-one counseling over five sessions. The other half played SPARX, a
fantasy game where the subjects created avatars in order to squash
gloomy negative automatic thoughts, and restore order in the virtual
world. Each level taught players basic facts about depression, strategies
for dealing with intense negative emotions and relaxation techniques.
The results for the SPARX group were extremely encouraging. About 44
percent of SPARX players recovered completely from depression while
only 26 percent of the control group were no longer depressed.

In August, British researchers found that certain video games,


particularly strategic games such as "Starcraft," can increase a player's
"brain flexibility," which the scientists described as "a cornerstone of
human intelligence."
The study, conducted at Queen Mary University of London and
University College London, is based on psychological tests conducted
before and after 72 volunteers played "Starcraft" or the life-simulation
game "The Sims" for 40 hours over six to eight weeks. They found that
participants assigned to play "Starcraft" experienced gains in their

performance on psychological tests, completing cognitive flexibility


tasks with greater speed and accuracy.
"We need to understand now what exactly about these games is leading
to these changes, and whether these cognitive boosts are permanent or if
they dwindle over time," study researcher Brian Glass said in August.
"Once we have that understanding, it could become possible to develop
clinical interventions for symptoms related to attention deficit
hyperactivity disorder or traumatic brain injuries, for example."
Conclusion:
The odds of the benefits of Video games are depended unto us because It
is good when you Play it moderately
Video Games Is helpful and fun to us at the same time it gives us good
benefits to us and to Students here, there and could be anywhere in this
world. We must enjoy life, Play video games Moderately.
It is clear from the literature that the effect of video games on the college
campus is both positive and negative. Video games can certainly lead to
negative effects such as social isolation and increased aggression, but
they are going to remain a part of college culture for the foreseeable
future.
Playing games socially as part of balanced lifestyle seems to have some positive
effects.
Some research has shown that video games may be one way to engage students
more in the learning process. This seems especially true in areas involving
analytical skills. They can contribute another way of learning in addition to the
many other pedagogical methods which are currently popular. There is ongoing
research on how to best leverage games in education, if they should be used at all.

Students and educators need to be aware of the dangers of excessive gaming. It can
have academic, social, and spiritual consequences. Students have been known to
completely disconnect from their friends and surroundings when playing games
like World of Warcraft(DOTA). As was shown by several statistics presented
earlier a small percentage of students, especially men, spend a huge amount of time
playing video games. Balance needs to be emphasized as an important part of the
healthy Christian lifestyle, and video games are no exception.

Citations:
Works Cited:
http://www.mensfitness.com/leisure/entertainment/video-game-benefits
http://www.howtogeek.com/180358/can-video-games-make-yousmarter/
http://www.businessinsider.com/heath-benefits-of-video-games-2013-9?
op=1

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