Monday, May 20, 2019

Computer games: Related literature Essay

Computer feistys be the second most frequently used application later social media (Wakoopa, and interdict outcomes, especially with respect to aggression (see in Sherry, 2001 Elson & Ferguson, 2013a, 2013c Ferguson, 2007). Although slight than 4% to 5% of the usersadolescents and secondary school studentsare addicted to video/ computer game (Kuss & Griffiths, 2012), some of the authors evince that computer game addiction is common in adolescence and this causes a cycle of example panic (see the moral panic foreshorten of computer games in Barnett & Coulson, 2010 Elson & Ferguson, 2013b Ferguson, Coulson, & Barnett, 2011). Hellstrm et al. (2012) found using computer games for escapism and gaining situation increased their controvert set up and, in contrast, using games for fun and sociability decreased negative effects of games. 2012). Computer and online game play rates and sales are increasing every day (Entertainment Software Association, 2012).Computer and online gam es are preferred by a wide range of people ranging from children and adolescents to adults. Entertainment Software Associations (2012) research showed that the average game player is 30 years old and 32% of the players are less than 18 years old. Players choose to play games for several reasons such as fun, recreation (Griffiths & Hunt, 1995 Kuss & Griffiths, 2012), coping with nidus (Grusser, Thalemann, Albrecht, & Thalemann, 2005 Wood & Griffiths, 2007), sociability, gaining status (Hellstrm, Nilsson, Leppert, & slund, 2012), and escaping real life (Wan & Chiou, 2006 Wood, Griffiths, & Parke, 2007). Research on video and computer gaming books reports both positive and negative effects on players. Fifty-two percent of the parents highlighted that computer game acting is positive and an important element of their childrens life (Entertainment Software Association, 2012).Thus, playing games promotes problem solving, visual, motor, and spatial skills and fosters interaction with f riends outside of school (Boot, Kramer, Simons, Fabiani, & Gratton, 2008 Phillips, Rolls, Rouse, & Griffiths, 1995). Moreover, games may be effective educational tools and games relieve boredom and stress (Bowman & Tamborini, 2012). condescension the positive effects of playing computer games for adolescents, there are also negative effects,especially habit-forming computer game playing (Witt, Massman, & Jackson, 2011). Researchers have been investigating whether computer games can cause time distorted shape (Rau, Peng, & Yang, 2006), inattention, hyperactivity (Chan & Rabinowitz, 2006), aggressive behavior (Ferguson, 2007), violent acts (Ferguson et al., 2008), and negative emotions (Chumbley & Griffiths, 2006).Furthermore, researchers are investigating whether there is an association between computer gaming and smoking, drug use, depression (Desai, Krishnan-Sarin, Cavallo, & Potenza, 2010), negative self-esteem, social anxiety and loneliness ( avant-garde Rooij, Schoenmakers, Ve rmulst, Van Den Eijnden, & Van De Mheen, 2011), introversion, sensation-seeking, neuroticism, low emotional intelligence (Kuss & Griffiths, 2012), and low well-being (Barnett & Coulson, 2010). Most of this work found correlations between games and negative outcomes, but there are also a lot of studies reporting no correlation or only weak correlations between games and negative outcomes, especially with respect to aggression (see in Sherry, 2001 Elson & Ferguson, 2013a, 2013c Ferguson, 2007).Although less than 4% to 5% of the usersadolescents and secondary school studentsare addicted to video/computer game (Kuss & Griffiths, 2012), some of the authors expressed that computer game addiction is common in adolescence and this causes a cycle of moral panic (see the moral panic issue of computer games in Barnett & Coulson, 2010 Elson & Ferguson, 2013b Ferguson, Coulson, & Barnett, 2011). Hellstrm et al. (2012) found using computer games for escapism and gaining status increased their neg ative effects and, in contrast, using games for fun and sociability decreased negative effects of games.

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