After clearly identifying videogame effects, advantages and disadvantages, the hypotheses mentioned earlier are evaluated thus:
H1: Videogames are the cause of youthful aggressiveness
From the review of related literature, some categories of videogames are seen to be the cause of youthful aggressiveness as supported by Koop 1982 and Dill 2007 who both agree that children become more aggressive after playing aggressive games. Also, Gentile et al (2004) noted that “Playing violent games increases aggressive behaviours, increases aggressive cognitions, increases aggressive emotions, and decreases pro-social behaviours”.
H2: Videogames are suitable for learning.
This hypothesis can be justified because in so many ways, videogames aid in learning. From the review above, it is clear that video games act as an aid and assistance in teaching and impacting knowledge. It also develops the players’ knowledge; especially simulation and strategy games. Also as cited by Snider 2005, some videogames are used as learning aids for children with learning disabilities.
H3: Some videogames affect players’ academic performances negatively
Despite the fact that videogames improve and develop skills in players, some; especially the aggressive and violent ones are seen to affect players’ academic performances in a negative way. This is supported by a Huesmann (1994), who says that violent videogames yield to a negative performance in players’ academics. Also Anderson and Dill (2000) suggest that “children who play computer games do worse than others at school and gamers who play violent computer games are even more vulnerable”. When gamers get addicted, they tend to lose focus and develop an affinity to those games instead of their studies.
CONCLUSION
“Videogames are natural teachers and children find them highly motivating: by virtue of their interactive nature because they are actively engaged with them. These facts make it likely that videogames could have large effects”. Gentile (2004)
Having analysed videogames, and evaluated the identified hypotheses, it can be seen that videogames have very many advantages and disadvantages due to their negative and positive effects on gamers especially the youth who majorly patronize these videogames.
Naturally anything that has advantages also has disadvantages so as videogames are seen to possess advantages; they also have their various disadvantages. Despite the fact that they have very many negative effects leading to their disadvantages, they should not be condemned as they still leave positive impacts on the gamers in so many ways. Some video games like military games contain a level of violence in it, but they still develop problem solving skills in gamers and improve their abilities to provide solutions strategically.
As a recommendation, parents or guardians of gamers of a certain age bracket can try to play these games and actually test them before allowing their children to play them. If they cannot test it themselves, they can get someone to test and analyse these games for them.
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