Control ( 20)
The training period was 4–24 weeks (mean = 11.49; S.D. = 6.88). One study by Lee et al. had two length periods and total hours because the study examined video game training of two types. The total training hours were 16–90 h (mean = 40.63; S.D. = 26.22), whereas the training intensity was 1.5–10.68 h/week (mean = 4.96; S.D. = 3.00). One study did not specify total training hours. Two studies did not specify the training intensity. The training periods and intensities are in Table 8 .
Periods and intensities of video gaming intervention.
Author | Year | Length (Week) | Total Hours | Average Intensity (h/Week) |
---|---|---|---|---|
Gleich et al. [ ] | 2017 | 8 | 49.5 | 6.2 |
Haier et al. [ ] | 2009 | 12 | 18 | 1.5 |
Kuhn et al. [ ] | 2014 | 8 | 46.88 | 5.86 |
Lorenz et al. [ ] | 2012 | 8 | 28 | 3.5 |
Lee et al. [ ] | 2015 | 8–11 * | 27 | n/a |
Martinez et al. [ ] | 2013 | 4 | 16 | 4 |
Roush [ ] | 2013 | 24 | ns | n/a |
West et al. [ ] | 2017 | 24 | 72 | 3 |
West et al. [ ] | 2018 | 8.4 | 90 | 10.68 |
The training length was converted into weeks (1 month = 4 weeks). ns, not specified; n/a, not available; * exact length is not available.
Of nine eligible studies, one study used resting-state MRI analysis, three studies (excluding that by Haier et al. [ 40 ]) used structural MRI analysis, and five studies used task-based MRI analysis. A study by Haier et al. used MRI analyses of two types [ 40 ]. A summary of MRI analyses is presented in Table 9 . The related resting-state, structural, and task-based MRI specifications are presented in Table 10 , Table 11 and Table 12 respectively.
MRI analysis details of eligible studies.
MRI Analysis | Author | Year | Contrast | Statistical Tool | Statistical Method | Value |
---|---|---|---|---|---|---|
Resting | Martinez et al. [ ] | 2013 | (post- > pre-training) > (post>pre-control) | MATLAB; SPM8 | TFCE uncorrected | <0.005 |
Structural | Haier et al. * [ ] | 2009 | (post>pre-training) > (post>pre-control) | MATLAB 7; SurfStat | FWE corrected | <0.005 |
Kuhn et al. [ ] | 2014 | (post>pre-training) > (post>pre-control) | VBM8; SPM8 | FWE corrected | <0.001 | |
West et al. [ ] | 2017 | (post>pre-training) > (post>pre-control) | Bpipe | Uncorrected | <0.0001 | |
West et al. [ ] | 2018 | (post>pre-training) > (post>pre-control) | Bpipe | Bonferroni corrected | <0.001 | |
Task | Gleich et al. [ ] | 2017 | (post>pre-training) > (post>pre-control) | SPM12 | Monte Carlo corrected | <0.05 |
Haier et al. * [ ] | 2009 | (post>pre-training) > (post>pre-control) | SPM7 | FDR corrected | <0.05 | |
Lee et al. [ ] | 2012 | (post>pre-training) > (post>pre-control) | FSL; FEAT | uncorrected | <0.01 | |
Lorenz et al. [ ] | 2015 | (post>pre-training) > (post>pre-control) | SPM8 | Monte Carlo corrected | <0.05 | |
Roush [ ] | 2013 | post>pre-training | MATLAB 7; SPM8 | uncorrected | =0.001 |
* Haier et al. conducted structural and task analyses. + Compared pre-training and post-training between groups without using contrast. TFCE, Threshold Free Cluster Enhancement; FEW, familywise error rate; FDR, false discovery rate.
Resting-State MRI specifications of eligible studies.
Author | Year | Resting State | Structural | ||||||
---|---|---|---|---|---|---|---|---|---|
Imaging | TR (s) | TE (ms) | Slice | Imaging | TR (s) | TE (ms) | Slice | ||
] | 2013 | gradient-echo planar image | 3 | 28.1 | 36 | T1-weighted | 0.92 | 4.2 | 158 |
Structural MRI specifications of eligible studies.
Author | Year | Imaging | TR (s) | TE (ms) |
---|---|---|---|---|
Kuhn et al. [ ] | 2014 | 3D T1 weighted MPRAGE | 2.5 | 4.77 |
West et al. [ ] | 2017 | 3D gradient echo MPRAGE | 2.3 | 2.91 |
West et al. [ ] | 2018 | 3D gradient echo MPRAGE | 2.3 | 2.91 |
Task-Based MRI specifications of eligible studies.
Author | Year | Task | BOLD | Structural | ||||||
---|---|---|---|---|---|---|---|---|---|---|
Imaging | TR (s) | TE (ms) | Slice | Imaging | TR (s) | TE (ms) | Slice | |||
Gleich et al. [ ] | 2017 | win–loss paradigm | T2 echo-planar image | 2 | 30 | 36 | T1-weighted | 2.5 | 4.77 | 176 |
Haier et al. [ ] | 2009 | Tetris | Functional echo planar | 2 | 29 | ns | 5-echo MPRAGE | 2.53 | 1.64; 3.5; 5.36; 7.22; 9.08 | ns |
Lee et al. [ ] | 2012 | game control | fast echo-planar image | 2 | 25 | ns | T1-weighted MPRAGE | 1.8 | 3.87 | 144 |
Lorenz et al. [ ] | 2015 | slot machine paradigm | T2 echo-planar image | 2 | 30 | 36 | T1-weighted MPRAGE | 2.5 | 4.77 | ns |
Roush [ ] | 2013 | digit symbol substitution | fast echo-planar image | 2 | 25 | 34 | diffusion weighted image | ns | ns | ns |
All analyses used 3 Tesla magnetic force; TR = repetition time; TE = echo time, ns = not specified.
This literature review evaluated the effect of noncognitive-based video game intervention on the cognitive function of healthy people. Comparison of studies is difficult because of the heterogeneities of participant ages, beneficial effects, and durations. Comparisons are limited to studies sharing factors.
Video gaming intervention affects all age categories except for the children category. The exception derives from a lack of intervention studies using children as participants. The underlying reason for this exception is that the brain is still developing until age 10–12 [ 52 , 53 ]. Among the eligible studies were a study investigating adolescents [ 40 ], six studies investigating young adults [ 41 , 42 , 43 , 47 , 49 , 51 ] and two studies investigating older adults [ 48 , 50 ].
Differences among study purposes underlie the differences in participant age categories. The study by Haier et al. was intended to study adolescents because the category shows the most potential brain changes. The human brain is more sensitive to synaptic reorganization during the adolescent period [ 54 ]. Generally, grey matter decreases whereas white matter increases during the adolescent period [ 55 , 56 ]. By contrast, the cortical surface of the brain increases despite reduction of grey matter [ 55 , 57 ]. Six studies were investigating young adults with the intention of studying brain changes after the brain reaches maturity. The human brain reaches maturity during the young adult period [ 58 ]. Two studies were investigating older adults with the intention of combating difficulties caused by aging. The human brain shrinks as age increases [ 56 , 59 ], which almost invariably leads to declining cognitive function [ 59 , 60 ].
Three beneficial outcomes were observed using MRI method: grey matter change [ 40 , 42 , 50 ], brain activity change [ 40 , 43 , 47 , 48 , 49 ], and functional connectivity change [ 41 ]. The affected brain area corresponds to how the respective games were played.
Four studies of 3D video gaming showed effects on the structure of hippocampus, dorsolateral prefrontal cortex (DLPFC), cerebellum [ 42 , 43 , 50 ], and DLPFC [ 43 ] and ventral striatum activity [ 49 ]. In this case, the hippocampus is used for memory [ 61 ] and scene recognition [ 62 ], whereas the DLPFC and cerebellum are used for working memory function for information manipulation and problem-solving processes [ 63 ]. The grey matter of the corresponding brain region has been shown to increase during training [ 20 , 64 ]. The increased grey matter of the hippocampus, DLPFC, and cerebellum are associated with better performance in reference and working memory [ 64 , 65 ].
The reduced activity of DLPFC found in the study by Gleich et al. corresponds to studies that showed reduced brain activity associated with brain training [ 66 , 67 , 68 , 69 ]. Decreased activity of the DLPFC after training is associated with efficiency in divergent thinking [ 70 ]. 3D video gaming also preserved reward systems by protecting the activity of the ventral striatum [ 71 ].
