Senior Synthesis Paper - Final Draft PDF

Summary

This paper examines the effects of video games on physical and mental health. It investigates the debate surrounding their benefits and drawbacks, and explores a Biblical perspective.

Full Transcript

Magoke 1 Eliakim Magoke Mrs. Harrison Synthesis February 21, 2024 Senior Synthesis Paper - Final Draft Are video games more advantageous or detrimental to both your physical and mental health? Did you know th...

Magoke 1 Eliakim Magoke Mrs. Harrison Synthesis February 21, 2024 Senior Synthesis Paper - Final Draft Are video games more advantageous or detrimental to both your physical and mental health? Did you know that the gaming industry is bigger than Hollywood and the music industry combined? Just in 2021, the Global “Games Market” had a whopping $180BN in revenue (“The Gaming Industry”). Since the invention of the simple digital tennis game by Physicist William Higinbotham in October 1958, the popularity of video games has seen a considerable and noteworthy increase (Tretkoff). In 2023, there were approximately 3.09 billion active video gamers around the world. This figure has risen by just over 1 billion in the last seven years (Howarth). Given how widely consumed video games are in our society, it is crucial that we are mindful of their impact on both our physical and mental health, enabling us to take the necessary steps accordingly. With the immense amount of research by psychologists and professors relating video games to health, sufficient and reliable evidence is available on how they affect us both negatively and positively. Thus, many ongoing arguments and debates have transpired without a clear and definitive answer. Therefore, by examining research presenting the beneficial effects of video games, investigating the studies highlighting the detrimental effects of video games, and providing an applicable Biblical perspective, a nuanced conclusion will be crafted, aiming to Magoke 2 provide an unbiased assessment of whether video games have a more beneficial or detrimental influence on us and present a solution to the problems they have. As highlighted before, the main problem regarding video games is not necessarily how they affect us, but rather determining whether their effects on us are more beneficial or detrimental to our well-being. Scientists, researchers, and psychologists have debated for years whether or not video games have contributed to the development of our society or will lead us to our own extinction. And with additional in-depth studies and research being completed with the advancement of technology, both sides are growing in evidence and contributing to the ongoing debate. For instance, a study published in 2020 by Harvard Health shows that gaming has been associated with psychological problems such as loss of interest in other activities including relationships, education, and career opportunities. Additionally, it has also been associated with feelings of guilt, anxiety, shame, and suicidal thoughts (Grinspoon). However, despite this, recent studies show that gaming has also been associated with improved cognitive skills such as memory and perception (Fielin). Hence, it is possible to see why this ongoing debate has yet to see a definitive answer and continues to be relevant. In fact, this problem originated from the invention of what is widely considered the first-ever video game created in October 1958. In 1958, Physicist William created a simple game using an analog computer and an oscilloscope. He utilized the equipment to simulate a tennis-like game. It was a simple game, similar to the classic 1970s video game Pong (Tretkoff). This invention laid the foundation for all video games to come in the later twentieth century and early twenty-first century. Since then, the world has advanced significantly with the introduction and publication of the internet and the widespread access to fully colored TVs. Gaming consoles themselves evolved as well. For instance, when comparing the first PlayStation (PS) console, the Magoke 3 PS1 which was released in 1994, and its predecessor, the PS2 which was released in 2000, the PS2 is over 300 times more powerful than the PS1 (Thang). The popularity of video games grew as well as they continued to get better. Big corporations like Microsoft saw this opportunity and capitalized on it with their own console in November 2001, the original Xbox. Furthermore, Nintendo also released the Wii, which launched in 2006. With the evolution of technology in the world, it also resulted in the possibility of more in-depth research into how video games affect us, effectively increasing the