Video Games - Learning v.s. Violence
How does video games influence children?
Image Credit: Rockstar Games |
Some educators and scientists argue that
playing video games enhances human’s brain functions such as cognitive skills or
memorization. An
associate professor of Teaching and Learning at Vanderbilt University, Douglas
Clark, points out “game-playing students outperformed non-players in terms of
cognitive, interpersonal and interpersonal learning outcomes” in his survey. Games designed for education such as “River City” already exist and
the National Science Foundation (NSF) asserts those games “help learners
acquire deep science-inquiry skills and conception knowledge.”
Image Credit: NES |
In
addition, video games have a potential to enhance not only cognitive skills but
also children’s decision making abilities. Until five or ten years ago, all we
could do in videogames was shoot or defeat opponents and get higher points.
However, now videogames have become more and more complicated and some of those
scenarios require very difficult decisions in terms of morality or humanity.
An
NSF program director, Chris Hoadley explains “Ten years ago, we had a lot of
questions about whether you could get anything serious out of a game”, but at
the same time he argues “serious games can enhance not only acquisition of
facts or specific onscreen skills but also some of the more fuzzy, squishy, 21st
–century things like leadership, teamwork and agency.” According
to Pew Research Center’s data on Dec. 15, 2015, 64 percent of US adults think
video games improve problem-solving and strategic thinking. Thus some claim that
video games can enhance children’s brain functions.
Other people argue that video games can cause people to commit acts of criminal
violence, but there is small correlation between aggressive behavior and
violent media consumption. It is clear that the students who killed 13 people
at a Columbine, Colorado high school played a violent gun-shooting game, but it
is unreasonable to ignore the other factors and conclude that the main reason
was the bloody video game.
Chris Ferguson, co-chair of the Department of
Psychology at Stetson University asserts that “older researchers and doctors
were more likely to view games negatively”. Playing videogames
was not likely to be the main reason for that tragedy.
Generally, aggressive
children come from violent and abusive households and we can see playing
videogames is just a way to release their anger. A creative director of the MIT
Education Arcade, Scot Osterwell asserts “most of the studies that say games
are harmful don’t hold up in terms of their validity.” Also the
professor of literacy studies at Arizona State University, James Paul Gee
argues “what matters most is how games are used and in what context.” It is not necessarily accurate to claim that blaming videogames for the
violent behavior is oversimplified and ignores other factors to make people
aggressive and commit violent behavior.
For years, the debate on whether or not games can
enhance learning and help students study is far from finished. However, the
data showing games can improve people’s brain functions is abundant and we
shouldn’t ignore it.
Arguments that videogames leads to violent behavior are
everlasting, but they are obviously just exaggerations by the media because
there is countries where people can buy the exact same games and nobody is
killed by shootings, such as Japan. Japan is the country that invented the
world’s first videogame console and its videogame market is as large as the one
in the United States. Many violent and sexual American games are popular in Japan
and can easily be bought there.
However there is an astonishing reality about
the number of victims by shooting. According to Centers for Diseases Control
and Prevention, the number of firearm mortality in the United States was 33,304
in 2014. On the other hand, it was 10 in Japan in the same year according to
Tokyo Metropolitan Police Department. As we can see in this data, we should not
be prejudiced against videogames and we should support the experimentation of
putting this powerful tool into practical educational use.
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