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Essays About Video Games: Top 12 Examples and Prompts

Video games have revolutionized the way we have fun today. If you are writing essays about video games, check out our guide to inspire your writing.  

Few can contest the fact that video games have taken over the world. From the basic, almost “primitive” games of the 1970s like Pong to the mind-bending virtual reality games of the 2020s, they have been a source of entertainment for all. Moreover, they have proven quite profitable; countries like Japan and the United States have made tens of billions of dollars solely from the video game market.

Despite their popularity, much has been debated over the potentially harmful side effects that video games may have, particularly on children. One side argues that playing certain video games can lead to people exhibiting violence in the future, while others believe that video games teach players essential life skills. Regardless, they will continue to be a part of our lives for the foreseeable future. 

For engaging essays about video games, read the essay examples featured below for inspiration.

1. What electronic games can teach us by Kendall Powell

2. designers are imagining video games without guns by keith stuart, 3. playing video games all summer won’t make you feel worse by nicole wetsman, 4.  violent video games bad by andrea newman.

  • 5. ​​The health effects of too much gaming by Peter Grinspoon

Writing Prompts For Essays About Video Games

1. video games: good or bad, 2. the benefits of video games, 3. what is your favorite video game, 4. do video games cause people to become violent, 5. video games in your life, 6. video games vs. traditional games, 7. is the video game rating system enough.

“In other studies, researchers found that gamers who trained on Tetris were better at mentally rotating two-dimensional shapes than those who played a control game. Students who played two hours of All You Can E.T., an educational game designed to enhance the executive function of switching between tasks, improved their focus-shifting skills compared with students who played a word search game.”

Powell explains a few possibilities of applying video games to education. As it turns out, certain video games can improve players’ skills, depending on the mechanics. Researchers are inspired by this and hope to take advantage of the competitive, motivational nature of gaming to encourage children to learn. New games are designed to help kids improve their focus, coordination, and resilience, and game designers hope they will succeed. 

“Imagine a game where you’re a war reporter seeking to capture the most iconic, representative images in a battle environment: You’d still get the sense of peril that audiences expect from action adventures, but your relationship with the environment would be more profound. It would be Call of Duty from the perspective of a creative participant rather than a violent interloper.”

The graphic nature of some video games is said to make kids violent, so it is only natural that some creators try to change this. Stuart writes that it is possible to maintain the fun that shooter-type games induce without using guns. He gives examples of games where you do not kill your enemy, simply stunning or capturing them instead. He also suggests photography as an alternative to killing in a “shooting” game. Finally, he suggests basing video games around helping others, making friends, and doing more peaceful, creative tasks.

“Any role video games play in skewing well-being that did pop up in the study was too small to have a real-world impact on how people feel, the authors said. People would have to play games for 10 more hours per day than their baseline to notice changes in their well-being, the study found.”

Wetsman counters the widespread belief that video games “destroy your brain.” Research done with a sample of 39,000 players over six weeks has shown that whether one plays video games for long or short periods, their mental health is not impacted much. There are some exceptions; however, there are not enough to conclude that video games are, in fact, harmful.

“Some people believe that the connection between violent games, and real violence is also fairly intuitive. In playing the games kids are likely to become desensitized to gory images;which could make them less disturbing, and perhaps easier to deal with in real life. While video games aren’t about violence their capacity to teach can be a good thing.”

In her essay, Newman writes about the supposed promotion of violence in some video games. However, she believes this violence does not cause people to be more aggressive later. Instead, she believes these games expose children to certain atrocities so they will not be traumatized if they see them in real life. In addition, these games supposedly promote connections and friendships. Finally, Newman believes that these “harmful” can make you a better person.

5. ​​ The health effects of too much gaming by Peter Grinspoon

“Gamers need to be educated on how to protect their thumbs, wrists, and elbows, their waistlines, their emotional state, their sleep, and their eyes. Simple education around taking breaks, stretching, eating healthy snacks, and resting and icing your thumb, wrist, or elbow when it starts hurting can address injuries early, before they become significant. For the eyes, gamers can try the 20-20-20 rule: every 20 minutes, try to look at something 20 feet away for 20 seconds.”