amount of evidence available and allowing us to have a better gauge of their impact on society. Since then, just like how the popularity has risen, the debate on the problem has too. Hence, this problem has been present since the rise of video games’ popularity as many people have reported experiencing a plethora of negative effects from playing video games such as depression, anxiety, and loss of interest in participating in other activities. However, research and studies have shown that video games can be beneficial as they encourage social interactions, and improve cognitive skills. Therefore, with both sides having sufficient evidence, it is possible to see why there is no conclusive answer that everyone can agree on. Some physicians and researchers use analyses to prove video games can be beneficial to our mental health. Studies have shown that video games have been shown to improve cognitive skills such as problem-solving, critical thinking, and logical reasoning. Similarly to how we develop other skills, these cognitive skills are practiced and enhanced by playing video games through repetition of in-game scenarios (Zelinski). For instance, many puzzle games aid the user in developing these skills as they are forced to repeatedly use them to be successful. As an example, in the popular game Candy Crush, the user is required to solve a puzzle by attempting to match similar candies in a row. The concept of the game is simple, however, users on a higher level will advocate that it is one of the most challenging games to date as it requires great Magoke 4 problem-solving and critical thinking to be successful. Even from a mathematical perspective, Candy Crush is very complicated as there is an indefinite amount of combinations of moves to make and only a certain pattern will complete the level (Bischoff). By engaging with the complex puzzles presented in these types of games, players naturally enhance their problem-solving, critical thinking, and logical reasoning skills as these games compel them to think systematically, anticipate consequences, and strategically plan their moves to overcome challenges. Gaming has also been associated with improving other skills as well. A study published by the U.S. National Library of Medicine has shown that digital Action games have been proven to increase quick decision-making (Zelinski). For example, games like Call of Duty emphasize putting the player in situations where they are required to quickly decide whether to engage in a fight with another player or not, to determine the best landing location, and to settle the most efficient ways to use supplies. Repetition of these situations and other scenarios helps the user quicken their decision-making. With video games greatly helping develop these skills, it is no wonder that repeated studies have shown that engaging in video games can significantly enhance the players' performance on visuospatial ability assessments, including those that are incorporated into conventional Intelligence Quotient (IQ) tests (Gray). In addition to aiding in developing cognitive skills, video games have also been linked to not only enhancing creativity and happiness but have also been associated with reducing depression (Kowert). For example, the widely beloved game Minecraft, a sandbox game developed by Mojang Studios, serves as a powerful tool for enhancing and unleashing creativity in players. In Minecraft, players can choose to play the “survival” game mode which tasks the player with surviving in a sublime landscape with limited resources, or users can choose to play the “creative” gamemode where users are placed in a vast, open world filled with diverse terrain Magoke 5 and unlimited resources. The game's sandbox nature in both modes allows players to shape the environment according to their imagination by constructing complex structures, landscapes, and even entire worlds. This process requires complex creative thinking, design planning, and resource management as the only limit in this game is the user’s imagination. Whether building majestic castles, intricate contraptions, or fantastical landscapes, players are continually challenged to think outside the box and bring their visions to life. Minecraft’s flexibility and freedom sanctions players to project their creativity in infinitely unique ways. Through the creative journey of playing Minecraft, players not only build in-game structures but also enhance their ability to think creatively. Moreover, video games can help make us happier, and in turn reduce happiness and depression, as they serve as a fun and relaxing activity for over 3.09 billion active video gamers