Two studies of puzzle gaming showed effects on the structure of the visual–spatial processing area, activity of the frontal area, and functional connectivity change. The increased grey matter of the visual–spatial area and decreased activity of the frontal area are similar to training-associated grey matter increase [ 20 , 64 ] and activity decrease [ 66 , 67 , 68 , 69 ]. In this case, visual–spatial processing and frontal area are used constantly for spatial prediction and problem-solving of Tetris. Functional connectivity of the multimodal integration and the higher-order executive system in the puzzle solving-based gaming of Professor Layton game corresponds to studies which demonstrated training-associated functional connectivity change [ 72 , 73 ]. Good functional connectivity implies better performance [ 73 ].
Strategy gaming affects the DLPFC activity, whereas rhythm gaming affects the activity of visuospatial working memory, emotional, and attention area. FPS gaming affects the structure of the hippocampus and amygdala. Decreased DLPFC activity is similar to training-associated activity decrease [ 66 , 67 , 68 , 69 ]. A study by Roush demonstrated increased activity of visuospatial working memory, emotion, and attention area, which might occur because of exercise and gaming in the Dance Revolution game. Results suggest that positive activations indicate altered functional areas by complex exercise [ 48 ]. The increased grey matter of the hippocampus and amygdala are similar to the training-associated grey matter increase [ 20 , 64 ]. The hippocampus is used for 3D navigation purposes in the FPS world [ 61 ], whereas the amygdala is used to stay alert during gaming [ 74 ].
Change of the brain structure and function was observed after 16 h of video gaming. The total durations of video gaming were 16–90 h. However, the gaming intensity must be noted because the gaming intensity varied: 1.5–10.68 h per week. The different intensities might affect the change of cognitive function. Cognitive intervention studies demonstrated intensity effects on the cortical thickness of the brain [ 75 , 76 ]. A similar effect might be observed in video gaming studies. More studies must be conducted to resolve how the intensity can be expected to affect cognitive function.
Almost all studies used inclusion criteria “little/no experience with video games.” The criterion was used to reduce the factor of gaming-related experience on the effects of video gaming. Some of the studies also used specific handedness and specific sex of participants to reduce the variation of brain effects. Expertise and sex are shown to affect brain activity and structure [ 77 , 78 , 79 , 80 ]. The exclusion criterion of “MRI contraindication” is used for participant safety for the MRI protocol, whereas exclusion criteria of “psychiatric/mental illness”, “neurological illness”, and “medical illness” are used to standardize the participants.
Some concern might be raised about the quality of methodology, assessed using Delphi criteria [ 45 ]. The quality was 3–9 (mean = 6.10; S.D. = 1.69). Low quality in most papers resulted from unspecified information corresponding to the criteria. Quality improvements for the studies must be performed related to the low quality of methodology. Allocation concealment, assessor blinding, care provider blinding, participant blinding, intention-to-treat analysis, and allocation method details must be improved in future studies.
Another concern is blinding and control. This type of study differs from medical studies in which patients can be blinded easily. In studies of these types, the participants were tasked to do either training as an active control group or to do nothing as a passive control group. The participants can expect something from the task. The expectation might affect the outcomes of the studies [ 81 , 82 , 83 ]. Additionally, the waiting-list control group might overestimate the outcome of training [ 84 ].
Considering the sample size, which was 20–75 (mean = 43.67; S.D. = 15.63), the studies must be upscaled to emphasize video gaming effects. There are four phases of clinical trials that start from the early stage and small-scale phase 1 to late stage and large-scale phase 3 and end in post-marketing observation phase 4. These four phases are used for drug clinical trials, according to the food and drug administration (FDA) [ 85 ]. Phase 1 has the purpose of revealing the safety of treatment with around 20–100 participants. Phase 2 has the purpose of elucidating the efficacy of the treatment with up to several hundred participants. Phase 3 has the purpose of revealing both efficacy and safety among 300–3000 participants. The final phase 4 has the purpose of finding unprecedented adverse effects of treatment after marketing. However, because medical studies and video gaming intervention studies differ in terms of experimental methods, slight modifications can be done for adaptation to video gaming studies.
Several unresolved issues persist in relation to video gaming intervention. First, no studies assessed chronic/long-term video gaming. The participants might lose their motivation to play the same game over a long time, which might affect the study outcomes [ 86 ]. Second, meta-analyses could not be done because the game genres are heterogeneous. To ensure homogeneity of the study, stricter criteria must be set. However, this step would engender a third limitation. Third, randomized controlled trial video gaming studies that use MRI analysis are few. More studies must be conducted to assess the effects of video gaming. Fourth, the eligible studies lacked cognitive tests to validate the cognitive change effects for training. Studies of video gaming intervention should also include a cognitive test to ascertain the relation between cognitive function and brain change.
The systematic review has several conclusions related to beneficial effects of noncognitive-based video games. First, noncognitive-based video gaming can be used in all age categories as a means to improve the brain. However, effects on children remain unclear. Second, noncognitive-based video gaming affects both structural and functional aspects of the brain. Third, video gaming effects were observed after a minimum of 16 h of training. Fourth, some methodology criteria must be improved for better methodological quality. In conclusion, acute video gaming of a minimum of 16 h is beneficial for brain function and structure. However, video gaming effects on the brain area vary depending on the video game type.
We would like to thank all our other colleagues in IDAC, Tohoku University for their support.
PRISMA Checklist of the literature review.
Section/Topic | # | Checklist Item | Reported on Page # |
---|---|---|---|
Title | 1 | Identify the report as a systematic review, meta-analysis, or both. | 1 |
Structured summary | 2 | Provide a structured summary including, as applicable: background; objectives; data sources; study eligibility criteria, participants, and interventions; study appraisal and synthesis methods; results; limitations; conclusions and implications of key findings; systematic review registration number. | 1 |
Rationale | 3 | Describe the rationale for the review in the context of what is already known. | 1, 2 |
Objectives | 4 | Provide an explicit statement of questions being addressed related to participants, interventions, comparisons, outcomes, and study design (PICOS). | 2 |
Protocol and registration | 5 | Indicate if a review protocol exists, if and where it is accessible (e.g., Web address), and if available, provide registration information including registration number. | 2 |
Eligibility criteria | 6 | Specify study characteristics (e.g., PICOS, length of follow-up) and report characteristics (e.g., years considered, language, publication status) used as criteria for eligibility, giving rationale. | 2 |
Information sources | 7 | Describe all information sources (e.g., databases with dates of coverage, contact with study authors to identify additional studies) in the search and date last searched. | 2 |
Search | 8 | Present full electronic search strategy for at least one database, including any limits used, such that it could be repeated. | 2 |
Study selection | 9 | State the process for selecting studies (i.e., screening, eligibility, included in systematic review, and if applicable, included in the meta-analysis). | 3 |
Data collection process | 10 | Describe method of data extraction from reports (e.g., piloted forms, independently, in duplicate) and any processes for obtaining and confirming data from investigators. | 3 |
Data items | 11 | List and define all variables for which data were sought (e.g., PICOS, funding sources) and any assumptions and simplifications made. | 3 |
Risk of bias in individual studies | 12 | Describe methods used for assessing risk of bias of individual studies (including specification of whether this was done at the study or outcome level), and how this information is to be used in any data synthesis. | 2 |
Summary measures | 13 | State the principal summary measures (e.g., risk ratio, difference in means). | - |
Synthesis of results | 14 | Describe the methods of handling data and combining results of studies, if done, including measures of consistency (e.g., I ) for each meta-analysis. | - |
Risk of bias across studies | 15 | Specify any assessment of risk of bias that might affect the cumulative evidence (e.g., publication bias, selective reporting within studies). | - |
Additional analyses | 16 | Describe methods of additional analyses (e.g., sensitivity or subgroup analyses, meta-regression), if done, indicating which were pre-specified. | - |
Study selection | 17 | Give numbers of studies screened, assessed for eligibility, and included in the review, with reasons for exclusions at each stage, ideally with a flow diagram. | 3,5 |
Study characteristics | 18 | For each study, present characteristics for which data were extracted (e.g., study size, PICOS, follow-up period) and provide the citations. | 5-11 |
Risk of bias within studies | 19 | Present data on risk of bias of each study, and if available, any outcome level assessment (see item 12). | 5,6 |
Results of individual studies | 20 | For all outcomes considered (benefits or harms), present, for each study: (a) simple summary data for each intervention group (b) effect estimates and confidence intervals, ideally with a forest plot. | 4 |
Synthesis of results | 21 | Present results of each meta-analysis done, including confidence intervals and measures of consistency. | - |
Risk of bias across studies | 22 | Present results of any assessment of risk of bias across studies (see Item 15). | - |
Additional analysis | 23 | Give results of additional analyses, if done (e.g., sensitivity or subgroup analyses, meta-regression [see Item 16]). | - |
Summary of evidence | 24 | Summarize the main findings including the strength of evidence for each main outcome; consider their relevance to key groups (e.g., healthcare providers, users, and policy makers). | 12,13 |
Limitations | 25 | Discuss limitations at study and outcome level (e.g., risk of bias), and at review-level (e.g., incomplete retrieval of identified research, reporting bias). | 13 |
Conclusions | 26 | Provide a general interpretation of the results in the context of other evidence, and implications for future research. | 14 |
Funding | 27 | Describe sources of funding for the systematic review and other support (e.g., supply of data); role of funders for the systematic review. | 14 |
For more information, visit: www.prisma-statement.org .
