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Dive into the world of video games to explore their impact on human skills, mental health, and social interaction. Discover how video games can enhance creativity, coordination, self-esteem, problem-solving, and more. Despite their violent reputation, video games offer significant physical and psychological advantages, challenging the notion that they are dangerous.
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Are video games dangerous? Mohamed Alzarooni Arizona State University
Introduction • Video games are fun and cool but due to their violent reputation, and the big question that comes to people’s minds is are video games actually dangerous? • Video games don’t have an age limit since old people enjoy them as much as young people.
Importance of games • Video games help in stimulating various human skills including creativity, innovation as well as critical thinking. • Video games enhance coordination between the eyes and the hands. • Video game helps in improving self-esteem.
Cont.. • video games provide sense of belonging and boosts social skills to anti-social children. • provides an avenue for relaxation and releasing stress. • Helps in the development of problem-solving skills from a tender age as well as boosts the memory. • Helps acquire time and distance estimation skills.
Cont.. • used in therapy for the mentally challenged patients who suffer from include schizophrenia, stress and Alzheimer. • Increases human intelligence. • video games slow down the aging process. • help children with dyslexia to read more easily.
Conclusion • Video games actually make life better. • Despite the negative perceptions regarding the violence in the video games, there are many physical and psychological advantages associated with these games. • Video games are therefore not dangerous.
References • Bissell, Tom. Extra Lives: Why Video Games Matter. New York, NY: Pantheon Books, 2010. Print. • Botzakis, Stergios. Entertainment and Gaming. Chicago, Ill: Raintree, 2011. Print. • Donovan, Tristan. Replay: The History of Video Games. East Sussex, England: Yellow Ant, 2010. Print. • Hutchby, Ian, and Jo Moran-Ellis. Children, Technology, and Culture: The Impacts of Technologies in Children's Everyday Lives. London: Routledge/Falmer, 2001. Print. • James, Stewart, Lizzy Bleumers, Jan Van Looy, IlseMariën, Anissa All, Dana Schurmans, Koen • Willaert, Frederik De Grove, An Jacobs and GianlucaMisuraca. The Potential of Digital Games for Empowerment and Social Inclusion of Groups at Risk of Social and Economic Exclusion: Evidence and Opportunity for Policy. Luxembourg: Publications Office, 2013. Print.