Grinspoon discusses both the benefits and the health risks of gaming. Video games allow people to interact with each other remotely and bond over specific missions or tasks, and some research shows that they have cognitive benefits. However, some gamers may develop vision problems and hand and wrist injuries. Gaming and “staring in front of a screen the whole day” is also associated with obesity. Overall, Grinspoon believes that gaming is best done in moderation.

Looking for more? Check out these essays about hobbies .

Many parents believe that their children’s “bad behavior” is because of video games. Based on your experience and others, decide: are video games good or bad for you? Make sure to read viewpoints from both sides and write an essay based on your position. Would you encourage others to play video games? Discuss these pros and cons for an interesting argumentative essay.

Like anything else, video games have both positive and negative aspects. Explain the good that video games can do for you: the skills they can equip you with, the lessons they can teach, and anything else. Also, include whether you believe their benefits outweigh the disadvantages they may pose. 

For your essay, write about your favorite video game and why you chose it. What is its meaning to you, and how has it affected your life? Describe the gameplay mechanics, characters, storyline, and general impact on the gaming community or society. You can write about any game you want, even if you have not played it; just ensure the content is sufficient.

Many claim that playing violent video games can make you violent in the future. Research this phenomenon and conclude whether it is true or not. Is the evidence sufficient? There are many resources on this topic; support your argument by citing credible sources, such as news articles, statistics, and scientific research.

Video games have been a part of almost all our lives. Recall a treasured experience with video games and explain why it is significant. How old were you? Why do you remember it fondly? How did this experience make you feel? Answer these questions in your own words for an exciting essay.

Essays About Video Games: Video games vs. Traditional games

There are stark differences between video and traditional games, such as board games and card games. For an engaging essay, compare and contrast them and write about which is more entertaining, in your opinion. Be creative; this should be based on your own opinions and ideas.

The video game content rating system is used to classify video games based on their appropriateness for specific ages. However, parents complain that they are not strict enough and allow the display of violent content to children. Explore the criteria behind the rating system, decide whether it needs to be changed or not, and give examples to support your argument.

If you are interested in learning more, check out our essay writing tips !

Tip: If writing an essay sounds like a lot of work, simplify it. Write a simple 5 paragraph essay instead.

essay importance of video games

Martin is an avid writer specializing in editing and proofreading. He also enjoys literary analysis and writing about food and travel.

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How to Write an Essay about Video Games: Presenting Effective Arguments in Papers

essay importance of video games

Gaming on video consoles is becoming more and more common. In actuality, the typical gamer plays for roughly six hours each week. There are many who claim that video games are harmful to one’s health since they promote inactive lifestyles like prolonged sitting and isolation from the outside world. On the other hand, some people say that playing video games is a good way to unwind and relax, and they are not wrong. So, what is the real story of video games? Are they good or bad? The controversy of playing video games presents an opportunity for students to either be proponents or antagonists of the issue through essays. Accordingly, this article discusses how a learner can write an essay about video games.

It would be best to do thorough research before writing an essay about video games

Research is often the most challenging aspect of preparing an essay. While writing your video games essay, you’ll have to employ the information you get from research to define video games, describe different genres, and give relevant examples to support your claims. Students must recognize that the amount of research they conduct totally affects how good their essays turn out. Your video game essay will benefit greatly from your careful attention to detail and thorough investigation. Just keep in mind that you are trying to convince your audience to see things from your point of view. This is why having a great deal of background information is essential. Researching your favorite video game would give you an added advantage. Additionally, to support your claims, you must include relevant examples and research-based data.

You should develop an introduction that captures your reader’s interest

The whole point of the opening paragraph is to capture the interest of the audience. To achieve this, it should pose an intriguing topic or provide a contradiction or paradox. You ought to add a good hook to grab the reader’s attention so they can’t help but keep reading your paper. Given that there are numerous motivations for why individuals engage in video games, the introduction is where you have to specify the reasons. Moreover, it would be best to incorporate your thesis statement in the introduction. A thesis statement is basically the writer’s primary concept, summed up in one or a few sentences. A well-formulated thesis statement expresses the work’s central argument in a way that makes sense in light of the inquiry or issue at hand. It would be the correct response to the question, “What is the primary theme of this essay?” from the instructor. Nonetheless, you should perceive your thesis as an opinion that may be debated at any time, rather than an established fact or objective reality. In other words, now is the time to speak your mind regarding the impact of video games on today’s youth.

