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Essay / Research Paper Abstract
This 5 page paper argues that video games are not bad. Rather, they are educational and helpful. Bibliography lists 6 sources.
Page Count:
5 pages (~225 words per page)
File: RT13_SA849gam.rtf
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Unformatted sample text from the term paper:
about video games, they are not only harmless, they are educational. Video gaming is something less hazardous than, say, drinking alcohol or experimenting with drugs. Because teenage boys tend to
get into trouble, attention to video gaming is actually a good outlet for their adolescent rage and can actually improve dexterity. Certainly, it is something that can keep them out
of trouble or "off the streets" so to speak. Although it may be true that video games contain violence and sexual elements, they are generally good for passing time. At
least, they are not likely to do much harm. In one study it had been noted that gamers had improved on certain skills. For instance, some video games can
actually enhance dexterity in addition to their ability to solve problems ("Playing video games develops mental, surgical dexterity," 2008). In one study, for example, it was shown that the gamers
were able to improve perceptual and cognitive skills ("Playing video games develops mental, surgical dexterity," 2008). Interestingly, younger children seem to be better able to access the benefits of gaming.
In regard to the study, the following is reported: "As the children played the game, they were asked to think aloud for 20 minutes. Researchers assessed their problem-solving ability by
examining the types of cognitive, goal-oriented, game-oriented, emotional and contextual statements they made" ("Playing video games develops mental, surgical dexterity," 2008). It seems that to an extent, gaming provides a
good framework for development for children of all ages. While studies do show that video gaming is good, there are other reports that of course confirm the idea that violent
games are not. It seems that those playing violent video games tended to be more hostile, while players of prosocial games were involved in fewer fights in school ("Playing video
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