around the world (Howarth). Playing video games is generally fun and helps keep us happy by providing an immersive escape and a sense of accomplishment. The engaging nature of video games offers a unique form of interactive entertainment that can temporarily transport players to fantastical worlds or challenging scenarios, helping users get a break from their daily stresses of life, unwind, and experience moments of joy and excitement. Furthermore, within ancient and ruined cities, researchers often find card decks and dice among the rubble. Play has been important for humans of all ages throughout time. It is an activity that is critical for child development (Kowert). Video games simply represent the evolution of play, mirroring the ongoing development of our world. Additionally, video games have also been proven to reduce depression. A study published in 2013 has shown that video games can reduce depression symptoms in certain individuals (Russoniello). Hence, it is evident to observe the creative and positive mood altering effects video games can have on the user. Magoke 6 Online video games' social nature can also have benefits as well. Social interactions are proven to boost happiness according to a study published by Harvard Business School in 2022 (Godman). Many online video games provide a platform for individuals to connect with like-minded players, be in community with one another, and develop collaborative skills. For instance, the game “Among Us" is a multiplayer online party game that has gained immense popularity for its focus on social nature and collaboration. In the game, players work together to complete tasks on a spaceship while trying to identify the impostors among them who are trying to eliminate them. The game requires both effective communication and strategic thinking as players attempt to convince others of their innocence or hide their true intentions if they are the imposter. Social games like these foster a sense of unity and collaboration as players need to work together to win, allowing players to also benefit by developing their collaborative skills and partaking in social interactions. Online video games also provide players with opportunities to connect with players all across the world. Many users online have made good friends by playing video games. Surprisingly, an online video game even played a role in bringing two random strangers together in marriage. A user on Reddit reported that one day when he was playing Rocket League, an online multiplayer video game, he met another player and after playing against each other for a bit, they decided to team up. After months of playing together, they grew close to each other and ended up getting married. The user said, “The fact that I managed to find my soulmate over a game of Rocket League is unbelievable” (Jackson). This is just one of the many friendships and relationships that video games have paved the way for by allowing people from all across the globe to connect and bond over a shared passion. Magoke 7 Moreover, some video games can help physical health as well. For example, Nintendo’s Wii Fit is a fitness-oriented video game that transforms exercise into an interactive and enjoyable experience. The game offers a wide range of activities, from yoga to strength training and balance games, providing users with a fun way to improve their physical health. Nintendo has also developed Wii Sports, which is similar to Wii Fit, however it has a focus on various sports like boxing, tennis, baseball, and more. In fact, Wii Fit has actually helped seniors greatly as well. A report from Laurel Circle says an 89-year-old woman with a balance disorder significantly improved her scores on a series of balance tests after just six sessions of bowling in Wii Sports (Wii Benefits for”). Therefore, it is possible to see how players can benefit from video games not just in their mental health, but also in their physical health. However, other researchers have taken the opposite approach and have used studies and research to show how video games negatively affect us. Contrary to the points mentioned previously, when video games are overindulged, they promote antisocial behavior. Many parents around the world have reported that their children are more reluctant to go outside and play as they are so consumed by video games: the children do not see a need to go interact with people in the real world when it can be done online (Marble-Smith). This affects their physical health as well as their mental health as they do not get adequate exercise for the day, they miss out on crucial vitamins from the sun that are vital to a child’s