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A Summary of the Effects of Video Games on Adolescence

  • Writer: Sadie Sonneborn Malecki
    Sadie Sonneborn Malecki
  • 2 days ago
  • 4 min read

To most kids, reading and writing are nearly innate by the end of elementary school; however, something new is becoming more apparent in adolescence—video games. Though they became mainstream in the 1970s and 1980s, video games still play a crucial role in many adolescents' daily lives. Today, many debates occur about whether video games are truly negative or positive, considering numerous factors, including mental health and coping strategies. In reality, video games have both positive and negative effects on adolescents, but the main question now is, how? How can video games balance the two worlds? And when can parents realize that it is becoming too negative?

Before diving into further detail, a clear picture of the term “video games” needs to be established. According to the online dictionary Merriam-Webster, the definition of a “video game” is, “an electronic game in which players control images on a video screen” (“Video Game”). While this is the technical term, current video games extend way beyond those simple words. Looking back, before the advancements, video games actually appeared in society as early as the 1950s. During those times, only premier institutions and well-off companies had access to such preliminary technology. This was because computers themselves took up almost half a room. The first groundbreaking development was in the 1960s, when MIT students pieced together a game called “Spacewar.” Over a few weeks, the game caught some popularity around campus; however, it was only designed to stay there, especially as computers were still rare and expensive. Ten years later, though, the video game business was booming, with arcade games like Pong leading the way. In the 1980s, video game controllers were invented, a new way of approaching games. This was also the turning point when companies such as Mattel were overtaken by the Japanese company, Nintendo. Since then, video games have steadily evolved annually, and with ever-changing technology, the future holds a million secrets.

As stated, the main purpose of this text is to explore both the positive and negative effects of video games. While some platforms are designed to be educational, others also contribute to underlying issues, including “[disrupting] sleep cycles, [reducing] attention, and [weakening] academic performance” (“Effects Of Video Games On Teen Mental Health - Bright Path Adolescent Mental Health”). By uncovering these negative repercussions and learning how to prevent them, adolescents can gain a better understanding of moderation, because everything truly comes in moderation.

In society, there is a tendency to focus on the negative. Whether on social media or a political stage, the negative aspects of this world appear in conversation. In many instances, it is completely warranted; nonetheless, it can feel overwhelming and consuming, particularly for adolescents. In the video gaming world, this stereotype is intensified, but in reality, there are many positives. One study that surveyed 2,000 children, conducted by scientists at the University of Vermont, found a surprising difference between children who played three or more hours of video games a day and those who did not at all. By the end of the study, the findings revealed that “children who reported playing video games for three or more hours per day were faster and more accurate on[...]cognitive tasks than those who never played” (B Chaarani, et al.). Scientists were able to conclude this using an MRI machine, indicating increased activity in the memory, attention, and demanding regions of the brains of children who played video games. In the end, scientists connected these readings to the positive patterns they observed in children, and while there were a few negatives, they felt satisfied with the conclusion.

On the other hand, the negative impacts of video games outshine the positive ones in many researchers' eyes. For starters, while many individuals may believe all the effects are cognitive, some are physical consequences. Repetitive finger movement can lead to a condition called carpal tunnel syndrome. When someone has carpal tunnel syndrome, they may experience “numbness, tingling, and weakness in the thumb and fingers” (“Carpal Tunnel Syndrome”). Thankfully, issues like this one, and others, including obesity, take a long time to develop; nevertheless, many other dilemmas present themselves earlier due to video games.

Physiologically, the ramifications are considerably severe. First of all, when a person begins interacting with technology, they risk becoming addicted. In the video gaming world, researchers are still debating whether internet gaming disorder (IGD) is factual. For those who do believe it, people must have five or more symptoms—“gaming preoccupation, withdrawal, tolerance, loss of interest in other activities, downplaying use, loss of relationship, educational, or career opportunities, gaming to escape or relieve anxiety, guilt, or other negative mood states, failure to control, [and] continued gaming despite psychosocial problems”— to be diagnosed (Grinspoon).

Additionally, a more widely accepted view is that video games can lead to immense mental health disorders. For example, when an adolescent stares at their screen for a long time, their innate abilities of communication and connection are often dulled. This limitation to natural reaction can make it difficult for adolescents to develop relationships, which can lead to a loss of self-esteem and interest. A large number of studies also “link excessive gaming—especially with violent content—to increased risks of anxiety, mood disorders, and social difficulties” (Herber). Finally, as navigating the technological space is challenging, adolescents risk exposing themselves to cyberbullying and unregulated platforms. These issues then lead to further thoughts of self-harm and lack of motivation.

Ultimately, video games are an interesting concept. What started as an idea of expression and fun led to many unfortunate downsides. However, what this shows is the importance of moderation. By limiting screen time and accessibility, adolescents are already put in a better position to make smart choices online. With moderation and practice, good results emerge, and for video games, this mentality is more important than ever.

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