According to Sneyd “playing of video games improves cognitive function and performance by combining the higher cognitive function of the cerebrum with the muscle memory housed in the cerebellum providing a platform for enhanced learning capabilities” (Sneyd, “Believe the hype! How video games are changing education”). Also, the author in “Believe the hype! How video games are changing education” describes examples of help to PTSD victims through virtual reality games, and also assist in reviving some of the elderly’s multitasking skills. By saying this, Sneyd describes how gaming builds conceptual skills which can lead to higher performance in all ages whether it be basic functions or achievement in an educational setting. On the other hand, computers can give off negative effects such as having “addictive qualities and deprioritizing of school work” (Sneyd, “Believe the hype! How video games are changing education”). Basically, virtual worlds can lead to distraction and creating problems instead of solving them, evident in The Big Bang Theory where the game affects Penny negatively. She establishes an addictive pattern of drinking energy drinks to allow her to stay awake and alert through the night, and repetitively skips work to play “Age of
According to Sneyd “playing of video games improves cognitive function and performance by combining the higher cognitive function of the cerebrum with the muscle memory housed in the cerebellum providing a platform for enhanced learning capabilities” (Sneyd, “Believe the hype! How video games are changing education”). Also, the author in “Believe the hype! How video games are changing education” describes examples of help to PTSD victims through virtual reality games, and also assist in reviving some of the elderly’s multitasking skills. By saying this, Sneyd describes how gaming builds conceptual skills which can lead to higher performance in all ages whether it be basic functions or achievement in an educational setting. On the other hand, computers can give off negative effects such as having “addictive qualities and deprioritizing of school work” (Sneyd, “Believe the hype! How video games are changing education”). Basically, virtual worlds can lead to distraction and creating problems instead of solving them, evident in The Big Bang Theory where the game affects Penny negatively. She establishes an addictive pattern of drinking energy drinks to allow her to stay awake and alert through the night, and repetitively skips work to play “Age of