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Video Game Paper - Final

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sgimenez
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Technology

Is Playing Video Games a Waste of Time?


By Stephanie Gimenez
November 30, 2021

Photo courtesy of IGN.com

From Pong, the first commercially successful video game from 1972, to the ever-popular Minecraft, there
is no doubt that people enjoy video games as a pastime. As these video games take more and more of our
attention away from other aspects of our lives, it’s natural to wonder if they truly are a waste of time. Pew
research data found that the majority consider at least some games to be a waste of time, while only 16%
of survey respondents are unsure about their effect (Duggan). Despite that, the same group of people who
were surveyed also feel that video games may help develop problem solving skills as well as promote
teamwork and communication (see Fig 1). Surely, these qualities aren’t a waste of time, right? It is highly
unlikely that anyone would come to that conclusion. So why are people’s perceptions so negative towards
video games? Well, it didn’t help that in 2018, the World Health Organization (WHO), which is
responsible for classifying all diseases, created “gaming disorder” as a unique mental health syndrome
(Poznyak). Thus, not only are video games a waste of time, but they are even bad for your well-being!
Health care providers in turn have taken the stance of advising parents on the importance of setting
“reasonable” time limits to avoid the negative effects on their children’s development. Indeed, a 2020
national poll conducted by the University of Michigan found that 86% of parents feel their kids spend too
much time playing video games (Rapaport).
Fig 1
Happiness and Wellness
We hold these truths to be self-evident, that all men are created equal, that they are endowed by their Creator with certain unalienable
Rights, that among these are Life, Liberty and the Pursuit of Happiness. — Thomas Jefferson, Declaration of Independence, 1776

Video games are the current pinnacle of man’s quest for entertainment. Human imagination and creativity
have enabled all civilizations to invent games to entertain themselves. Our modern society also promotes
happiness and wellness with the understanding that a holistic approach that incorporates the mind and
body is optimal for us to thrive. Nowadays, colleges and employers strive to incorporate fun games and
challenges in their environments to essentially bring out the best in people. So, is there such a thing as
mindless entertainment? Those who enjoy video games find them to be an easily accessible outlet to
relieve stress and take a break from real life challenges. Ample research supports the fact that playtime is
essential for healthy child development (Ginsburg; Keller). In fact, lack of play is associated with poor
development (Bongiorno and Quinn). Furthermore, experts say that even adults who play can “relieve
stress, boost creativity, improve brain function, and improve our relationships with other people by
fostering trust with others” (Robinson). With the endless variety of video games available, there is surely
something for everybody to enjoy--if they are willing to take a break from watching sports, horror
movies, and TikTok videos. Our society tends to not censor our choice for the things that make us happy,
even when they could potentially harm us, so video games should be no exception. Play and games have,
indeed, served a fundamental role in our quest for happiness. Especially during hard times, we are
reminded of the value of taking time out to have fun as a way to de-stress our minds and bodies.

What makes video games so enjoyable?


During the pandemic, a survey showed the most common reason people turned to video games was due to
boredom (See Fig 2). But what is the real reason behind it when there are a variety of other options, like
board games, Netflix, or video chatting? In their summary of the positive effects of gaming, behavioral
scientists highlight the intensely rewarding emotional benefit reported by gamers (Granic, et al. 71-72).
Playing video games involves applying a variety of skills: eye-hand coordination, learning new rules,
making quick decisions, memorization, focusing and paying attention to details, multi-tasking,
anticipating and solving problems, as well as assessing spatial relationships. These hardly sound like a
recipe for leisure or exhilaration. Is there something unique about video games that make them so
attractive to billions of people throughout the world? There is. The gaming industry has discovered that
the success of a video game in a highly competitive market depends on its ability to “teach players to
succeed on a set of tasks that are initially quite difficult” (Eichenbaum, et al. 51). Nobody likes to lose all
the time either. However, games that are easily mastered from the start, where the player never fails, are
not appealing to consumers. In summary, what gamers consider fun is a learning curve, a good challenge,
and rewards. Aren’t these qualities the same as those we apply to our lives when we are at work, school,
or while developing other interests? Apparently, what gamers consider fun seems to mimic the universal
formula that is applied to real life situations. Whether they are aware of this phenomenon or not, while
they are “wasting time playing video games” they are reinforcing a mindset that sounds rather beneficial
to everyday life. It is no wonder video games are becoming more appealing to all age groups. A 2021
online survey revealed that only 20% of gamers are under 18 years of age, while 38% are adults aged 18-
34 (Clement). During the pandemic lockdown, the number of Americans playing video games rose 6% to
227 million (Snider).
Fig 2