You must present your arguments in the body paragraphs

The arguments are what learners utilize to support their thesis. A single contention and one or two examples must each have their own paragraph. It would be best to provide your reasoning for your video game position and be sure to explain why you firmly disagree with the opposing viewpoint. Examples include your own experiences and, where appropriate, references to data from studies, forecasts, and statistics. Students should provide answers to contentious topics like “Do video games promote addiction and violence among players?” The arguments you employ ought to back your main point rather than contradict it.

You may offer vivid illustrations as you write an argumentative essay about video games

Learners should offer evocative examples of the genres and video games under consideration. Instead of stressing about whether the material you discover online or the game’s publishers are legit, dedicate yourself to writing a fun and vibrant paper for the person who reads it. This approach piques the audience’s attention and facilitates their comprehension of the argumentative essay about video games. Additionally, these vivid examples assist you in conveying your ideas in a manner that words can’t. Even if you aren’t convinced that your assignment requires an example, using one might perk up your reader and provide your arguments additional weight.

You should write a conclusion for your essay

The last section is meant to sum up the college essay. You may accomplish this by restating the thesis statement and briefly mentioning the arguments you presented in your body paragraphs. This approach will help the audience understand how you systematically addressed the issue and made conclusions. For instance, suppose you had to respond to the question, “Do games negatively affect us?” A topic like that can’t be satisfactorily answered by psychology, particularly when it involves something as novel as video games. Consequently, it is actually way easier to just pick a side and support your position with some research. In the end, your readers don’t expect the argument to be elaborated upon but rather summarized. No new material should be introduced in the last paragraph.

Identifying the sources you employed would be best

When you are writing an essay about video games, it is essential to cite your sources. That means you got to make a list of every resource you used in your paper. References to diverse books, scientific studies, statistical data, and remarks made by well-known experts are acceptable. It would help to make sure your research is from the past five years.

Proofreading is vital for developing a top-notch paper

Students must make sure that their essays about video games have been edited and proofread prior to submission. So basically, you are going to check your assignment for spelling, punctuation, and grammatical mistakes. Completing an essay that is free of errors increases a learner’s likelihood of academic success. Here are some tips to help you proofread your work:

  • Read the text aloud. This will enable you to detect any mistakes.
  • Take your time proofreading and revising your work. Spend sufficient time on it to ensure you catch any possible oversights.
  • Concentrate on correcting a single mistake at a time. Avoid the hassle of searching for spelling and grammar mistakes at the same time. Prior to checking for punctuation and spelling problems, you may concentrate on grammatical issues.
  • You may also create a list of the most typical errors that students make while writing essays, then review your work for each one.

Using these suggestions will guarantee that your essay is devoid of all types of mistakes that might undermine how persuasive your argument is. Alternatively, you can delegate your “ write my essay ” request to online essay writing services like CustomWritings which may allow you to complete a high-quality paper about video games.

Extra tips for presenting better arguments in essays about video games

Today’s youth often engage in video gaming, and this trend will only spread in the coming years. Composing a paper about video games can help you learn more about the subject while also providing readers with information they can utilize in their lives. Just consider the potential for them to be inspired by and gain new knowledge from your essay about video games. Following this article’s recommendations should take you a step closer to achieving your academic goals.

Nick Sinclair

Nick Sinclair, a gaming aficionado since the Commodore 64 era, studied Creative Computer Games Design in university before founding his own gaming company. Discovering a passion for content creation, Nick now helps gamers squeeze every drop of fun out of their favorite gaming hardware

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Persuasive Essay: Video Games Are Beneficial

According to research released by the Entertainment Software Association over fifty percent of parents believe video games are a positive part of their child’s life (ESA). Video games are beneficial, because they aid in childhood development, have the ability to relieve stress in people, and their aid in the reduction of cognitive decline in older aging adults.

