The birth of video games began in the early 1950s; games have been used as simulations and artificial intelligence programs. Video games in the United States became mainstream and gained enormous popularity in the 1970s and 1980s. This included arcade video games, game consoles, and home computer games. Video games are played electronically by displaying images produced by computer software on a television screen or portable device. Typical parents try to take away video games and encourage their children to go outside or do an activity that would be more beneficial. However, it is important to evaluate the extent to which video game mechanics have a major impact on people's education. The positive reasons for playing video games are that playing video games is useful for teachers in the classroom, learning strategies and help with mental illnesses. Playing a video game exceptionally changes a person's brain with the potential to fight mental illness and depression. “In 2012, New Zealand researchers created a new way to treat depressed adolescents with “SPARX,” a video game designed to provide therapy to children in a more fun and active way than traditional counseling.” (Drew) Sparx stands for “intelligent, positive, active, realistic and x-factor thinking”, strategies commonly used to combat depression. This study on Sparx games was aimed at young adolescents to help them treat their depression problems. “Half of the group was randomly assigned to “treatment as usual,” which consisted of one-on-one counseling over five sessions. The other half played SPARX, a fantasy game in which subjects created avatars to dunk.” the dark negative automatic thoughts, "and restore order to the virtual world."(Drew) The Sparx...... middle of paper ......playing together by the same rules and appreciating the same core values and stay together until The game is over, even if we are losing to continue having fun. Video games can have a positive influence, but who the player is and the nature of their involvement will influence the amount of happiness they get from playing. Educational and action video games have been shown to increase cognitive thinking, increase reaction times, and have taught people to become better thinkers. Video games are not simply for entertainment purposes or a waste of time, they are beneficial to people. With several productive reasons to play the game and proven results, there is no reason for people to discourage others from playing it. We should continue to educate people that games are excellent teaching resources and not ignore the positive influences we get from playing.
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