Source: “The Future of Video Gaming Is Bright—Even as Real Experiences Return.” The Nielsen Company (US) LLC, 6 Jan. 2021,
https://www.nielsen.com/us/en/insights/article/2021/the-future-of-video-gaming-is-bright-even-as-real-experiences-return/

Additional Benefits of Playing Video Games Beyond their Entertainment Value


Socialization
During the pandemic, many people turned to video games as a way to stay in touch with others. Multi-
player options enable gamers to connect with family and friends in person or virtually with people from
around the globe. Games like Fortnite and Roblox have served as virtual gathering hotspots with
appearances by famous pop-culture and other public figures.
Education
A 2013 meta-analysis found that spatial skills developed (3-dimensional thinking) by playing video
games can, in fact, last over time and are transferrable to other activities (Uttal, et al. 361-365). The
implications of transferring these skills to other disciplines is a long way from being exploited but is
gradually being adopted. But for the skeptics, there also are numerous strictly educational video games
used by students of all ages to assist with reading, math, science, foreign languages, microbiology, and
anatomy, just to name a few subjects. Employers and schools are gradually banking on video games’
engaging qualities to assist in all types of training. Even highly specialized surgeons are using them to
practice their skills through realistic simulators that mirror their tools in the operating room (Favis).
Therapy
Video games provide safe places to experience failure and to experiment with social interactions. They
have proven to be beneficial for people struggling with autism spectrum disorders, dyslexia, social
anxiety, and depression. They can help people who are undergoing rehabilitation from physical and
mental disorders, children with cancer facing chemotherapy, and those advancing in age who want to stay
sharp. In fact, video games are also gaining appeal in the 65 and older category who are more likely to
play puzzle and strategy games (Perrin).
Are any of the negative concerns about video games valid?
Is there any basis for considering video games a waste of time? Any activity could be considered a waste
of time if by waste we mean disengaging from other activities that are more easily perceived as being
productive. The negative research seems to make headlines more readily, but the popular belief does not
seem to match the data. Video games are not bad in and of themselves. For that matter, any activity could
be harmful if it is misused and carried out irresponsibly. No activity should be so important that one
neglects all other aspects of their lives. No activity should be used as an excuse for bad behaviors. The
potential for addictive behavior is not limited to video games. Despite the WHO’s classification of
“gaming disorder”, the American Psychiatric Association (APA) does not support using it as a specific
diagnostic category. APA has placed it in a category warranting more research, as they do not feel there is
sufficient science to support it as a specific disorder, rather than a symptom of other broader diagnosable
conditions or a temporary habit (Internet Gaming). While some gamers may have a problem, the majority
do not. A quick internet search at the time this paper was written shows a wide range of people meeting
criteria for gaming addiction, from 1% to 12%. This depends largely on who is publishing the data, but
there is no conclusive evidence available that addiction to gaming is worse than any other type of
addiction related to activities performed. In fact, some studies have shown that teens have decreased their
game time by 7% during the summer months as compared to the previous decade (Livingston). There is
no cause-and-effect relationship between playing violent video games and criminal behavior. The
associations seen include many confounding variables. Vulnerable people may be negatively affected by
potentially anything in their environment, including imaginary objects. In fact, for aggressive individuals,
engaging in a safe outlet can do wonders since they are most susceptible to engaging in negative
behaviors as a response to sheer boredom, as suggested in some studies (Malizia 178).
As for the studies that claim gamers have increased eye strain, carpal tunnel syndrome, tendonitis, and
sleep deprivation (Grinspoon), one could argue that working professionals and students who use
computers, as well as athletes, also experience these and even worse types of physical issues from
repetitive activities. In the case of minors, parents have the right to guide and monitor their choices so
they may play responsibly. Store-bought video games come with ratings for content and level of
development that are featured prominently on the game packaging to assist them in this task.

Lessons Learned
Video games allow us to escape this world and experience new ones. They allow us to be the quarterback
in the Super Bowl and a goalkeeper in the World Cup. We can fight aliens or ninja warriors. Games that
used to be played on wooden boards are now in 3-D on our cellphones. The possibilities are endless as
technology progresses. Our pursuit of happiness includes our pastimes and the freedom to choose them.
Engaging in pleasurable activities such as playing video games is not a waste of time. Those who play
video games not only entertain themselves but also avail themselves of many social, emotional, and
psychological benefits. If our parents and even grandparents are playing them, they can’t be all that bad.
So go ahead, play Pong and Minecraft to your heart’s content.
“Health is a state of complete physical, mental, and social well-being and not merely the absence of
disease or infirmity.” – “Constitution of the World Health Organization.” World Health Organization,
World Health Organization, https://www.who.int/about/governance/constitution.
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