Video games were first introduced in the 1970s in the form of arcade games but became more common during the 1980s with the introduction of the Atari 2600. During this time parents believed that video games would be atrocious for children’s minds. Their main concern was the violent influence of video games that more commonly appeared in the early-2000s with games such as Call of Duty. Video game systems became very prevalent inside the home during the mid-2000s with Nintendo’s introduction of the Wii. This system changed the view of gaming because the Wii was advertised as a whole family system. After all, the whole family could play together or each family member individually. This system also became the most popular gaming system since it sold many different accessories and games such as the Wii Fit with the Wii Balance Board, this was an exercise-based game that is now generally known as exergaming.       

Currently, we as a civilization are looking to research this topic every day.“Important research has already been conducted for decades on the negative effects of gaming, including addiction, depression and aggression, and we are certainly not suggesting that this should be ignored,” said lead author Isabela Granic, in The Netherlands. “However, to understand the impact of video games on children’s and adolescents’ development, a more balanced perspective is needed.” (American) We have had many debates on this topic and have concluded that video games are not bad for kids and they help them grow as an individual, video games despite good it’s not a one size fits all thing, some games are not appropriate for a certain demographic such as violent bloody games for example call of duty wouldn’t be given to a toddler. Currently, the views from parents and society are that games can help a person develop and it is a great pass time for kids. Video games have a lot more benefits than disadvantages when played safely and in moderation.” In the end, gaming doesn’t have a negative connotation, it is the society that gives it a negative vibe. It has been proven to help better surgeons and military soldiers on countless occasions" (Caviston).Video games are beneficial. because they aid in childhood development, ability to relieve stress in people, and their aid in the reduction of cognitive decline in older aging adults.

One reason why video games are beneficial is they aid in childhood development. Early childhood development is the foundation of whom a person will become and what skills they will possess in the future. According to a blog post from a group at Penn State, there are many skills children can acquire from gaming such as following instructions, problem-solving, resource management, multi-tasking, perseverance, and the introduction to technology (Caviston), which they will need in our ever-changing society.

The second reason why video games are beneficial is their ability to relieve stress in people of all ages. Stress is something everyone of all ages goes through, stress can be from many different things such as an assignment due date, test, the feeling you said something wrong, the worry of fitting in a group or place. Stress comes from many different things and people choose to relieve stress in various ways, some people like to go to a library and read a book, some people like to sleep, some people eat there stress away, and some people like to play video games. Video games have and continue to help people relieve stress and help people prevent stress.

The third reason video games are beneficial is the reduction of cognitive deterioration in older aging adults. As people age, along with the body, one’s mind becomes older too, they begin to be forgetful and may need longer to remember things such as names or information. There are many ways to help prevent cognitive decline and one of those is gaming. Gaming systems such as the Nintendo Wii, the Wii were used in rehabilitation programs to build cognitive skills including memory (Brain Games). According to a study held by the University of Santiago de Compostela, they found in there data “The meta-analyses indicated that the interventions were associated with significant improvements in speed of processing” (Casa). 

The final benefit of video games is they help produce well-rounded individuals. “According to a review of research in American Psychologist, Playing video games, including violent shooter games, may boost children's learning, health, and social skills” (Bowen). In recent research in doctors, in most small surgeries they use robotic tools that have controllers similar to video game controllers and they found that doctors with more experience with video games have a decreased failure rate and faster completion times compared to surgeons without prior videogame experience (Can Video Games...).

Based on findings above, the majority of research concludes video games are beneficial. Their are always cavaouts with these claims, not every game is made the same and thus will not be beneficial for all people such as children and older adults. Video games will olny be effective when used in modoration and when used properly. Do you think video games are beneficial?

"ESA: Majority of Parents Say Video Games are a Positive Part of Kids' Lives." Entertainment Close-up, 30 Apr. 2014. Gale General OneFile, link.gale.com/apps/doc/A366377832/GPS?u=nclivemdtcc&sid=bookmark-GPS&xid=b78f669a. Accessed 8 Nov. 2021.

Caviston, Andrew Montgomery, et al. “SIOWFA15: Science in Our World: Certainty and Controversy.” SiOWfa15 Science in Our World Certainty and Controversy, 7 Oct. 2015, https://sites.psu.edu/siowfa15/2015/10/07/why-gaming-is-beneficial-for-you/.

