How did this industry gain so much ground?
The Effect of Videogames on Student Achievement By Jonathan Craton Introduction In the past few decades, interactive electronic media has grown from virtual non-existence to one of the primary means of entertainment for college students.
In more recent years, the Internet has completely changed the landscape of electronic media from something individual and static into something with the potential to be interactive and social. This article examines the effects of increased student usage of traditional video games as well as online games.
The demographics of the typical game player will be examined along with effects on the individual development and sociological perceptions.
This article will also look at the potential education utility of video games and the effect of games on student engagement and social development. The data show that most college students have played video games, many play them regularly, and a small percentage use them as a primary means of entertainment and leisure.
There is an enormous gender disparity in the amount of time spend on videogames. While less than 1 in 50 incoming freshmen women played more than 10 hours of videogames per week, 1 in 10 males admitted to doing this UCLA Higher Education Research Institute, The disparity increases with 10 times more males than females admitting to playing more than 20 hours per week.
Video game usage tends to drop significantly during the first year of college. The trend toward increased video game and other interactive digital media usage does not appear to be going away. The upcoming college students are even more likely to be tightly tied to their technology than students are today.
The current generation is exceedingly comfortable with technology and electronic entertainment. Psychological Effects There is a large body of evidence which suggests that violent video games lead to increased aggression and even violence.
There is some mixed evidence on the psychological effects of video game violence, but Craig Anderson offers overall implications that can be reached by looking at all studies that relate video games to risk factors: Some studies have yielded nonsignificant [sic] video game effects, just as some smoking studies failed to find a significant link to lung cancer.
But when one combines all relevant empirical studies using meta-analytic techniques, five separate effects emerge with considerable consistency.
Violent video games are significantly associated with: Anderson,Myths and Facts, para. Video game violence is linked to aggression in the short term. Cross-sectional studies have been able to show a correlation between long term exposure to video game violence and real world violence.
A few longitudinal studies are also able to suggest that video game exposure has long term effects on aggression.
The researchers looked at five major areas of risky behavior. These include obesity, smoking, drinking, violence, and early sexual activity. The study found that, in general, there is at least a modest link between electronic media consumption and obesity, smoking, drinking, and violence.
The study focused largely on TV and movies as the basis for the first three, but specifically mentioned the effect of videogame violence as increasing the risks of violence in teens. Gender Identity Violent videogames seem to affect men differently than women.
One study of 43 undergraduate students yielded particularly interesting results. It then placed participants in different rooms and told them that their reaction time would be measured.
Admittedly, the study was small, and it was difficult to choose games that were not inherently gender biased already, but the study does still serve to show that in at least some cases, men experience more added aggression than women after playing violent videogames.
In his book Die Tryin': Videogames, Masculinity, Culture, Derek Burrill suggests that modern videogames have borrowed much of their material from Hollywood.
The player character in many games, referred to as the avatar, is generally created to be at least somewhat superhuman. Just like in movies, this portrayal of what an individual is supposed to be contributes to identity development. Many games involve male characters that are incredibly well built and tough, and female characters that are physically attractive.
A study examined 33 popular games of the time and found the following: This analysis reveals that traditional gender roles and violence are central to many games in the sample. Most of the characters in the games were Anglo. These findings indicate that video games, like many other forms of mass media, are contributing to the ongoing gender imbalances in our society.The findings do not suggest that video games can't have benefits.
For instance, educational games may help learning, and previous studies have found that action games can improve vision. And they might have social benefits as well, since boys seem to bond while playing video games, Weis said.
The best way to understand the effects of video games on school performance is to conduct randomized, controlled experiments. As I've already noted, these are in short supply. But one exception is a small experiment conducted by Robert Weis and Brittany Cerankosky. The study is the first controlled trial to look at the effects of playing video games on learning in young boys.
That is to say, the findings aren't based on survey data of kids' game habits, but. Research on the subject has been mixed, but it seems that video games can have a positive effect on learning when used in particular ways. Student Engagement and Sociological Effects. Research on the social effects of video games is also mixed (Allison, Wahlde, Shockley, & Gabbard, ).
The effects of math video games on learning: A randomized evaluation study with innovative impact estimation techniques. Aug 27, · In other words, video games are comparable to other kinds of imaginative play. And play, most folks tend to agree, is of vital importance. Adults and children need more of it.