D.B.T., R.N., and R.K. designed the systematic review. D.B.T. and R.N. searched and selected the papers. D.B.T. and R.N. wrote the manuscript with R.K. All authors read and approved the final manuscript. D.B.T. and R.N. contributed equally to this work.
Study is supported by JSPS KAKENHI Grant Number 17H06046 (Grant-in-Aid for Scientific Research on Innovative Areas) and 16KT0002 (Grant-in-Aid for Scientific Research (B)).
None of the other authors has any conflict of interest to declare. Funding sources are not involved in the study design, collection, analysis, interpretation of data, or writing of the study report.
Around 73% of American kids age 2-17 played video games in 2019, a 6% increase over 2018. Video games accounted for 17% of kidsâ entertainment time and 11% of their entertainment spending. The global video game industry was worth contributing $159.3 billion in 2020, a 9.3% increase of 9.3% from 2019.
Violent video games have been blamed for school shootings , increases in bullying , and violence towards women. Critics argue that these games desensitize players to violence, reward players for simulating violence, and teach children that violence is an acceptable way to resolve conflicts.
Video game advocates contend that a majority of the research on the topic is deeply flawed and that no causal relationship has been found between video games and social violence. They argue that violent video games may provide a safe outlet for aggressive and angry feelings and may reduce crime. Read more background…
Pro 1 Playing violent video games causes more aggression, bullying, and fighting. 60% of middle school boys and 40% of middle school girls who played at least one Mature-rated (M-rated) game hit or beat up someone, compared with 39% of boys and 14% of girls who did not play M-rated games. [ 2 ] A peer-reviewed study in the Journal of the American Medical Association found that habitual violent video game playing had a causal link with increased, long-term, aggressive behavior. [ 63 ] Several peer-reviewed studies have shown that children who play M-rated games are more likely to bully and cyberbully their peers, get into physical fights, be hostile, argue with teachers, and show aggression towards their peers throughout the school year. [ 2 ] [ 31 ] [ 60 ] [ 61 ] [ 67 ] [ 73 ] [ 76 ] [ 80 ] Read More
Pro 2 Simulating violence such as shooting guns and hand-to-hand combat in video games can cause real-life violent behavior. Video games often require players to simulate violent actions, such as stabbing, shooting, or dismembering someone with an ax, sword, chainsaw, or other weapons. [ 23 ] Game controllers are so sophisticated and the games are so realistic that simulating the violent acts enhances the learning of those violent behaviors. [ 23 ] A peer-reviewed study found âcompelling evidence that the use of realistic controllers can have a significant effect on the level of cognitive aggression.â [ 118 ] Two teenagers in Tennessee who shot at passing cars and killed one driver told police they got the idea from playing Grand Theft Auto III . [ 48 ] Bruce Bartholow, professor of psychology at the University of Missouri, spoke about the effects of simulating violence: âMore than any other media, these [violent] video games encourage active participation in violence. From a psychological perspective, video games are excellent teaching tools because they reward players for engaging in certain types of behavior. Unfortunately, in many popular video games, the behavior is violence.â [ 53 ] Read More
Pro 3 Many perpetrators of mass shootings played violent video games. Kevin McCarthy, former U.S. Representative (R-CA), states: âBut the idea of these video games that dehumanize individuals to have a game of shooting individuals and others â Iâve always felt that is a problem for future generations and others. Weâve watched from studies shown before of what it does to individuals. When you look at these photos of how it [mass shootings] took place, you can see the actions within video games and others.â [ 146 ] Many mass shootings have been carried out by avid video game players: Eric Harris and Dylan Klebold in the Columbine High School shooting (1999); James Holmes in the Aurora, Colorado movie theater shooting (2012); Jared Lee Loughner in the Arizona shooting that injured Rep. Gabby Giffords and killed six others (2011); and Anders Breivik, who killed 77 people in Norway (2011) and admitted to using the game Modern Warfare 2 for training. [ 43 ] [ 53 ] An FBI school shooter threat assessment stated that a student who makes threats of violence should be considered more credible if he or she also spends âinordinate amounts of time playing video games with violent themes.â [ 25 ] Dan Patrick, Republican Lieutenant Governor of Texas, stated: “We’ve always had guns, always had evil, but I see a video game industry that teaches young people to kill.” [ 145 ] Read More
Pro 4 Violent video games desensitize players to real-life violence. Desensitization to violence was defined in a Journal of Experimental Social Psychology peer-reviewed study as âa reduction in emotion-related physiological reactivity to real violence.â [ 51 ] [ 111 ] [ 112 ] The study found that just 20 minutes of playing a violent video game âcan cause people to become less physiologically aroused by real violence.â People desensitized to violence are more likely to commit a violent act. [ 51 ] [ 111 ] [ 112 ] By age 18, American children will have seen 16,000 murders and 200,000 acts of violence depicted in violent video games, movies, and television. [ 110 ] A peer-reviewed study found a causal link between violent video game exposure and an increase in aggression as a result of a reduction in the brainâs response to depictions of real-life violence. [ 52 ] Studies have found reduced emotional and physiological responses to violence in both the long and short term. [ 55 ] [ 58 ] In a peer-reviewed study, violent video game exposure was linked to reduced P300 amplitudes in the brain, which is associated with desensitization to violence and increases in aggressive behavior. [ 24 ] Read More
Pro 5 By inhabiting violent characters in video games, children are more likely to imitate the behaviors of those characters and have difficulty distinguishing reality from fantasy. Violent video games require active participation and identification with violent characters, which reinforces violent behavior. Young children are more likely to confuse fantasy violence with real world violence, and without a framework for ethical decision making, they may mimic the actions they see in violent video games. [ 59 ] [ 4 ] Child Development and Early Childhood Education expert Jane Katch stated in an interview with Education Week , âI found that young children often have difficulty separating fantasy from reality when they are playing and can temporarily believe they are the character they are pretending to be.â [ 124 ] U.S. Supreme Court Justice Stephen Breyer wrote in his dissent in Brown v. ESA that âthe closer a childâs behavior comes, not to watching, but to acting out horrific violence, the greater the potential psychological harm.â [ 124 ] Read More
Pro 6 Exposure to violent video games is linked to lower empathy and decreased kindness. Empathy, the ability to understand and enter into anotherâs feelings is believed to inhibit aggressive behavior. In a study of 150 fourth and fifth graders by Jeanne Funk, professor of psychology at the University of Toledo, violent video games were the only type of media associated with lower empathy. [ 32] A study published in the American Psychological Associationâs Psychological Bulletin found that exposure to violent video games led to a lack of empathy and prosocial behavior (positive actions that benefit others). [ 65] [ 66] Eight independent tests measuring the impact of violent video games on prosocial behavior found a significant negative effect, leading to the conclusion that âexposure to violent video games is negatively correlated with helping in the real world.â [ 61] Several studies have found that children with high exposure to violent media display lower moral reasoning skills than their peers without that exposure. [ 32] [ 69] A meta-analysis of 130 international studies with over 130,000 participants concluded that violent video games âincrease aggressive thoughts, angry feelings, and aggressive behaviors, and decrease empathic feelings and prosocial behaviors.â [ 123] Read More
Pro 7 Video games that portray violence against women lead to more harmful attitudes and sexually violent actions towards women. A peer-reviewed study published in the Journal of Interpersonal Violence found that video games that sexually objectify women and feature violence against women led to a statistically significant increase in rape-supportive attitudes, which are attitudes that are hostile towards rape victims. [ 68 ] Another study found that 21% of games sampled involved violence against women, while 28% portrayed them as sex objects. [ 23 ] Exposure to sexual violence in video games is linked to increases in violence towards women and false attitudes about rape, such as that women incite men to rape or that women secretly desire rape. [ 30 ] Carole Lieberman, a media psychiatrist, stated, âThe more video games a person plays that have violent sexual content, the more likely one is to become desensitized to violent sexual acts and commit them.â [ 64 ] Target Australia stopped selling Grand Theft Auto V in response to customer complaints about the gameâs depiction of women, which includes the option to kill a prostitute to get your money back. [ 70 ] Read More
Pro 8 Violent video games reinforce fighting as a means of dealing with conflict by rewarding the use of violent action with increased life force, more weapons, moving on to higher levels, and more. Studies suggest that when violence is rewarded in video games, players exhibit increased aggressive behavior compared to players of video games where violence is punished. [ 23 ] [ 59 ] The reward structure is one distinguishing factor between violent video games and other violent media such as movies and television shows, which do not reward viewers nor allow them to actively participate in violence. [ 23 ] [ 59 ] An analysis of 81 video games rated for teens ages 13 and up found that 73 games (90%) rewarded injuring other characters, and 56 games (69%) rewarded killing. [ 71 ] [ 72 ] People who played a video game that rewarded violence showed higher levels of aggressive behavior and aggressive cognition as compared with people who played a version of the same game that was competitive but either did not contain violence or punished violence. [ 71 ] [ 72 ] Read More