development, and they are significantly damaging their eyes from looking at screens for prolonged periods (Jordan). Moreover in February 2020, famous psychologist Dr. Phil interviewed Nico, a young teen, and his mother, Kathi, who were struggling in their relationship because of Nico’s severe video game addiction. Nico would neglect sleeping, eating, and going to school to play video games. Nico would play games for thirteen to fourteen hours a day, every day. When his mother questioned him on this Magoke 8 behavior, he was aggressive towards her. Moreover, when his father attempted to intervene, Nico threatened to stab him with a knife while he was sleeping (Cassade). Thus, video game addiction, which comes from over extensive play of video games, has severe detrimental effects and can impact the lives of not just the user but the people around them as well. Video game addiction, caused by overconsumption of video games, has a plethora of other negative effects as well. Over 2.6 billion people worldwide play video games and approximately 3-4% of gamers are estimated to experience symptoms of video game addiction (Chelales). Symptoms include poor performance at school or work, persistent tiredness due to lack of sleep, preoccupation with games, social withdrawal, neglect of personal hygiene, and disrupted daily routines (Willacy). Furthermore, a 2019 study published in Frontiers in Psychology found that excessive video gaming coincided with mental health symptoms including depression and anxiety (Sternlicht). Depression and anxiety are extremely detrimental to a person's mental health as they significantly disrupt daily functioning, hinder interpersonal relationships, and lead to a sense of hopelessness (Hanson). Sometimes they even lead a person to commit suicide. In addition to prolonged use of video games resulting in social isolation, disrupted sleep patterns, and a sedentary lifestyle, the immersive and extremely pleasurable nature of video games can result in users feeling decreased motivation to do anything other than playing video games. When users play video games, a high level of dopamine is released from the brain. This gives the user a “high” feeling that seems to be incomparable with anything else. Consequently, the brain registers this heightened experience, and a strong desire to replicate it daily transpires (Luker). This is extremely detrimental to someone's life as it can lead users to neglect crucial aspects of their lives and relationships to indulge in prolonged gaming sessions. Magoke 9 Certain types of video games also promote malevolent behavior. For instance, many popular games contain nudity, extreme violence, and drugs. For instance, the record-breaking game Grand Theft Auto V (GTA V) is a prime example of a video game that has faced criticism for promoting violent behavior and immoral actions. GTA V is an action-adventure game that allows players to engage in criminal activities within a virtual open-world setting. The game features explicit content, including graphic violence, explicit language, and scenes involving drug use and sexual content. Critics and researchers argue that GTA V may desensitize players to the consequences of such actions and potentially contribute to the glorification of illegal activities. Many parents have been advised not to allow their children to play such games; it is not appropriate for their young minds to be exposed to malevolent actions in a game, especially where doing so grants the players rewards in virtual currency (Windell). The same 2019 study published in Frontiers in Psychology mentioned previously has also shown that playing such violence-focused games may result in increased hostility from the user (Sternlicht). Some parents have even reported that their children were more likely to destroy things after playing violent video games (Windell). Not only do violent video games promote immoral behavior, but several gaming companies strategically incorporate gambling within their games to maximize financial returns from the user. For instance, in the popular game mode in the game franchise FIFA, FIFA Ultimate Team (FUT), players are required to open packs containing cards of real-life players. Each card has a specific overall number that indicates the player's skill level and their position. Players aim to build a virtual football team with the best players by opening packs. But, to open packs, players can either “grind” the game for hours to unlock them or pay to open them. These packs however are completely random so a player could spend one hundred United States Dollars or many hours to open a pack, and end up getting a player