Casa, Antonio Garcia, and Fernando L Vázquez. “Efficacy of Video Games for Cognitive Decline Prevention: A Meta-Analysis.” ResearchGate, https://www.researchgate.net/publication/329311318_EFFICACY_OF_VIDEO_GAMES_FOR_COGNITIVE_DECLINE_PREVENTION_A_META-ANALYSIS. 

American Psychological Association. Video games play may provide learning, health, social benefits. http://www.apa.org/news/press/releases/2013/11/video-games.

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Impact of Videogames on Children Essay

Introduction.

Modern children live in an extremely digitalized environment characterized by the availability of information and specific ways to spend free time. Today, most young people prefer to spend time in front of the computer, either doing their homework or socializing by using social networks. Another trend of contemporary society is the high popularity of video games that become more complex, similar to reality, and demanding much time. The constantly updating content along with the ability to play with friends online attract children. In such a way, videogames replace other activities such as running, walking, or socializing in the street. The given change of priorities triggers vigorous debates about the possible effects of games on children, their physical and mental development, and long-term consequences. For this reason, the given research is devoted to the issue of videogames and how they influence children. To investigate the problem, the following thesis is offered:

The adverse effects of videogames on children might include the development of anxiety, depression, changes in brain functioning, problems with weight, socialization, and trigger the evolution of chronic diseases; however, they can also positively influence children increasing visuospatial cognition, attention, creativity, and reducing aggression levels.

The development of the videogames industry resulted in the emergence of complex games that create attractive images and exciting tasks to engage players and hold their attention. Statistics show that 66% of children aged 8 to 12 years play video games about 2 hours per day, while teens aged 13 to 17 play about 2,5 hours per day (Halbrook et al. 1097). However, in real life, the numbers can be even higher because of the inability to trace the amount of time spent on such activities. It means, for children, videogames become the main type of activity practiced every day.

Addiction and Accessibility

Another problem linked to videogames is their ability to precondition addiction. They affect the brain similarly to drugs as they stimulate the pleasure center and trigger the release of dopamine responsible for the emergence of specific behaviors (Paturel). In such a way, playing videogames, children feel the need to spend more time. The problem is complicated by the fact that today, games are spread globally, and there is hardly an area, excluding the poorest ones with no Internet or computers, where children are deprived of a chance to play (Paturel). The combination of addiction and accessibility contributes to the spread of videogames and the growing topicality of the question of how they impact the physical and mental health of a child.

Mental Development of a Child

One of the main problems linked to videogames is their influence on the mental development of a child. Childhood is the period fundamental for the mental development of a child, and numerous factors might have either a positive or negative effects on their brain and behaviors (Lobel et al. 885). In such a way, the fact that videogames become the central way to spend free time, replacing the previous activities, attracts the attention of researchers as it has a direct impact on the psyche and health of an individual. However, there is still no consensus on whether videogames have only negative or positive effects.

Brain Functioning

One of the popular fears is that videogames can affect brain functioning. Some researchers assume that excessive gaming in childhood can physically rewire the brain and introduce irreversible changes into its work (Paturel). The recent Chinese research presupposing two control groups showed that gamers (individuals spending about 10 hours a day online) have less gray matter if to compare with people who spend less than two hours online (Paturel). In such a way, gaming can be dangerous as it affects various brain areas, depending on the type of game and reaction it cultivates.

Depression and Anxiety

There is also a belief that games might precondition the development of depression and anxiety in children. The given states are mainly associated with failures in online games, the inability to get some achievement, or bullying, one of the common practices on the Internet. The research shows that excessive gaming might precondition dopamine exhaustion, emotional suppression, and the lack of motivation to achieve various real-life goals (Paturel). Moreover, people with depression might suffer from the deterioration of their states caused by addictive playing (Video Games and Children: Playing with Violence”). Analyzing the impact of videogames on anxiety, researchers also offer various assumptions. First of all, gaming can be a normal and healthy way to relieve stress and decrease anxiety levels by engaging in online activities (Pellissier). However, for children with gaming disorder, using gaming as the anxiety coping mechanism can be dangerous and contribute to the accumulation of negative effects and increased risks (Pellissier). In such a way, video games have diverse effects on depression and anxiety, including the positive and negative ones.