Pro 9 The US military uses violent video games to train soldiers to kill. The U.S. Marine Corps licensed Doom II in 1996 to create Marine Doom in order to train soldiers. In 2002, the U.S. Army released first-person shooter game Americaâs Army to recruit soldiers and prepare recruits for the battlefield. [ 6 ] While the military may benefit from training soldiers to kill using video games, kids who are exposed to these games lack the discipline and structure of the armed forces and may become more susceptible to being violent. [ 79 ] Dave Grossman, retired lieutenant colonel in the United States Army and former West Point psychology professor, stated: â[T]hrough interactive point-and-shoot video games, modern nations are indiscriminately introducing to their children the same weapons technology that major armies and law enforcement agencies around the world use to âturn offâ the midbrain âsafety catch’â that prevents most people from killing. [ 77 ] Read More
Con 1 Studies have shown violent video games may cause aggression, not violence. Further, any competitive video game or activity may cause aggression. Lauren Farrar, producer for KQED Learning’s YouTube series Above the Noise , stated: “Often times after tragic mass shooting, we hear politicians turn the blame to violent video games, but the reality is that the research doesnât really support that claim… In general, violence usually refers to physical harm or physical acts that hurt someone– like hitting, kicking, punching, and pushing. Aggression is a more broad term that refers to angry or hostile thoughts, feelings or behaviors. So everything that is violent is aggressive, but not everything that is aggressive is violent. For example, getting frustrated, yelling, talking back, arguing those are all aggressive behaviors, but they arenât violent. The research on the effects of violent video games and behavior often looks at these milder forms of aggressive behavior.” [ 140 ] A peer-reviewed study in Psychology of Violence determined that the competitive nature of a video game was related to aggressive behavior, regardless of whether the game contained violent content. The researchers concluded: âBecause past studies have failed to equate the violent and nonviolent video games on competitiveness, difficulty, and pace of action simultaneously, researchers may have attributed too much of the variability in aggression to the violent content.â [ 125 ] A follow-up study tracked high school students for four years and came to the same conclusion: the competitive nature of the games led to the increased hostile behavior. [ 126 ] Read More
Con 2 Violent video games are a convenient scapegoat for those who would rather not deal with the actual causes of violence in the US. Patrick Markey, psychology professor at Villanova University, stated: “The general story is people who play video games right after might be a little hopped up and jerky but it doesnât fundamentally alter who they are. It is like going to see a sad movie. It might make you cry but it doesnât make you clinically depressed… Politicians on both sides go after video games it is this weird unifying force. It makes them look like they are doing something… They [violent video games] look scary. But research just doesnât support that thereâs a link [to violent behavior].” [ 138 ] Markey also explained, âBecause video games are disproportionately blamed as a culprit for mass shootings committed by White perpetrators, video game ‘blaming’ can be viewed as flagging a racial issue. This is because there is a stereotypical association between racial minorities and violent crime.â [ 141 ] Andrew Przybylski, associate professor, and director of research at the Oxford Internet Institute at Oxford University, stated: âGames have only become more realistic. The players of games and violent games have only become more diverse. And theyâre played all around the world now. But the only place where you see this kind of narrative still hold any water, that games and violence are related to each other, is in the United States. [And, by blaming video games for violence,] we reduce the value of the political discourse on the topic, because weâre looking for easy answers instead of facing hard truths.â [ 139 ] Hillary Clinton, Former Secretary of State and First Lady, tweeted, “People suffer from mental illness in every other country on earth; people play video games in virtually every other country on earth. The difference is the guns.” [ 142 ] Read More
Con 3 Simple statistics do not support the claim that violent video games cause mass shootings or other violence. Katherine Newman, dean of arts and sciences at Johns Hopkins University, explained: âMillions of young people play video games full of fistfights, blazing guns, and body slams⌠Yet only a minuscule fraction of the consumers become violent.â [ 84 ] [ 86 ] [ 87 ] [ 91 ] [ 92 ] A report by the U.S. Secret Service and U.S. Department of Education examined 37 incidents of targeted school violence between 1974 and 2000. Of the 41 attackers studied, 27% had an interest in violent movies, 24% in violent books, and 37% exhibited interest in their own violent writings, while only 12% showed interest in violent video games. The report did not find a relationship between playing violent video games and school shootings. [ 35 ] Patrick M. Markey, director of the Interpersonal Research Laboratory at Villanova University, stated, â90% of young males play video games. Finding that a young man who committed a violent crime also played a popular video game, such as Call of Duty, Halo, or Grand Theft Auto, is as pointless as pointing out that the criminal also wore socks.â [ 84 ] Further, gun violence is less prevalent in countries with high video game use. A study of the countries representing the 10 largest video game markets internationally found no correlation between playing video games and gun-related killings. Even though US gun violence is high, the nine other countries with the highest video game usage have some of the lowest violent crime rates (and eight of those countries spend more per capita on video games than the United States). [ 97 ] Read More
Con 4 As sales of violent video games have significantly increased, violent juvenile crime rates have significantly decreased. In 2019, juvenile arrests for violent crimes were at an all-time low, a decline of 50% since 2006. Meanwhile, video game sales set a record in Mar. 2020, with Americans spending $5.6 billion on video game hardware, accessories, and assorted content. Both statistics continue a years-long trend. [ 143 ] [ 144 ] Total U.S. sales of video game hardware and software increased 204% from 1994 to 2014, reaching $13.1 billion in 2014, while violent crimes decreased 37% and murders by juveniles acting alone fell 76% in that same period. [ 82 ] [ 83 ] [ 133 ] [ 134 ] [ 135 ] The number of high school students who had been in at least one physical fight decreased from 43% in 1991 to 25% in 2013, and student reports of criminal victimization at school dropped by more than half from 1995 to 2011. [ 106 ] [ 107 ] A peer-reviewed study found that: âMonthly sales of video games were related to concurrent decreases in aggravated assaults.â [ 84 ] Read More
Con 5 Studies have shown that violent video games can have a positive effect on kindness, civic engagement, and prosocial behaviors. Research shows that playing violent video games can induce a feeling of guilt that leads to increased prosocial behavior (positive actions that benefit others) in the real world. [ 104 ] A study published in Computers in Human Behavior discovered that youths exposed to violence in action games displayed more prosocial behavior and civic engagement, âpossibly due to the team-oriented multiplayer options in many of these games.â [ 103 ] Read More
Con 6 Many risk factors are associated with youth violence, but video games are not among them. The U.S. Surgeon Generalâs list of risk factors for youth violence included abusive parents, poverty, neglect, neighborhood crime, being male, substance use, and mental health problems, but not video games. [ 118 ] A peer-reviewed study even found a âreal and significantâ effect of hot weather on homicides and aggravated assaults, showing that heat is a risk factor for violence. [ 124 ] Read More
Con 7 Violent video game players know the difference between virtual violence in the context of a game and appropriate behavior in the real world. By age seven, children can distinguish fantasy from reality, and can tell the difference between video game violence and real-world violence. [ 99 ] [ 100 ] Video game players understand they are playing a game. Kids see fantasy violence all the time, from Harry Potter and the Minions to Bugs Bunny and Tom and Jerry. Their ability to distinguish between fantasy and reality prevents them from emulating video game violence in real life. [ 9 ] Exposure to fantasy is important for kids. Fisher-Price toy company stated: “Pretending is more than play: it’s a major part of a child’s development. Fantasy not only develops creative thinking, it’s also a way for children to deal with situations and problems that concern them.” [108] Read More
