It has been questioned for 30 years whether playing computer games have harmful consequences, just as rock & roll, TV, and even the book is challenged with the same critique.
Most of the national attention is more significant than positive from reported smoking, heightened violence, and different health outcomes like obesity and recurrent strain injuries. I know through my research that explores both sides that the social advantages of playing games online are much more publicitarian than the research on video addiction.
However, there is also a plethora of evidence that indicates that computer games can be used in the area of education and rehabilitation and several experiments that illustrate how video games may enhance response and synchronization of the hand-eye. For instance, a study shows that the ability to visualize space like two- or three-dimensional objects psychologically and manipulate increases with playing video games.
Research by Vikranth Bejjjanki and colleagues in the Proceedings of National Academy of Sciences adds to this long line of study that shows the most beneficial results of video games. Your recently released document shows what other research showed, that players showed improvement in vision, concentration, and knowledge, in playing action video games — kind of fast-paced, 3-D shoot-em-up that is the favorite medium of doomsayers.
Improved information about the regularity and structure of environments can serve as a critical mechanism by which action video games affect vision, attention, and cognition output.
I have listed several features and attributes in my articles that can find video games useful. For example, video games could be exciting and relaxing in an instructional setting, making it easier to hold unequaled attention for a more extended period. Video games are also more attractive for others to learn due to the novelty than conventional approaches.
Video games have an appeal crossing a wide range of demographic lines, including age, gender, ethnicity, and schooling. They can be used to set goals and rehearse, get feedback, strengthen your self-esteem, and keep records of behavior changes.
Their interactivity can spur learning, enabling people to encounter new things, excitement, and learning challenges. There is the chance for transferable skills, complex or unique exercises, such as flight simulators or virtual operations, to be created.
Video games can also be used therapeutically because they are so entertaining. For example, they can be used in more novel contexts as a method of physiotherapy. Many studies have found that children are using fewer painkillers when playing computer games after chemotherapy.
In addition to their amusement appeal, video games have a tremendous educational opportunity. Specific games designed to solve a particular issue or teach a particular talent are top-rated precisely as they motivate, engage, communicate and reward and enhance.
However, the transferability of expertise beyond the framework of gaming is a significant factor. Scientific literature also shows that players who are exceeding video players almost often have detrimental effects. There are few reports that soft play has substantial adverse health effects.