Lack of Socialization

The lack of socialization and contact with peers in real life is one of the most popular fears among parents. Today, most games demand much time; moreover, they are focused on cooperation online by using the Internet, which means that children do not have to leave their houses to communicate with other people. It preconditions the increased time they spend at home. The recent research states that there is a direct correlation between the time spent online and social skills, or the higher the gaming addiction, the less the social skills (Lobel et al. 885). Children might demonstrate the inability to communicate in real life because of the absence of the demanded experience.

Weight Management and Chronic Diseases

Excessive gaming can also result in poor weight management. Gamers usually have snacks consisting of unhealthy food such as sweets, chips, or soda (Halbrook et al. 1100). The given dietary patterns create the basis for the emergence of several problems. First, they might acquire extra weight and suffer from obesity. At the same time, spending much time in front of the computer with decreased physical activity and wrong posture might result in the development of scoliosis and other problems with the locomotor system (Lobel et al. 885). Moreover, there is an increased risk of acquiring chronic diseases such as gastritis. From this perspective, videogames can be dangerous for children.

Nature-Deficit Disorder

Spending much time at home and playing videogames, children devote less attention to real life and the world surrounding them. Thus, Louv states that the threatening tendency towards the decreased exposure of children to nature can be observed in Western countries today (23). The given nature-deficit disorder has a negative impact on children and society as for health development, they need to interact with the environment and acquire all benefits from this cooperation (Louv 45). The inability to remain in contact with the world affects all systems of the child body and prevents them from healthy evolution. For this reason, videogames should be viewed as the factor limiting children’s access to nature and triggering the growth of the nature-deficit disorder.

Enhancement of Brain Capabilities

However, it is critical to mention the fact that there are also positive effects linked to videogames. For instance, studies show that by playing action games, players improve their visual capabilities, including tracking multiple objects, reaction, storing, and manipulating them in specific memory centers in the brain (Paturel). Because of the need to consider several factors at the same time, players have to perform multiple tasks simultaneously and make immediate decisions, which affects their brains and makes them more flexible (Paturel). These positive effects differentiate gamers from other children and help them to cope with diverse tasks while visiting their educational establishments.

Playing action games is also directly correlated with reaction speed. Investigations show that gamers who spend much time in this sort of activities have a lower speed of reaction (Paturel). It is explained by the fact that their gaming sessions can be viewed as training, which results in the formation of bonds in the brain and the development of skills (Pellissier). Because multiple repetitions of the same actions are an effective form of learning, gamers acquire new capabilities linked to similar situations (Paturel).

Imagination

There are also different opinions on how videogames affect the imagination. Thus, most studies conclude that modern role-playing games (RPG) contribute to the development of creative and imaginary qualities of the child brain (Halbrook et al. 1100). They offer a person a unique world, and a player should use his/her imagination to dive into it and associate his/her hero with himself/herself. Additionally, quests and strategies might precondition the rise of strategic thinking and the ability to resolve problematic puzzles or questions (Halbrook et al. 1100). For this reason, videogames can be viewed as a factor stimulating the development of this aspect of the brain’s functioning.

Recommendation

In such a way, there is no unified opinion about whether videogames should be viewed as a positive or negative factor impacting the mental development of a child. This complexity comes from the fact that there are both positive and negative effects associated with gaming. However, all sources emphasize the dangerous nature of excessive gaming and addiction. It means that parents are recommended to control their children playing patterns to avoid spending too much time in the virtual world and guarantee that they interact with the world and their peers in real life.

Altogether, videogames have both positive and negative effects on children. They might precondition the development of chronic diseases and extra weight, high anxiety, and depression levels, along with the changes in brain functioning. The highly-addictive nature increases the risks of spending too much time in games. However, there are also positive effects, such as better reaction, motor skills, visuospatial cognition, and creativity, which are trained during gaming sessions. For this reason, it is vital to continue the further investigation of the problem to outline more effects and conclude whether children’s brains suffer critical damage from games or they can be a tool to stimulate its development and optimal functioning.