Con 8 Violent video games provide opportunities for children to explore consequences of violent actions, develop their moral compasses and release their stress and anger (catharsis) in the game, leading to less real world aggression. Violent games allow youth to experiment with moral issues such as war, violence, and death without real world consequences. A researcher at the Harvard Medical School Center for Mental Health and Media wrote about her research: âOne unexpected theme that came up multiple times in our focus groups was a feeling among boys that violent games can teach moral lessons⌠Many war-themed video games allow or require players to take the roles of soldiers from different sides of a conflict, perhaps making players more aware of the costs of war.â [ 2 ] [ 38 ] A peer-reviewed study published in the Journal of Adolescent Health found that children, especially boys, play video games as a means of managing their emotions: â61.9% of boys played to âhelp me relax,â 47.8% because âit helps me forget my problems,â and 45.4% because âit helps me get my anger out.â [ 37 ] Researchers point to the cathartic effect of video games as a possible reason for why higher game sales have been associated with lower crime rates. [ 84 ] A peer-reviewed study in the Journal of Adolescent Research concluded that âBoys use games to experience fantasies of power and fame, to explore and master what they perceive as exciting and realistic environments (but distinct from real life), to work through angry feelings or relieve stress, and as social tools.â The games serve as a substitute for rough-and-tumble play. [ 36 ] Read More
Con 9 Studies claiming a causal link between video game violence and real life violence are flawed. Many studies failed to control for factors that contribute to children becoming violent, such as family history and mental health, plus most studies do not follow children over long periods of time. [ 10 ] [ 95 ] Video game experiments often have people playing a game for as little as ten minutes, which is not representative of how games are played in real life. In many laboratory studies, especially those involving children, researchers must use artificial measures of violence and aggression that do not translate to real-world violence and aggression, such as whether someone would force another person eat hot sauce or listen to unpleasant noises. [ 84 ] [ 94 ] According to Christopher J. Ferguson, a psychology professor at Stetson University, âmatching video game conditions more carefully in experimental studies with how they are played in real life makes VVGâs [violent video games] effects on aggression essentially vanish.â [ 95 ] [ 96 ] Read More
Did You Know? | |
---|---|
1. | Video game sales set a record in Mar. 2020, with Americans spending $5.6 billion on hardware, accessories, and content, a continuation of a years-long upward trend. [ ] |
2. | The global video game industry was worth contributing $159.3 billion in 2020, a 9.3% increase of 9.3% from 2019. [ ] |
3. | Around 73% of American kids age 2-17 played video games in 2019, a 6% increase over 2018 and a continuation of a years-long upward trend. [ ] |
4. | An Aug. 2015 report from the American Psychological Association determined that playing violent video games is linked to increased aggression, but it did not find sufficient evidence of a link between the games and increased violence. [ ] |
5. | Video games accounted for 17% of kidsâ entertainment time and 11% of their entertainment spending in 2019. [ ] |
People who view this page may also like: |
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Video Games Essay: Â Video games are electronic games that requires a user interface, input device (it can be joysticks, controllers, motion-sensing devices, keyboard, etc.) that generates visual feedback for the player or players, an output device that is either a two or three-dimensional display device (like TV monitor, touchscreen, VR headset, etc.).
Video games also are augmented with audio feedback using either headphones or speakers. Other types of augmented feedback systems of video games include haptic technology.
You can also find more Essay Writing  articles on events, persons, sports, technology and many more.
We are providing students with a long essay sample of 500 words and a short essay sample of 150 words on the topic Video Games in English for reference.
Long Essay on Video Games is usually given to classes 7, 8, 9, and 10.
Video games have undeniably become an imperative part of most of our life, either as a form of entertainment and even hobby. Video games came into existence through the invention of the Cathode Ray Tube Amusement Device by Thomas T Goldsmith Jr. and Estle Ray Mann in 1947. And in 1948 they got the patent for their invented device with knobs and buttons used for stimulating airborne enemies. It was not until the 1970s, and 1980s those video games reached the mainstream popularity.
One of the biggest technological evolution examples is that of what is seen in video games. Over the years there had been massive changes and several creations since the first released video game. Before the age of Playstation, Xbox, or even computer games, people used to be engrossed in playing video arcade games and later the 8-bit video games using consoles, joysticks, and other controllers. Now we have video games with much higher graphics, better storyline, and even more options. This makes the gaming experience more thrilling and enjoyable; however, it does not change the fact that video games have turned almost an entire generation into couch potatoes.
It is no news that video games are fascinating and because of the graphics along with sound effects gives the player a real-like experience. The video game industry has also started experimenting with virtual reality resulting in even more realistic games which give the player the sensation of truly witnessing the activities of the game. Bur we all know that technology is both a good and a bad effect. The condition is not much different when it comes to video games as well. There are several benefits of playing video games; similarly, there are also adverse effects of the same.
The positive effects of video games include developing oneâs skills, like strategic thinking, quick learning, cooperation, creativity, etc. Simulations which are based on the similar technology behind video games are used for training purposes (like shooting, golfing, driving, etc.). Simulations have helped in reducing the risk of accidents occurring during training by allowing the user to practice longer without the requirement of frequent maintenance.
However, there are also some very destructive negative effects of video games. Firstly, children and young adults often get very addicted to playing video games and end up wasting a lot of time and becoming socially isolated. Another aspect of video games which has affected the players immensely is the increase in the violence and aggressiveness in them while trying to imitate the competitive traits of the game.
As intelligent beings, we must use our wisdom and self-control to spend our time wisely and efficiently while avoiding things that have the potential of causing us harm. The gaming industry should monitor the type of games being manufactured and restricting the game for the age for only which it is suitable. Players too should understand the negative impacts of excessive video game playing and addiction. Hence, it can be concluded that the effect of video games depends a lot on the player.
Short Essay on Video Games is usually given to classes 1, 2, 3, 4, 5, and 6.
The electronic games that involve the user interface interacting with a human that results in generating feedback onto the video device are called video games. The platforms are the electronic devices used for playing various video games. The size of platforms or gaming units can range from large mainframe computers to even small handheld devices. The trend of playing video games became prominent from the late 1970s and has only increased over time with the advancement of technology. At present, the global value of the video game industry is stated to be USD 152 billion approximately.
The large scale engagement of youth and people of other age groups as well has turned video games into a trend factor. However, there has been a lot of debate on the matter of the positive and negative impact of games on people. Thus, both the industry and the user need to monitor the content of the games being made, and the amount of time being spent on it, respectively.
Question 1. Mention some positive effects of playing video games.
Answer: Some positive effects of video game playing includes the following-
Question 2. Which is the most iconic video game character of all time?
Answer:Â Mario
Question 3. What is the first invented video game?
Answer:Â Tennis for Two is the first video game, and it was created in 1958.
Worried about your kids' video gaming here's how to help them set healthy limits.
Yuki Noguchi
I grew up in the 1980s and '90s with parents who strictly controlled my "screen time," which almost exclusively meant TV back then, as well as a pocket game that died when I was 10 and was never replaced. Like many in my generation, I absorbed a general sense that video games, like TV, were frivolous brain rot.
Now, my two boys, ages 12 and 13, are growing up in a digital world in a way I did not. Their generation lives online, spending more hours in virtual spaces since the pandemic began.
I'm lucky: My sons are hardworking and kind to their chronically frazzled single mother. They make raising them as easy and joyful as adolescence could possibly allow.
But still, our house rules about video games are arbitrary and our disputes over them constant. No amount of yelling "No games on school nights!" or "Not before dinner!" has worked, or inspired them to learn a new skill instead.
I feel like I'm flying blind when it comes to regulating their game use and I know I'm not alone. Many parents worry that they should be doing more to limit online play.
Want to understand your adolescent get to know their brain.
But as I learned from talking to numerous experts â psychologists, game designers and researchers â the impact of video games is more nuanced than that of other kinds of screen time, like social media. In fact, some research shows it can have positive effects, like promoting problem solving, or teamwork and communication.
Here are these experts' insights and advice for how to optimize the upsides of gaming and protect kids from potential hazards.
"Screen time" is an outdated concept. Kids study, play video games, use social media and watch videos on screens, but those do not all have the same developmental impact. Video games, in fact, do not show the kind of negative behavioral or emotional effects researchers correlate with social media use, says Kelli Dunlap , a clinical psychologist and community director for Take This, a mental health advocacy group within the gaming community.
