Impact of Video Game on People Behaviour

Al-Hileh, Mohamed, and Nedaa Ibrahim. “The Advantages and Disadvantages of Electronic Games Played by Children Aged (3–6) Years, from Mothers and Kindergarten Teachers’ Point of View.” International Journal of Applied Engineering Research, vol. 13, no. 4, 2018, 1805-1812.

According to the authors’ ideas, children’s play is an important activity that they engage in. It plays an important part in the development of children’s personalities, including all of their characteristics and qualities. It is an essential educational mediator that focuses on teaching, growing, meeting needs, and exploring the aspects of children’s and people’s interactions. From the perspectives of moms and kindergarten instructors, this study intends to investigate the benefits and drawbacks of electronic games played by children aged 3-6 years. There were no significant variations in mothers’ and instructors’ perceptions of the benefits and drawbacks of computer games, according to the study.

Allen, Johnie, and Craig Anderson. “Satisfaction and Frustration of Basic Psychological Needs in the Real World and in Video Games Predict Internet Gaming Disorder Scores and Well-Being.” Computers in Human Behavior, vol. 84, 2018, pp. 220-229.

Given the rising acceptance of video games, according to the author’s research, it is crucial to understand how they impact people’s lives. The study found that fundamental psychological demands fulfilment and dissatisfaction in regular activities and video games are accurate indicators of IGD scores and well-being. Video games’ ability to meet psychological demands makes them very fun, but it also makes them potentially harmful, especially for persons whose emotional experiences are unmet in the actual world. When the siren song of captivating virtual worlds overcomes the siren song of need fulfilment in video games, it may become hard to resist the siren song of engaging virtual worlds.

Arjoranta, Jonne. “How to Define Games and Why We Need to.” The Computer Games Journal, vol. 8, no. 3, 2019, pp. 109-120.

This article explores whether creating good game descriptions is a worthwhile endeavor and gives advice on how to do so. It discusses other articles and utilizes them as examples to illustrate game concepts in particular. It finishes with arguments why a definitive definition of games is impossible and why continuing to characterize games is necessary.

Kühn, Simone, et al. “Does Playing Violent Video Games Cause Aggression? A Longitudinal Intervention Study.” Molecular psychiatry, vol. 24, no. 8, 2019, pp. 1220-1234.

According to the author, it is widely believed that violent video games encourage violence, impair pro-social behavior, raise impulsivity, and interact with cognition and emotion in its users. This is the first study to examine the long-term impacts of violent video gaming utilizing a wide range of tests, including questionnaires and physiological measures of aggressiveness. When contrasting the team playing a violent video game to a team playing a non-violent game, as well as an inactive control condition, no significant differences were found. The current findings provide compelling evidence against the widely discussed harmful consequences of playing violent video games in adults, and will thus aid in communicating a more objective scientific viewpoint on the subject.

Shah, Avani, et al. “Developing Digital Intervention Games for Mental Disorders: a Review.” Games for health journal, vol. 7, no. 4, 2018, pp. 213-224.

This study aims to learn how to create therapeutic video games using empirically validated mental health interference games as a starting point. Database inquiries and reverse search approaches for digital game-based therapies for specific mental diseases were used to create the analysis. The writers looked at digital games that were focused on psychological therapies that had been proven to work. The study found that while these sorts of games have the opportunity to assist in psychological issues, there are now just a handful digital games accessible for the treatment of depressive illnesses.

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