The effects of video games Video games, their effects on adolescents and parental responsibility is a topic that is widely debated whether it is the responsibility of parents or whether the video game industry should be regulated . The video game industry itself has only been available for consumption for the last 30 years or so. That said, the topic is still quite new in terms of effects, but its effects on children can currently be measured. The industry is very unique in terms of entertainment because players are transported into the game itself essentially becoming part of the script. Although many people see the negative aspects of playing video games, there are positive aspects. A meta-analysis recently published by Uttal in 2013 concluded that improvements in spatial skills resulting from playing video games that incorporated shooting elements were equivalent to the effects of high school and college courses aimed at improving these same skills. Could this benefit change some high school level courses? How will the atmosphere in the classroom change? Even with games like Sims 3, players have to build a “virtual” life from scratch. Essentially the avatar or virtual character has to socialize, learn new skills to get a job and acquire a better home as well as find a husband, wife and friends and have possible children. Even though it's a virtual world, it still builds on social skills and becomes a common interest for kids outside of gaming (helps build real friendships). According to a study conducted by Adachi and Willoughby in 2013, it was shown that the more children played games like The Sims ie (role-playing games), the greater the improvements they saw in the problems… middle of paper. .....or in Laboratory and in Life Journal of Personality and Social Psychology 772-790Dweck, C.S., & Molden, D.C. (2005). Theories of the self: Their impact on motivation and skill acquisition. In A. J. Elliot & C. S. Dweck (Eds.), Handbook of competence and motivation (pp. 122–140) New York, NY: Guilford Press Gentile, Douglas & Lim Guan Choon. (2012) Video Games Playing, Attention Problems, and Impulsiveness Evidence of bidirectional psychology of victims of popular media culture. 61-70Uttal, D.H., Meadow, N.G., Tipton, E., Hand, L.L., Alden, A.R., Warren, C., & Newcombe, N.S. (2013). The malleability of spatial skills: A meta-analysis of training studies. Psychological Bulletin, 139, 352–402Vanderwater, Elizabeth, and Mi-Suk Shim. (2004) Linking obesity and activity level to children's use of television and video games. Journal of youth and adolescence, 71-85
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