"Research has shown again and again and again, time spent playing video games is not predictive of mental health outcomes," she says.
One reason for the difference in impact may be that social media is primarily about marketing, or comparing oneself to others, while gaming is generally about socializing with friends, solving a puzzle, or engaging in competition.
In fact, Dunlap says, parents often overlook some benefits of games: "They're a tool. You can use games to improve your social connection, to practice feeling emotions we normally avoid, like guilt or grief or shame. A lot of games bring those feelings out in us, and they give us a space to play with those feelings."
Games that involve joint projects like a battle or a quest can help develop useful social skills, says Peter Etchells, a research psychologist at Bath Spa University in the U.K. "It requires very kind of precise team-building," he says. "It requires thinking about timings and placement and good communication skills to coordinate with people. It's doing that kind of coordinated work that's really useful for all sorts of things."
Help kids prioritize offline activities so gaming doesn't subsume them.
Children need some limits on their gaming, especially if it begins to crowd out other essential or healthy activities, many experts warn, like schoolwork and sleep in particular.
"Screen time is a hard thing to quantify," says Michael Rich, a pediatrician and director of the Center on Media and Child Health at Boston Children's Hospital. "What is easier to quantify â and probably more in line with what is developmentally optimal â is quantifying non-screen time."
He advises parents to watch that family meals, chores, and outdoor or in-person play do not get subsumed into game time.
Kids also benefit from having periods of lower stimulation, away from technology, Rich says. "I want to bring back boredom," Rich argues, because that can also lead to imaginative play.
Every expert I spoke with recommended playing video games with your child to figure out what might specifically be motivating them to play â the needs the game might fill for them.
Online chess, for example, is a different experience than a multiplayer game with friends. Shy children might find it easier to socialize in games. Another child might regard it as stress relief. Some children may use games as a place to escape or process a difficult situation.
Boston Children's Rich says most things parents worry about with games â stranger danger, violence, sexuality â can be addressed by simply exploring the game through their eyes.
Best games of 2022 chosen by npr.
"What's happening is that you are saying, 'I love you, I respect you, I want to understand what is engaging you here,'" says Rich. "You're entering that space with a very different stance, that of essentially the student. You will get a sense for what the game is."
If you've noticed your kids yell, scream or cry about something that happened in a game, don't be disturbed, experts say. A child's reactions to emotions and interpersonal dynamics are real, even if the play itself takes place virtually, or on a device. Experts say outbursts during game play do not mean your child is more likely to act violently in real life.
Games are social spaces â good or bad things can happen there â just as in real life. Think about the games your kids play as just another kind of space where you're letting them hang out, several experts suggested.
For example: If you have a 5-year-old, you wouldn't drop your child off alone at a mall, where strangers might approach. Now you might drop off your teen at the mall, but not before discussing who they're hanging out with, what they plan to do, and perhaps an agreement about when to come home for dinner. The same general principles can apply to teens who game.
Parents should ask themselves: Does the game culture itself seem conducive to age-appropriate behavior? Games with female characters with exaggerated sexual features, for example, might subject a child to sexual harassment.
If you don't like what you're seeing in a game, remember that outright bans and restrictions tend to backfire with adolescents. It's more vital to keep communication lines open, says Dunlap and other experts, so if something bad happens within the game, you can help them process or deal with it.
Be on the watch for certain "dark patterns" or "dark designs" in games, say several gaming experts. These terms refer to software or algorithms written to elicit certain negative behaviors in their users.
One of the most common is in-game purchases that can border on extortion, says Max Birk, an industrial-design researcher at Eindhoven University of Technology in the Netherlands. "It's important because it changes what the emphasis of the game designers is," he says.
Games fueled by in-game purchases (as opposed to games you buy up front, like NBA2K or Dance Dance Revolution) tend to have a financial stake in keeping children engaged for long periods of time. These games make it very easy to start a new game, or create steep incentives to keep players coming back.
Birk suggests talking to your kids about the game structure and directing them toward games that are more about story lines, or that have natural ending points that can allow the kid to wind down game play on their own.
Toxic culture and comments can thrive in certain games because parents are not monitoring those spaces. That often takes the form of harassment of female gamers. The onus is on parents of boys, especially, to make sure that they treat people equitably online, and to stand up against any sexist or misogynistic talk, says Jesse Fox, a communications professor at Ohio State University.
Remind your kids that rules about respectful behavior apply online as they do in life. "Gaming culture and gaming norms are going to imprint on their idea of normal behavior, what's acceptable behavior," Fox says. That's why it is critical for parents to monitor that play space â listen to conversations, keep the screen within public view.
Find the spaces that are safer and more inclusive by design. Fortnite, Fox notes, is an example of a game that has a huge diversity of characters in game, because it's trying to appeal to a very broad audience. That diversity makes it harder to distinguish players by race or gender.
For many children, gaming can be positive, but it's a good idea to keep an eye out for these signs of problematic game use.
Excessive spending in games: The game's financial incentives might be to keep your child engaged and encourage â even try to coerce â their characters into spending money to advance. Teach your child to recognize these kinds of tactics and redirect them to games where the game itself is the primary focus.
Negative reactions or anxiety over gaming friends: If your kid is repeatedly having big emotional reactions to the game, check in and figure out what elements of the game are so upsetting. Then redirect them to games and spaces that don't have these elements. Find single-player games to take a break from social dynamics.
Too little sleep: If your child is playing late into the night or turning up groggy in the morning, their game use might be out of hand. Make sure the child cannot access games all night long. Often, it's not the desire to play the game itself, but the social pressure to not miss out on experiences with friends that will keep them online, U.K. researcher Peter Etchells says. So shut down other technology as well, preferably well before bedtime.
Game development, aug 22, 2024.
Animation is a form of art that enables an individual to create moving images to showcase an idea. Bringing various art forms like images or other visuals, placing them in order, and sequencing them eventually gives an illusion of an animation. With time, the definition, implementation, and results of animation have evolved drastically, leading to the expansion of this art into various sectors.
With time different techniques of animation came into existence, some of which are stop motion, CGI, and 3D animation, which is considered the latest add-on in the series. Be it entertainment, education, or advertising, the field of animation has enabled everyone to create stories and share ideas through different ways of visualization.
With time, the animation everyone witnessed as kids started transitioning into more eye-appealing graphics. This became possible with the technologies that got introduced with time, and the impact is visible in the present-day games. Be it Uncharted or Spider-Man, todayâs games are both a treat to watch and fun to play.
Herein, in this write-up, we will be discussing the importance of animation and how it plays a crucial role in enhancing video games.
Table of Contents
Animation has become the core of video games and everything an individual experiences while playing the game, good or bad, heavily depends on the visuals. With technological advancements, the line between video game visuals and movies is getting thinner. It has become quite difficult to spot differences between movie visuals, and video game visuals. The reason for this is quite simple: movies have set a bar for video game visuals.
Ensuring the right amount of VFX, CGI, or animation in the games can bring astonishing results in the outcome of the game. The vast landscapes and realistic and interactive NPCs make the gaming experience 10 times more engaging for the users. Henceforth, the importance of ensuring the right amount of animation elements in games becomes an essential part of the whole game development process as it directly leads to the user and his preference.
We know why animation is crucial for video games today, but to get more clarity on the role of animation in video games and how it enhances the user experience for the users check the following points:
One of the most obvious benefits that game animation brings to the gaming world is providing an engaging experience to the users. From a realistic environment to interactive NPCs, animation enables the players to engage in the game.
The actions and decisions the players make throughout the game work as feedback for the game. With each action, the game progresses based on the decision the player took previously.
With the use of the right animation elements in appropriate areas, the character’s expression can be enhanced. This leads to a better connection of the players with the story arc and the characters.
Related Blog : Development of Cross Platform Games
Here is the list of 5 types of animation used in video games today:
As the name suggests, character animation refers to the animation and design of characters’ movements, including running, walking, fighting, jumping, and other actions. If one ensures to work effectively on these elements alone then it can enhance the gaming performance by 5 times.
Creating a beautiful environment in the game is equally important to creating playable characters and NPCs. A character can only be as good as the environment it is placed in and this is why ensuring an overall decent environment, which includes water, forest, land, and other objects can do wonders for your game.
Being the traditional form of game animation, this 2D form of video game rendering has been used a lot till the early 2000s. The animation is usually conducted with the help of hand-drawn characters or images, placed together to give the users a feel of watching an actual video.
