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Tuesday, February 26, 2019

Computer games: Related literature Essay

computing machine naughtys argon the second nigh frequently used application after social media (Wakoopa, and oppose 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 second-string naturalize studentsare addicted to television system/ computing device game (Kuss & Griffiths, 2012), rough of the authors expressed that computer game dependency is common in adolescence and this causes a cycle of example panic (see the moral panic issue of computer games in Barnett & Coulson, 2010 Elson & Ferguson, 2013b Ferguson, Coulson, & Barnett, 2011). Hellstrm et al. (2012) name use computer games for escapism and gaining shape increased their negative effects and, in contrast, using games for fun and sociableness decreased negative effects of games. 2012). Computer and online game play rate and sales are increasing every day (Entertainment Software Associatio n, 2012).Computer and online games are preferred by a wide range of mint 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(prenominal) than 18 years old. Players choose to play games for several reasons such as fun, recreation (Griffiths & Hunt, 1995 Kuss & Griffiths, 2012), coping with adjudicate (Grusser, Thalemann, Albrecht, & Thalemann, 2005 Wood & Griffiths, 2007), sociability, gaining status (Hellstrm, Nilsson, Leppert, & slund, 2012), and escaping real flavor (Wan & Chiou, 2006 Wood, Griffiths, & Parke, 2007). Research on video and computer gaming literature reports twain positive and negative effects on players. Fifty-two percent of the parents highlighted that computer game play is positive and an important element of their childrens conduct (Entertainment Software Association, 2012).Thus, playing games promotes problem solving, visual , motor, and spatial skills and fosters interaction with friends 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). Despite the positive effects of playing computer games for adolescents, at that place are also negative effects,especially addictive computer game playing (Witt, Massman, & Jackson, 2011). Researchers have been investigating whether computer games can cause time twisting (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 (Van Rooij, Schoenmakers, Vermulst, Van Den Eijnden, & Van De Mheen, 2011), introversion, sensation-seeking, neuroticism, economic crisis 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 wan 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 game s for escapism and gaining status increased their negative effects and, in contrast, using games for fun and sociability decreased negative effects of games.

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