As of the recent times, video games have become so popular and will soon replace films as entertainment spectacles. There seems that there is increased exposure to the use of video games due to the improvement in technology. This effect is causing quick access to video games since the improvements in computer and mobile technology has enabled such supremacy of access and use in affordable platforms and applications (Greenfield, 2014).
Video games, unlike films, have the ability to interact with the user through the involvement of the user leading or taking part in the game. A person enjoys the active role in the game as he will also involve his mind and body and contribute to the success of the game. The users get a chance to test different aspects of the game including levels featured in a game on their own. This is the most interesting part of the video games and makes one develop the attitude to addiction and building its popularity (Colzato et al., 2013).
It is possible to be engaged in another active role and also play video games. This assists strengthening memory in visualization. They do not consume the passive time of working hours and they are just played in a little time as one return to the active role. The mind is not absolutely overtaken by events and the individual may be able to hold, slow down and decide which point to stop and which to continue since the mind is not overtaken or fully buried into it (King et al., 2013).
Video games have a positive value and do not support the killing of the active roles to be shared to users. There are no bad morals learned in video games and since the users are in the main control they can be able to adjust and even select what game they want to play. The violence in the games does not harm the player since the player is in the control, and can try to understand the incidence. The player is therefore not limited to what he sees but is involved in making what he might see through playing (King et al., 2013).
Finally, video gaming is essentially a game of the mind and is, therefore, taking the active mind to be forming an exercise. Leisure should not get away without a video gameplay as the mind cools since has been moved from active thinking and the body is engaged to allow relaxation of the mind.
References
Colzato, L. S., van den Wildenberg, W. P., Zmigrod, S., & Hommel, B. (2013). Action video gaming and cognitive control: playing first person shooter games is associated with improvement in working memory but not action inhibition. Psychological research, 77(2), 234-239.
Greenfield, P. M. (2014). Mind and media: The effects of television, video games, and computers. Psychology Press.
King, D. L., Gradisar, M., Drummond, A., Lovato, N., Wessel, J., Micic, G., & Delfabbro, P. (2013). The impact of prolonged violent videogaming on adolescent sleep: an experimental study. Journal of sleep research, 22(2), 137-143.
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