Games that involve the side screen gameplay or the early mobile game applications, which usually didn’t require much of a big production were mostly developed with the concept of 2D animation .
With time a transition was necessary in the video games and then came the existence of 3D animation . This helped the game developers to render games in 3-dimensional space, providing an enhanced feel of controlling characters in video games. Moreover, this form of video game animation is considered one of the most preferred.
Henceforth, it is no surprise that this form of gaming animation is considered the most reliable one compared to 2D animation, for the obvious reason of providing a more realistic gaming experience.
In the end, the user interface of the game should be on point because it is usually the first interactive element the user experiences when the game starts. One of the examples can be the menu screen where the user can choose their desired option from âplayâ, âcontrolsâ, etc.
Related Blog : The RNG Games development
Check the table below to get a clear picture of the pros and cons of animation:
Makes the game appealing to the player | Very time consuming |
Engages the player | Complex in nature due to technicalities |
Gives eternal creative freedom | Mentally exhausting due to repetitive processes |
Animation is flexible and can be altered for better outcomes | Relies heavily on technology |
Enhances the overall gaming experience | Requires high-end software leading to more production cost |
The use of animation tools is very subjective and can vary from person to person which software they rely on to animate a game. Blender or Maya, both are considered the most reliable tools for animating 3D games. If you are also seeking tools to ease your game animation process then choosing any of these tools can work for you. Besides this, some animators also use rigging tool that helps in creating 3D skeleton models, and on the other hand, big production companies also use motion-capturing technologies to give a more realistic approach to the characters.
In short, there are many ways and tools one can opt for animation and bring out astonishing results for the game environment and characters.
Related Blog : The different tools Used in Game Development
By now you must have understood everything about animation, and its role in the gaming industry. Overall, it can be stated that animation plays a huge role in enhancing a video game and making it more impactful for the users. However, if you are looking for the best 3D animation development or 2D animation development then you can contact us at BR Softech.
If you are looking for the best 3D animation development and 2D animation development services then you can consider BR Softech. Being a renowned game development company , BR Softech offers impeccable game development services with our in-house experienced developers who look forward to providing the best possible services globally.
BR Softech , with over 12 years of providing astonishing gaming services also provides leading 3D and 2D animation development services. Choose BR Softech and get the following benefits:
Here are some of the top tools that you can use for video game animation:Â Unity Adobe Animate Adobe After Effects Autodesk 3ds Max Adobe Character Animator Blender Maya
In the world of animation, timing and spacing are considered the most important elements that are responsible for creating an illusion of objects and props moving within the laws of physics.Â
Following are the top games showcasing the best types of animation in the gaming industry according to IMDB: Lego Marvel Super Heroes Dying Light Jujutsu Kaisen: Cursed Clash Dragon Ball: Sparking! Zero Lego Jurassic World Star Wars: The Force Awakens    LEGO Fortnite
Yes! Video games use animation which eventually becomes the soul of the game. If the animation of the game is decent enough then the user will surely engage in it. Â
I am Nitin Garg Founder of BR Softech PVT LTD - an Award-winning mobile game development company. We are armed with 180+ geeks & 2753 clients worldwide, I have driven by the spirit of entrepreneurship and dream to build a billion-dollar-company.
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Risk factors of video games addiction, timeline of video games development, how video games can shape our brains and behavior, pros and cons of video games, benefits of video games for children, influence of video games on health, the social impact of video games on children, effect of video games on people's moods, influence of violence in video games, psychological effects of video games on children and young adults, stop blaming video games, benefits and detriments of playing video games, discussion on whether video games are bad or good for us, statement that video games cause violence is a misconception, the panic over video games violence in today's society, negative effects of video games on health, investigation of whether video games cause violence in children, the effects of excessive time playing video games on children, interacting with media: how video games have influenced storytelling.
Video games are interactive electronic entertainment forms that involve player participation through the use of digital interfaces, such as gaming consoles, computers, or mobile devices. They encompass a wide range of virtual experiences that combine elements of storytelling, competition, and problem-solving. Video games often feature dynamic visuals, immersive audio, and engaging gameplay mechanics, allowing players to control and navigate virtual environments, characters, or objects.
The origin of video games can be traced back to the mid-20th century when scientists and engineers began exploring the possibilities of interactive electronic entertainment. One of the earliest examples is "Tennis for Two," created by physicist William Higinbotham in 1958, which simulated a game of tennis on an oscilloscope. However, it was in the 1970s and 1980s that video games gained significant popularity and commercial success. The release of the arcade game "Pong" in 1972 by Atari marked a turning point in the history of video games. It sparked the arcade gaming phenomenon and laid the foundation for the industry's growth. The subsequent release of home consoles like the Atari 2600 and the introduction of personal computers further expanded the accessibility and reach of video games. The 1980s and 1990s witnessed the emergence of iconic video game franchises such as Super Mario Bros., The Legend of Zelda, and Sonic the Hedgehog. Rapid advancements in technology led to improved graphics, sound, and gameplay mechanics. The introduction of CDs and CD-ROMs in the 1990s allowed for more complex and immersive gaming experiences. In recent years, video games have become an integral part of mainstream culture and a booming industry, surpassing the film and music industries in terms of revenue.
Shigeru Miyamoto: Known as the "Father of Modern Video Games," Miyamoto is the creator of iconic franchises such as Super Mario, The Legend of Zelda, and Donkey Kong. Gabe Newell: As the co-founder of Valve Corporation and creator of the Steam platform, Newell has played a significant role in the digital distribution of games. Steam revolutionized the way games are purchased, downloaded, and played, greatly influencing the PC gaming market. Markus Persson (Notch): Persson is the creator of Minecraft, one of the best-selling video games of all time. Minecraft's sandbox-style gameplay and open-ended world have captured the imagination of millions of players worldwide.
Action (Fighting, Platform, Shooter, Survival, Battle royale), Action-adventure (Stealth, Survival horror), Adventure (Interactive fiction, Interactive movie, Visual novel), Gacha, Horror, Masocore, Massively multiplayer online, Role-playing (Action role-playing, Tactical role-playing), Simulation (Construction and management, Life simulation, Sports, Vehicle), Strategy (4X, Auto battler, Multiplayer online battle arena, Real-time strategy, etc.).
Arcade video game, Console game, Electronic game, Online game, Mobile game, PC game, Virtual reality game.
Minecraft, Dark Souls, The Witcher, Grand Theft Auto, World of Warcraft, Super Mario, The Sims, Fortnite, Call of Duty, Assassinâs Creed, Pacman, Tetris, Sonic the HedgeHog, Angry Birds, Skyrim, etc.
Public opinion on video games is diverse and multifaceted. While video games enjoy immense popularity and have a dedicated fan base, opinions about them vary among different segments of society. Some people view video games as a form of entertainment that offers immersive experiences, interactive storytelling, and social interaction. They appreciate the creativity, artistry, and technological advancements within the industry. Supporters argue that video games can enhance cognitive skills, problem-solving abilities, and even have therapeutic benefits. On the other hand, there are concerns raised by critics regarding the potential negative effects of video games. Some individuals argue that excessive gaming can lead to addiction, social isolation, and a sedentary lifestyle. Others raise concerns about the violent content in certain games and its potential impact on aggression or desensitization. Public opinion is often influenced by media coverage, personal experiences, and cultural biases. As the medium continues to evolve, ongoing discussions and debates surrounding video games will shape public perception and understanding of their impact on individuals and society as a whole.
1. Cognitive development 2. Entertainment and escapism 3. Social interaction 4. Educational value 5. Technological advancement
1. Addiction and excessive screen time 2. Violence and aggression 3. Health risks 4. Social isolation 5. Distraction and academic performance
1. The video game industry is a multibillion-dollar industry, with revenues surpassing those of the film and music industries combined. In 2021, the global video game market generated over $175 billion in revenue, highlighting the immense popularity and economic impact of video games. 2. According to a study published in the journal Pediatrics, video games can have a positive effect on surgical skills. Surgeons who played video games for at least three hours per week were found to perform laparoscopic surgery faster and with fewer errors compared to non-gaming counterparts. 3. In recent years, the rise of esports (competitive video gaming) has gained significant momentum. Esports tournaments and leagues attract millions of viewers worldwide, and professional esports players have become celebrities with lucrative sponsorships and endorsement deals. The esports industry is projected to reach a value of $3 billion by 2025, further cementing the cultural significance and growth potential of competitive gaming.