who is Magoke 10 worse than the one they already have. This endless loop in the game to either keep “grinding” the game or spend money to get a better player skillfully incorporates gambling as the player continually spends their money on a chance to get a better player. Gambling in video games has also resulted in the game companies getting into legal trouble. The Australian court ordered Sony, the console that hosts FUT, to pay refunds to several plaintiffs who reportedly gambled around four hundred euros on FIFA as it violated Australia’s gambling laws (Williams). Furthermore in 2020, the Netherlands court decided to fine FIFA publisher Electronic Arts (EA) around five hundred thousand euros for every week they sold packs in FIFA Ultimate Team, as FUT packs were determined to constitute gambling, in violation of local law (Williams). Eventually, this decision was overturned, but it shows the controversy surrounding the gambling-like mechanics in FIFA as it is clearly gambling disguised in a video game. Many video games incorporate mechanics like this in various forms. The game Diablo Immortal contains loot boxes, the NBA 2K game franchise also contains packs, and the popular mobile game Clash Royale includes a card chest system. Gambling is detrimental to mental health as it can lead to a gambling addiction that can hinder your capacity to fulfill a productive role in society and result in financial setbacks. In addition to looking at the negative and positive sides of video games, it is also relevant to consider a Biblical perspective on this topic. The Bible says that God created everything, including video games. Colossians 1:16 states: “For in him all things were created: things in heaven and on earth, visible and invisible, whether thrones or powers or rulers or authorities; all things have been created through him and for him.” However, just like many pleasures in life, when they are overindulged and idolized, they can lead us into sin as not all video games glorify God. Philippians 4:8 states “Finally, brothers, whatever is true, whatever is noble, whatever is Magoke 11 right, whatever is pure, whatever is lovely, whatever is admirable—if anything is excellent or praiseworthy—think about such things.” This verse tells us to think about things that are right, lovely, and pure, but not all video games are such things. Therefore, according to this verse, we should only think about the video games that are good and glorify God (Joseph). However, many games are filled with cursing and lasciviousness. The most popular games, such as Mortal Kombat and Cyberpunk 2077, are sinful and filled with all types of evil. As Fritz Chery said, “Will playing games like Grand Theft Auto bring you closer to God? No” (Chery). Furthermore, Exodus 20:3 states “Do not have other gods besides Me,” and Colossians 3:2 states “Keep your minds on things that are above, not on things that are on the earth.” Many people idolize video games and form addictions. There are many instances of people who would spend a lot of time and money on video games but would not spend as much time with God (Chery). Lastly, 1 Corinthians 6:9 states, “Do you not know that your bodies are temples of the Holy Spirit, who is in you, whom you have received from God? You are not your own;” This verse tells us that our bodies are temples of the Holy Spirit and that we should take good care of our bodies. But, video games can have detrimental effects on our physical and mental health when we are addicted which disregards this verse (Blackaby). Hence, according to the Bible, we should stay away from unholy things and those that do not glorify God and instead, we should focus on things that are pure, lovely, and good. Video games themselves are not evil as they are God’s creation, however, they could lead us to sin. Therefore, we should avoid games that do not glorify God and take care of the temple God has given us: our bodies. Overall, it is difficult to reach a definitive conclusion on how video games affect us. However, it is possible to synthesize that video games themselves are not the problem, but when they are excessively partaken in, then they become an issue as they lead the user to develop a Magoke 12 gaming addiction which results in a surplus of negative effects. As we have seen, many users and researchers have reported experiencing positive effects from video games such as a boosted mood and happiness. Therefore, the detrimental issues associated with video games primarily occur if the user is addicted. A solution to this issue would be for everyone to moderate the amount of time they spend playing video games each week. Additionally, they