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Video Games: Why Their Benefits Outweigh Concern over Violence

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Video Games: Why Their Benefits Outweigh Concern over Violence
Michael
Composition 2
April 7, 2014
Video Games: Why Their Benefits Outweigh Concern over Violence
Video games are rapidly becoming one the most common forms of electronic entertainment and are played by both children and adults. Recently, there have been several investigations into the possible effects gaming may have on the development of children’s mental faculties as well as how they might affect a gamer’s emotional disposition following gameplay. Much of this research has painted video games in a negative light asserting that the playing of violent video games leads to an increase of aggressive or antisocial behavior. Though this is important research, it fails to encompass broader questions of effects of different types of games that necessitate different styles of play or even different material within a game that could produce different behavioral outcomes. Moreover, because of the popularity of video games there is a substantial economic component to the question of the utility of video games. Finally, there are several educational and other miscellaneous personal benefits of gaming that often go under reported or are simply ignored. After compiling evidence and applying common sense we can plainly see that video games offer benefits that far outweigh their disadvantages.
First, and quite possibly the easiest impact of video games to quantify, is that of their effect on the economy. In 2012, there were on average 6 video, computer, or digital games sold every second in the United States (ESA). This statistic means that even at a low price video games are able to have a large impact on the economy. Also in 2012, video game software sales in the United States were worth a total of $6.7 billion, computer game sales were worth $380 million, video game consoles were worth $5.9 billion digital game content was worth $5.9 billion, all of these and other sectors of the video game market came together to be worth an overall $21 billion (ESA). These



Cited: Saleem, Muniba, Craig A. Anderson, and Douglas A. Gentile. "Effects Of Prosocial, Neutral, And Violent Video Games On Children 's Helpful And Hurtful Behaviors." Aggressive Behavior 38.4 (2012): 281-287. Academic Search Complete. Web. 4 Apr. 2014. De Simone, J. J. "What Is Good Can Also Be Bad: The Prosocial And Antisocial In-Game Behaviors Of Young Video Game Players." Atlantic Journal Of Communication 21.3 (2013): 149-163. Academic Search Complete. Web. 4 Apr. 2014. Nauert, Rick. “Video Games Can Help Boost Social, Memory & Cognitive Skills.” American Psychological Association. November 26, 2013. Web. 4 April 2014. Entertainment Software Association. “Games: Improving the Economy.” et al 2014. Wed. 4 April 2014. Sestir, Mark, Barthalow, Bruce. “Violent and Nonviolent Video Games Produce Opposing Effects on Aggressive and Prosocial Outcomes.” Journal of Experimental Social Psychology 46 (2010): 934–942. Web. 4 April 2014. Guarini, Drew. “9 Ways Video Games Can Actually Be Good For You.” HuffingtonPost. 11 November 2013. Web. 6 April 2014.

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