The topic of video games is important to write an essay about due to its widespread influence on modern society. Exploring this subject allows for an examination of its impact on various aspects of life, including culture, technology, psychology, and social interactions. Writing an essay about video games provides an opportunity to delve into their historical evolution, from the early days of arcade machines to the immersive and sophisticated gaming experiences of today. It allows for an analysis of the technological advancements that have propelled the industry forward and shaped the way we play and interact with games. Furthermore, studying video games enables an exploration of their cultural significance. Games have become a major form of storytelling, tackling complex themes and issues. They have also sparked discussions about representation, diversity, and ethics within the industry. Understanding the cultural context and impact of video games can shed light on their role as a powerful medium for self-expression and communication. Moreover, video games have been a subject of debate and scrutiny. Addressing topics such as violence, addiction, and their effects on mental health and social behavior can contribute to a nuanced understanding of the potential benefits and drawbacks of gaming.
1. Anderson, C. A., Gentile, D. A., & Buckley, K. E. (2007). Violent video game effects on children and adolescents: Theory, research, and public policy. Oxford University Press. 2. Ferguson, C. J. (2015). Do angry birds make for angry children? A meta-analysis of video game influences on children's and adolescents' aggression, mental health, prosocial behavior, and academic performance. Perspectives on Psychological Science, 10(5), 646-666. 3. Gee, J. P. (2003). What video games have to teach us about learning and literacy. Computers in Entertainment (CIE), 1(1), 20-20. 4. Griffiths, M. D., & Nuyens, F. (2017). An overview of structural characteristics in problematic video game playing. Current Addiction Reports, 4(3), 272-283. 5. Juul, J. (2010). A casual revolution: Reinventing video games and their players. MIT Press. 6. Kapp, K. M. (2012). The gamification of learning and instruction: Game-based methods and strategies for training and education. John Wiley & Sons. 7. Prensky, M. (2001). Digital game-based learning. McGraw-Hill. 8. Ryan, R. M., Rigby, C. S., & Przybylski, A. (2006). The motivational pull of video games: A self-determination theory approach. Motivation and Emotion, 30(4), 344-360. 9. Sherry, J. L. (2001). The effects of violent video games on aggression: A meta-analysis. Human Communication Research, 27(3), 409-431. 10. Yee, N. (2006). Motivations for play in online games. CyberPsychology & Behavior, 9(6), 772-775.
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Pros and Cons of Video Games. Video-games make young people more violent. Young people are becoming less sociable. Poor metabolism is linked to playing video games. There are many reasons why people believe video-games should be banned, but surely they are not just made to have a negative impact on physical and mental health.
Video game addiction is a concern for many parents, but video games can have positive effects on your brain, too. A pediatric behavioral health specialist discusses the pros and cons of gaming ...
The Pros of Video Games. Video games offer a multitude of advantages that contribute to cognitive, social, and emotional development. Firstly, video games can enhance problem-solving skills and critical thinking. Many games require players to strategize, make quick decisions, and solve complex puzzles, which can improve cognitive flexibility ...
Video games: advantages and disadvantages. Firstly, it is argued by many that video games can cause a lot of health problems. For instance, looking at the screen for long hours can harm eyes and cause vision impairment because the cornea and iris of the eyes are not intended for viewing electronic devices for a long time. Moreover, using video games for too long may also cause headaches ...
Would you encourage others to play video games? Discuss these pros and cons for an interesting argumentative essay. 2. The Benefits of Video Games. Like anything else, video games have both positive and negative aspects. Explain the good that video games can do for you: the skills they can equip you with, the lessons they can teach, and ...
The effects of video games on health. There are many effects of video games on the eyes, such as headaches, eyestrain, blurred vision, etc. Above all, we should be wary of blue light from screens as it is toxic to the retina! đ. Another physical effect of video games is obesity. When not accompanied by regular physical activity, video games ...
Video games, the study suggests, play a very small part in children's lives when compared to such influences as a child's family, school relationships and economic background.
Improved Life Skills. Video games involve taking risks, and the ability to strategize. It teaches patience, perseverance, and the right judgment. It also helps people find new friends and social connections. Besides, gamers become better at critical analysis and learn to concentrate on tasks at hand to completion. 4.
In this essay, we will examine the pros and cons of video games, exploring both the positive and negative aspects of this popular form of entertainment. Video games have become an integral part of modern culture, shaping how we interact, learn, and unwind. ... Exploring the Pros and Cons of Video Games as a Part of Modern Culture. (2023, August ...
Video games have become one of the world's favorite pastimes. There are almost 3 billion gamers worldwide in 2021, with gaming prevalence continuing to grow every year. Gaming is not without controversy, though. Critics of video games will stress that the cons of video games outweigh the pros, while those who support video games will say the opposite.
Pros of video games. Playing video games has many benefits for the player. Learning: video games can help children learn math, spelling, manage resources, understand problems of the world, learn about animals and countries, etc. There are many educational games meant to contribute to our kids development.
The trick is to strike the right balance of good content and appropriate limits. After all, video games should enhance your child's life, not take it over. Video Game Pros: Education. Studies have found that video games can improve learning. When video games have been used in the classroom, teachers see improved test scores.
Gaming pros and cons. ... While the new study provides promising insights into the potential positive effects of video games on mental wellbeing, these findings should be approached with caution due to the limits of the survey. While the potential benefits are encouraging, it is essential to adopt a balanced approach to gaming and pursue ...
The game genres examined were 3D adventure, first-person shooting (FPS), puzzle, rhythm dance, and strategy. The total training durations were 16-90 h. Results of this systematic review demonstrated that video gaming can be beneficial to the brain. However, the beneficial effects vary among video game types.
Introduction. "Video games foster the mindset that allows creativity to grow", said Nolan Bushnell. Video games, a highly debated subject for many parents, have been the subject of social stigmas for a long time. Many believe that video games do more harms than goods, and waste precious time for kids and adults alike, time that could be ...
The global video game industry was worth contributing $159.3 billion in 2020, a 9.3% increase of 9.3% from 2019. Violent video games have been blamed for school shootings, increases in bullying, and violence towards women. Critics argue that these games desensitize players to violence, reward players for simulating violence, and teach children ...
Long Essay on Video Games is usually given to classes 7, 8, 9, and 10. Video games have undeniably become an imperative part of most of our life, either as a form of entertainment and even hobby. Video games came into existence through the invention of the Cathode Ray Tube Amusement Device by Thomas T Goldsmith Jr. and Estle Ray Mann in 1947.
Video games are different from other screen time in crucial ways â and have some benefits "Screen time" is an outdated concept. Kids study, play video games, use social media and watch videos on ...
The obesity is also thought to be due to increased food intake while playing video games. According to a study in the Journal of Clinical Nutrition, "a single session of video game play in healthy male adolescents is associated with an increased food intake, regardless of appetite sensations." The proposed mechanisms are that either the signals ...
In summary, the cons of video games by far outweigh the pros. There is a need for these games to be regulated, particularly with regard to access by minors. The regulation standards imposed by the ESRB should be revised to reflect the need to protect children and students from being lured into the world of aggressive video games.
A review published in the American Psychologist highlighted the potential of video games to provide cognitive and emotional benefits, particularly in the realm of mental health. This suggests that video games can have a constructive impact on individuals' well-being, challenging the prevailing narrative of their negative influence.
Pros And Cons Of Video Games Essay. In 2007, it was estimated that 81% of American youth played video games at least once every month with about 8.5% of them video game addicts. With video games now more prominent, it now estimated that up to 90% of American youth aged between 12-18 play at least 14 hours of video games every week.
Essay On Pros And Cons Of Video Games. 1026 Words 5 Pages. Video games are a global phenomenon, according to a state of the industry report by Spil Games, the number of gamers has reached 1.2 billion in the world and 700 million of them focusing on online game. The players are children, adult, even some elderly is enjoying the world of games.
With time a transition was necessary in the video games and then came the existence of 3D animation. This helped the game developers to render games in 3-dimensional space, providing an enhanced feel of controlling characters in video games. Moreover, this form of video game animation is considered one of the most preferred.
In today's diverse computing landscape, the debate of Chromebook vs laptop can make choosing between a Chromebook and a Windows laptop a challenging decision. Both offer unique advantages and cater to different user needs. This comprehensive guide will help you understand the key differences between Chromebooks and Windows laptops, allowing you to make an informed decision based on your ...
2 pages / 691 words. In contemporary discourse, video games often polarize opinion. Initially perceived predominantly as a form of entertainment, video games have evolved into complex, multifaceted experiences that offer a wide range of benefits. This essay delves into the cognitive, social, and educational advantages of video games, while...