Works Cited

Halbrook, Yemaya J., et al. “When and How Video Games Can Be Good: A Review of the Positive Effects of Video Games on Well-Being.” Perspectives on Psychological Science , vol. 14, no. 6, Nov. 2019, pp. 1096–1104.

Lobel, Adam, et al. “Video Gaming and Children’s Psychosocial Wellbeing: A Longitudinal Study.” Journal of Youth and Adolescence , vol. 46, no. 4, 2017, pp. 884-897. doi:10.1007/s10964-017-0646-z.

Louv, Richard. Last Child in the Woods: Saving Our Children from Nature-Deficit Disorder . Algonquin Books, 2008.

Paturel, Amy. “ Game Theory: The Effects of Video Games on the Brain .” Brain & Life , Web.

Pellissier, Hank. “ Your child’s Brain on Technology: Video Games .” Great Schools , 2014, Web.

“Video Games and Children: Playing with Violence.” American Academy of Child & Adolescents Psychiatry , 2015, Web.

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IvyPanda. (2022, February 27). Impact of Videogames on Children. https://ivypanda.com/essays/impact-of-videogames-on-children/

"Impact of Videogames on Children." IvyPanda , 27 Feb. 2022, ivypanda.com/essays/impact-of-videogames-on-children/.

IvyPanda . (2022) 'Impact of Videogames on Children'. 27 February.

IvyPanda . 2022. "Impact of Videogames on Children." February 27, 2022. https://ivypanda.com/essays/impact-of-videogames-on-children/.

1. IvyPanda . "Impact of Videogames on Children." February 27, 2022. https://ivypanda.com/essays/impact-of-videogames-on-children/.

Bibliography

IvyPanda . "Impact of Videogames on Children." February 27, 2022. https://ivypanda.com/essays/impact-of-videogames-on-children/.

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The Association Between Video Gaming and Psychological Functioning

Juliane m. von der heiden.

1 Department of Psychology, Johannes Gutenberg University Mainz, Mainz, Germany

Beate Braun

2 Department of Psychosomatic Medicine, University Medical Center, Mainz, Germany

Kai W. Müller

Boris egloff, associated data.

Video gaming is an extremely popular leisure-time activity with more than two billion users worldwide ( Newzoo, 2017 ). However, the media as well as professionals have underscored the potential dangers of excessive video gaming. With the present research, we aimed to shed light on the relation between video gaming and gamers’ psychological functioning. Questionnaires on personality and psychological health as well as video gaming habits were administered to 2,734 individuals (2,377 male, 357 female, M age = 23.06, SD age = 5.91). Results revealed a medium-sized negative correlation between problematic video gaming and psychological functioning with regard to psychological symptoms, affectivity, coping, and self-esteem. Moreover, gamers’ reasons for playing and their preferred game genres were differentially related to psychological functioning with the most notable findings for distraction-motivated players as well as action game players. Future studies are needed to examine whether these psychological health risks reflect the causes or consequences of video gaming.

Introduction

Video gaming is a very popular leisure activity among adults ( Pew Research Center, 2018 ). The amount of time spent playing video games has increased steadily, from 5.1 h/week in 2011 to 6.5 h/week in 2017 ( The Nielsen Company, 2017 ). Video gaming is known to have some benefits such as improving focus, multitasking, and working memory, but it may also come with costs when it is used heavily. By spending a predominant part of the day gaming, excessive video gamers are at risk of showing lower educational and career attainment, problems with peers, and lower social skills ( Mihara and Higuchi, 2017 ). On the one hand, video game use is widespread, and it may come with certain precursors as well as consequences. On the other hand, little is known about the relations between various video gaming habits and psychological functioning. This study aims to shed light on these important relations using a large sample.

A video game is defined as “a game which we play thanks to an audiovisual apparatus and which can be based on a story” ( Esposito, 2005 ). In the last few years, the amount of scientific research devoted to video game playing has increased (e.g., Ferguson, 2015 ; Calvert et al., 2017 ; Hamari and Keronen, 2017 ). Most scientific studies in this area of research have focused on the extent of video game play and its diverse correlates. While some researchers have emphasized the benefits of game playing and even suggested a therapeutic use of video games ( Primack et al., 2012 ; Granic et al., 2014 ; Colder Carras et al., 2018 ), others have been intrigued by its potential dangers ( Anderson et al., 2010 ; Müller and Wölfling, 2017 ).

