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the affect of video games on aggression, treating patients in hospitals, vision, and more.
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The Risks and Benefits to Gaming
Video Games, Aggression, and the Brain
Research suggests that video
games are leading to aggres-
sion among people. In a
research study two brothers
were playing a video game
together. They were playing
the video game "Mario
Cart," which is really not a
very violent game; the ob-
ject is to win a car race by
coming in first while ma-
neuvering through different
courses. When the younger
brother won, the older
brother got up and started
kicking him and yelling
insults! Later on that day,
the younger brother was
playing another video game
by himself and when he
could not beat the level, he
threw down the controller
and screamed at the TV
screen, "Why are you doing
this to me...?!" and burst
into tears. (Kardaras, Eleni)2 Along with frustration and
addiction, a professor at
Tokyo's Nihon University,
Akio Mori, did a study and
found out that the more a
person plays video games
the less they use the frontal
regions of their brain.
(Kardaras, Eleni)2 This
shows two important things:
the decrease of usage of the
frontal regions of the brain
while playing can lead to
aggression,
(cont. on page 2)
Highlights:
> Violent Games
> Video Games and
Vision
> Video Games and
Healing
> Health Risks
> Aggression
Zachary Pinz
Health
Section B4
The Affect of Video Games on Health
Contents
Video Games, Ag-
gression, and the
Brain
1-2
Risks for Playing
Video Games in
2
Video Game Killing
can Boost Visual
2
Video Games are
Changing the Way
Patients Heal
3
Mental Health
Benefits of Video
3
Bibliography 4
Further Reading 4
November 24, 2009 Volume 1, Issue 1
These games also can
change the way people
think: after playing violent
games, one group in a
study were more likely to
use alcohol and marijuana,
be competitive in another
task, and accuse others of
cheating in that other task.6
Some role-playing games
can become a substitute for
real life for some players.
Continuously playing a
game has led to problems
in school, obesity, sleep
problems, and memory
problems. Cheating also
can be a problem for some
players.6 Players who play
a game constantly have
similar symptoms to peo-
ple with drug addictions
and can suffer from with-
drawal. They also use
games as a way to escape,
Since games like Pac Man
games have evolved and
become more violent.
About 89% of games con-
tain some amount of vio-
lence.6 Violent games can:
increase aggressive behav-
ior, emotions, and
thoughts; create psycho-
logical arousal (fight or
flight response,) and re-
duces helpful behavior.6
Halo, an example of a vio-
lent video game.
much like substance abus-
ers.6 RSI, repetitive stress
injury, due to repetitive
movement is common for
players of video games.
Besides being fun, video
games can: improve hand-
eye coordination, improve
eyesight, some games in-
clude physical activity,
they create social interac-
tion and self-esteem, and
some games can be used
for educational purposes.6
and the decrease of frontal brain usage after the
game is turned off creates a lasting effect. Does
the brain perceive the games as real? Multiple
studies have reported that playing video games
can significantly increase heart rate, blood pres-
sure, and oxygen consumption. If studies show
that heart rate is increased when playing video
games, then it seems that the brain is responding
to the video game as if the body is in real dan-
ger. (Kardaras, Eleni)
Unlike role-playing games
these shooting games help to
spread the brain’s attention
over a wide range of events.
Although not helpful in edu-
cating, there was an in-
creased capacity for visual
attention which was helpful
in: driving, flying aircraft,
radiology, and airport
screening. (Blakeslee, San-
dra)1 Gamers could localize
targets in a cluttered envi-
Violent shooting games can
help visual skills. Experi-
enced players of these games
are 30 percent to 50 percent
better than non-players at
taking in everything that hap-
pens around them. They iden-
tify objects in their peripheral
vision, perceiving numerous
objects without having to
count them, switch attention
rapidly and track many items
at once. (Blakeslee, Sandra)1
ronment, identify up to 10
items on a screen without
counting, and were able to
process fast-scanning infor-
mation and switch attention
better than non-players.
(Blakeslee, Sandra)1 Between
Tetris and Medal of Honor:
Allied Assault, the Medal of
Honor game (a shooting
game) helped to increase vis-
ual attention in both sexes.
(Blakeslee, Sandra)1
than male non-players. The
only determinant common
to both female and male
video-game players was
greater reliance on the
Internet for social support.
As reported by Dr. James
B. Weaver II, a higher
BMI and poor mental
health is in a greater num-
ber of players compared to
non-players.4 There is a
link between obesity and
playing video games in
adults. Adults will also
sacrifice real-world social
interaction to play video
games.4
Playing video games are
not only a problem for
children. The average age
for playing video games is
35.4 In a study with 500
adults, 45.1% reported
playing video games. Fe-
male video-game players
reported greater depression
and lower health status
than female non-players.