should choose to play games that are good, do not contain evil, and glorify God, such as Minecraft, Stardew Valley, or Gran Turismo. This solution addresses the problem of video game addiction by regulating the time individuals spend playing so that they can avoid the plethora of negative effects associated with video game addiction. Furthermore, this solution promotes glorifying God by limiting the genres of games that can be played and filtering out those that do not align with the Bible. The benefits of this solution are that it still allows individuals to play games and enjoy them as not all games are evil and sinful. Furthermore, the solution also restricts the gaming time for individuals allowing them to play games without fear of experiencing negative effects as they only occur when video games are overindulged. Moreover, by imposing limits on the time someone spends playing video games, we can prevent an addiction from occurring. An example where my solution can be used is where an individual can play video games only for an hour a day when they get back home and have finished their work for the day. They will also not play any extraordinarily violent games, demonic horror games, or overly sexualized games such as GTA V, Demon Souls, and Seduce Me. Another example is a parent can use parental controls, which are available on most consoles and phones, to regulate their child to only play for a maximum of two hours a day on the weekends. They can also use parental controls to restrict the type of games their child can play and only allow games that are not evil or sinful. Magoke 13 In conclusion, video games not only provide much enjoyment to the player, but they also enhance their cognitive abilities (Zelinski). Despite this, individuals who are not able to control the amount of time they play develop an addiction that results in a plethora of negative effects such as depression, an increase in anxiety, and loss of motivation for other activities (Grinspoon). The vast majority of us, over 3.09 billion people worldwide, enjoy playing video games, whether alone or with friends, for the joy they bring (Howarth). Therefore, we should not completely stop our enjoyment but instead, regulate our playtime to avoid developing an addiction that could hinder our happiness. I encourage everyone to limit the amount of time they spend playing video games to less than two hours a day and question if the game you choose to play is lovely, pure, good, and glorifying God. Magoke 14 Works Cited Bischoff, Manon. “Candy Crush Is Complicated--Even from a Mathematical Point of View.” Scientific American, www.scientificamerican.com/article/candy-crush-is-complicated-even-from-a-mathematica l-point-of-view/, Accessed January 12 2024 Blackaby, Daniel. “Should Christians Play Video Games?” The Collision, 3 Mar. 2021, thecollision.org/should-christians-play-video-games/, Accessed October 27 2023 Campbell, Gregory. “Portal Game Analysis.” Game Developer, 13 Feb. 2015, www.gamedeveloper.com/design/portal-game-analysis, Accessed January 14 2024 Cassade, Carol. “What Happened to Nico on Dr. Phil? Turning the Game Around, Nico’s Recovery with Dr. Phil” PeepsWiz. 26 Oct. 2023, peepswiz.com/tv/what-happened-to-nico-on-dr-phil/#:~:text=In%20February%202020%2 C%20the%20Dr. Accessed 21 Jan. 2024 Chelales, Joe. “50 Video Game Addiction Statistics & Facts.” #1 Addiction Treatment Detox Center In New York - Niagara Recovery, 12 Sept. 2023, www.niagararecovery.com/blog/video-game-addiction-statistics#:~:text=Over%202.6%20 billion%20people%20worldwide,signs%20of%20video%20game%20addiction, Accessed November 5 2023 Chery, Fritz. “Is It a Sin to Play Video Games? (Christian Gamers).” Bible Reasons | Bible Verses About Various Topics, 31 Oct. 2023, biblereasons.com/is-it-a-sin-to-play-video-games/, Accessed November 8 2023 Magoke 15 Fielin, Lynn E, and Linda Mayes. “Better Health Through Video Games.” Yale School of Medicine, Yale School of Medicine, 25 Apr. 2016, medicine.yale.edu/news/yale-medicine-magazine/article/better-health-through-video-game s-297631/, Accessed October 1 2023 Gray, Peter. “The Many Benefits, for Kids, of Playing Video Games.” Unschooling Dads, Psychology Today, 4 May 2018, unschoolingdads.com/many-benefits-kids-playing-video-games, Accessed October 4 2023 Godman, Heidi. “Can Varied Social Interactions Boost Well-Being?” Harvard Health, 1 Apr. 2023, www.health.harvard.edu/staying-healthy/can-varied-social-interactions-boost-well-being, Accessed January 20 2023 Grinspoon, Peter. “The Health Effects of Too Much Gaming.” Harvard Health, 22 Dec. 2020, www.health.harvard.edu/blog/the-health-effects-of-too-much-gaming-2020122221645, Accessed October 4 2023 Hanson, Jolene. “Identifying Anxiety, Depression Signs.” Mayo Clinic Health System, 22 Jan. 2019, www.mayoclinichealthsystem.org/hometown-health/speaking-of-health/addressing-your-m ental-health-by-identifying-the-signs-of-anxiety-and-depression, Accessed 16 Febuary 2024 ‌ Magoke 16 Howarth, Josh. “How Many Gamers Are There? (New 2023 Statistics).” Exploding Topics, Exploding Topics, 10 Aug. 2023, explodingtopics.com/blog/number-of-gamers#:~:text=one%20gaming%20service.