"Today, in the United States, 91% of children aged 2 to 17 play video games, and a nationally representative study of US adolescents found that up to 99% of children - boys and 94% of girls - play these games" (Granic, Label and Engels 1). Video games have become virtually ubiquitous and belong to almost every single modern household. The market's popularity, as well as its disapproval, has increased dramatically since they were invented. Many critics have argued over the last two decades or so that these electronic games have destroyed children's lives by making them sedentary and obese. However, recent studies argue that video games do not harm children, but actually provide them with numerous benefits that they can incorporate into their daily lives. Improvements have been found in cognitive skills, social behaviors, emotional well-being, and many other areas necessary for a child's growth and success. All children should use video games as an essential tool to make their world simpler and more understandable. One of the most important areas that video games benefit from is cognition, or how people process and receive knowledge. Video games improve problem-solving skills (Granic, Label and Engels 4). Furthermore, they increase spatial working memory and visual search skills (Oei and Patterson 13). Experienced video gamers have developed skillful behaviors such as problem perception and self-observation (Hayes and Silberman 19). Furthermore, video games have different beneficial effects on cognition depending on the type of games they are (Oei and Patterson 15). Puzzle games, such as Tetris, help improve people's mental rotation skills (Oei and Patterson 1). Action video games......middle of paper......psychologist 69.1 (2014): 66-78. PsycARTICLES. Network. January 31, 2014. Griffiths, Mark. “The Educational Benefits of Video Games.” Education and Health 20.3 (2002): 47-51. Professional development collection. Network. February 4, 2014. Hayes, Elisabeth and Lauren Silberman. "INCORPORATION OF VIDEO GAMES INTO PHYSICAL EDUCATION." Journal of Physical Education, Recreation and Dance 78.3 (2007): 18-24. ProQuest. Network. February 6, 2014. Oei, Adam C., and Michael D. Patterson. “Improving cognition with video games: A multiple game training study.” Plos UNO 8.3 (2013): 1-16. Premier of academic research. Network. February 4, 2014. Olson, Cheryl K. “Children's Motivations for Video Game Play in the Context of Normal Development.” General Psychology Review 14.2 (2010): 180-187. PsycARTICLES. Network. February 4, 2014.White, William B., Jr. “What Value Are Video Games?” USA Today 03 1992: 74. ProQuest. Network. February 6. 2014 .
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