Male video-game players
reported higher BMI and
more Internet use time
Page 2 The Affect of Video Games on Health
Star Wars Battlefront II, a
great, interactive shooting
game without blood.
Risks for Playing Video Games in Adults
Video Game Killing can Boost Visual Skills
Video Games, Aggression, and the Brain. (cont. from page
The average
age for
playing
video
games is 35.
There are many negative
things about video games,
but they are revolutioniz-
ing the way patients are
healed at hospitals. In
many hospitals today the
Nintendo Wii is being used
to speed recovery due to its
unique physical game
play.3 Stretching and mov-
ing the muscles of the pa-
tient helps them to heal
faster. Since the Nintendo
Wii was released in No-
vember 2006, more and
more rehabilitation thera-
pists have been using the
device to help patients with
injuries. Hunter will be
trying a new video game,
named Guitar Hero, which
uses a guitar-shape control-
ler. Players press buttons
on the guitar's neck and
strum on its body to play
along to songs in the game.
"It might be used to regain
fine motor coordination in
smaller muscles in the fin-
gers, hands, and
wrist.” (Hope, Hunter)3
While the Wii is very help-
ful in hospitals it is also
being used in school set-
tings in gym classes be-
cause of the balance be-
tween physical activity and
a video game.3
Video games have been shown to be very helpful in easing
mental illnesses such as depression. A particular game, Be-
jeweled by PopCap Games, was found to improve the mood
and heart rhythms of players compared to non-players.5 The
idea that depression and other disorders -- as well as everyday
stress and worry -- involve systematic patterns of thought and
self-doubt, and that games can distract people and put them in
a different mental zone. You don't have to play with a com-
puter or an Xbox 360 to notice the effect: Anyone who has
used a crossword puzzle or Sudoku game to decompress after
a difficult day recognizes the idea.5 One of the breakthrough
ideas in combating stress and other mental disturbances was
manipulating a factor known as heart rate variability. Differ-
ent emotions seem to produce heart rhythm "signatures," and
several devices have been invented to measure that variabil-
ity.5 Video games have not only helped with depression but
also with soldiers recovering from traumatic events who were
stressed in everyday situations.5
Page 3 Volume 1, Issue 1
Mental Health Benefits of Video Games
How Video Games are Changing the Way Patients Heal
Video games help to relieve or suppress stress
Bibliography:
1. Blakeslee, Sandra. “Video-Game Killing Builds Visual Skills, Researchers Report. (National Desk)(research published in to-
day's Nature journal),” New York Times, 2003, Science Resource Center, MICDS Library, St. Louis, MO, 11 November 2009,
http://galenet.galegroup.com/servlet/SciRC?ste=1&docNum=A102514642
2. Kardaras, Eleni, “The Affect of Video Games on the Brain,” Serendip, 7 January 2008, 3 November 2009, http://
serendip.brynmawr.edu/exchange/node/1742
3. Klein, Andrew, “Beyond fun and games: video games are changing how hospital patients heal and teens exercise. PHYSICAL
TECHNOLOGY.” Science World. 2008. Science Resource Center. MICDS Library, St. Louis, MO, 11 November 2009, http://
galenet.galegroup.com/servlet/SciRC?ste=1&docNum=A174061877
The following did not have any provided authors:
4. Elsevier Health Sciences. "Links Between Video-game Playing and Health Risks in Adults Found." ScienceDaily 18 August
2009, 18 November 2009, http://www.sciencedaily.com- /releases/2009/08/090818083224.htm
5. “Rx. Xbox? Researchers Explore Mental Health Benefits of Video Games” The Washington Post. 18 August 2009, 22 Novem-
ber 2009. http://www.washingtonpost.com/wp-dyn/content/article/2009/08/17/AR2009081702114.html
6. “Video Games,” Teen Health; Child and Youth Health, 19 February 2009, 3 November 2009, http://www.cyh.com/
HealthTopics/HealthTopicDetails.aspx?p=243&np=295&id=2375
Photos:
Halo screenshot (front page): http://halo.bungie.org/screenshots/index.html?coll_id=209
Boys at an arcade (page 2): http://electronics.howstuffworks.com/video-game-violence1.htm
Star Wars Battlefront II screenshot (page 2): http://www.mobygames.com/game/windows/star-wars-battlefront-ii/
screenshots/gameShotId,151874/
Patient Playing Wii (page 3): http://galenet.galegroup.com/servlet/SciRC?ste=1&docNum=A174061877
Man Playing a Game (page 3): http://www.sciencedaily.com/releases/2009/08/090818083224.htm
Further Reading
To learn more about how the Wii is helping people go to:
http://www.thaindian.com/newsportal/health/interactive-video-games-becoming-health-and-wellness-
tools_100274747.html
To learn more about how violent video games generate violent behavior go to:
http://mentalhealth.about.com/cs/familyresources/a/vidgameviolence.htm
Page 4 The Affect of Video Games on Health