-,How% 20Many%20Gamers%20Are%20There%20In%202023%3F,that’s%20a%2032%25%20in crease) Accessed January 19 2024 Jackson, Lara. “Couple Who Met Playing Rocket League Have Gotten Married.” GameByte, 16 July 2019, www.gamebyte.com/couple-who-met-playing-rocket-league-have-gotten-married/, Accessed November 2 2023 Jordan, Amy B. Media and the Well-Being of Children and Adolescents. Oxford Univ. Press, 2014, Accessed October 3 2023 Joseph, Daniel Isaiah. “Is Playing Video Games a Sin? (It Depends).” Christianity FAQ, 5 July 2022, christianityfaq.com/is-playing-video-games-a-sin-it-depends/, Accessed November 9 2023 ‌ Kowert, Dr. Rachel. “Unspoken Benefits of Video Game Play.” ESRB Ratings, 26 Jan. 2023, www.esrb.org/blog/unspoken-benefits-of-video-game-play/#:~:text=Not%20only%20is%2 0play%20crucial,are%20at%20their%20core%20playful, Accessed October 31 2023 Luker, Edward. “Are Video Games, Screens an Addiction?” Mayo Clinic Health System, 22 Nov. 2021, www.mayoclinichealthsystem.org/hometown-health/speaking-of-health/are-video-games-a Magoke 17 nd-screens-another-addiction#:~:text=The%20reward%20center%20in%20the, Accessed February 16 2024 ‌ Marble-Smith, Keanu. “Gaming Is a Direct Path to Antisocial Behavior.” The Telescope, 31 Mar. 2018, www.palomar.edu/telescope/2018/03/31/gaming-is-a-direct-path-to-antisocial-behavior/, Accessed November 8 2023 ‌Russoniello, Carmen V., et al. “The Efficacy of Casual Videogame Play in Reducing Clinical Depression: A Randomized Controlled Study.” Games for Health Journal, vol. 2, no. 6, Dec. 2013, pp. 341–46, https://doi.org/10.1089/g4h.2013.0010 Acessesed January 14 2023 Sternlicht, Lin, and Sternlicht Aaron. “Video Games, Mental Health, and Addiction – the Good, the Bad, and the Ugly.” Video Games, Mental Health, and Addiction – The Good, The Bad, and The Ugly: Family Addiction Specialist: Addiction Counselor, 2018, www.familyaddictionspecialist.com/blog/video-games-mental-health-and-addiction-the-go od-the-bad-and-the-ugly, Accessed October 4 2023‌ Thang, Jimmy. “The Evolution of PlayStation Consoles.” GameSpot, Gamespot, 3 Nov. 2016, www.gamespot.com/gallery/the-evolution-of-playstation-consoles/2900-899/, Accessed January 15 2024 ‌ “The Gaming Industry Is Now Bigger than Movies and Music.. Combined.” RSS, 14 Feb. 2022, www.thc-pod.com/episode/the-gaming-industry-is-now-bigger-than-movies-and-music-co mbined#:~:text=In%20the%20last%20decade%2C%20the,more%20than%20the%20big% 20blockbusters, Accessed November 8 2023 Magoke 18 Tretkoff, Ernie. “October 1958: Physicist Invents First Video Game.” American Physical Society, Oct. 2008, www.aps.org/publications/apsnews/200810/physicshistory.cfm#:~:text=In%20October%20 1958%2C%20Physicist%20William,Brookhaven%20National%20Laboratory%20open%2 0house, Accessed November 6 2023 “Wii Benefits for Seniors.” Laurel Circle, 4 June 2020, laurelcirclelcs.com/blog/wii-benefits-for-seniors/#:~:text=Playing%20Wii%20Sports%20a lso%20helps. Accessed 20 Jan. 2024. ‌ Willacy, Hayley. “Gaming Addiction: Symptoms and Treatment.” Patient.Info, 9 Nov. 2023, patient.info/mental-health/gaming-disorder-gaming-addiction#:~:text=These%20symptom s%20are%20often%20described,increased%20tendency%20to%20become%20aggressiv Accessed Jan 21, 2024 Williams, Leah J. “FIFA Ultimate Team Packs Are Gambling, Says Austrian Court.” GamesHub, 5 Mar. 2023, www.gameshub.com/news/news/fifa-ultimate-team-fut-packs-gambling-austria-court-rulin g-2608517/ Accessed January 21 2024 Windell, Jim. “Does Playing Grand Theft Auto Mean You Will Go out and Kill Somebody?” Home, 2021, www.michiganpsychologicalassociation.org/index.php?option=com_dailyplanetblog&vie w=entry&year=2021&month=11&day=13&id=143%3Adoes-playing-grand-theft-auto-me an-you-will-go-out-and-kill-somebody- Accessed January 21 2024 Magoke 19 Zelinski, Elizabeth M, and Ricardo Reyes. “Cognitive Benefits of Computer Games for Older Adults.” Gerontechnology : International Journal on the Fundamental Aspects of Technology to Serve the Ageing Society, U.S. National Library of Medicine, 2009, www.ncbi.nlm.nih.gov/pmc/articles/PMC4130645/, Accessed October 1 2023

Use Quizgecko on...
Browser
Browser