Parents and professionals may be worried about their excessively playing children being “addicted.” However, problematic and potentially addictive video game use goes beyond the extent of playing (in hours per week; Skoric et al., 2009 ). It also includes such issues as craving, loss of control, and negative consequences of excessive gaming. While it is still a matter of debate whether problematic video game play should be considered a behavioral addiction , its status as a mental disorder has been clarified since the release of the DSM-5 in 2013. In the DSM-5, the American Psychiatric Association (2013) defined Internet Gaming Disorder with diagnostic criteria closely related to Gambling Disorder. Generally, this decision has been supported by many researchers (e.g., Petry et al., 2014 ) but has also caused controversies. Researchers have criticized the selection of diagnostic criteria and the vague definition of the Internet Gaming Disorder construct, which excludes offline games from being related to addictive use (e.g., Griffiths et al., 2016 ; Bean et al., 2017 ).

Several studies, literature reviews, and meta-analyses have focused on the correlates of problematic video gaming, usually assessed as a continuum with addiction marking the upper end of the scale (e.g., Ferguson et al., 2011 ; Kuss and Griffiths, 2012 ). The degree of addictive video game use has been found to be related to personality traits such as low self-esteem ( Ko et al., 2005 ) and low self-efficacy ( Jeong and Kim, 2011 ), anxiety, and aggression ( Mehroof and Griffiths, 2010 ), and even to clinical symptoms of depression and anxiety disorders ( Wang et al., 2018 ). Potential consequences of video game use have been identified as well, such as a lack of real-life friends ( Kowert et al., 2014a ), stress and maladaptive coping ( Milani et al., 2018 ), lower psychosocial well-being and loneliness ( Lemmens et al., 2011 ), psychosomatic problems ( Müller et al., 2015 ; Milani et al., 2018 ), and decreased academic achievement ( Chiu et al., 2004 ; Gentile, 2009 ). Effect sizes have varied widely across studies ( Ferguson et al., 2011 ). There seem to be sex and age differences with regard to video gaming behavior: potentially problematic video gaming was found to be more likely among males than females (e.g., Greenberg et al., 2010 ; Estévez et al., 2017 ), and among younger gamers ( Rehbein et al., 2016 ).

In addition to looking at problematic video game use and its relation to psychological functioning, it is relevant to also focus on why individuals play video games. Players use video games for very different reasons ( Ryan et al., 2006 ; Yee, 2006 ) such as to distract themselves from daily hassles or because they enjoy the social relationships they have developed in the virtual world. Potentially problematic video gaming has been found to be related to various reasons for playing such as coping and escape ( Hussain and Griffiths, 2009 ; Schneider et al., 2018 ), socialization ( Laconi et al., 2017 ), and personal satisfaction ( Ng and Wiemer-Hastings, 2005 ). Coping ( Laconi et al., 2017 ), social interaction, and competition were among the main reasons for gaming among males but not among females ( Lucas and Sherry, 2004 ). Mixed results emerged concerning age differences ( Greenberg et al., 2010 ), but especially younger gamers seemed to be motivated for video gaming by social interactions ( Hilgard et al., 2013 ). However, so far it remains unclear to what extent people’s various reasons for playing video games are differentially related to their psychological functioning.

Besides investigating the links between potentially problematic video game use and psychological functioning as well as between reasons for playing video games and psychological functioning, it is relevant to also look at which game genres individuals prefer. Correlates of preferences for certain game genres (e.g., simulation, strategy, action, role-playing) are cognitive enhancement ( Dobrowolski et al., 2015 ; Bediou et al., 2018 ), but also the amount of time spent playing ( Lemmens and Hendriks, 2016 ; Rehbein et al., 2016 ) and psychopathological symptoms ( Laconi et al., 2017 ). Males were shown to prefer action and strategy games, whereas females showed a preference for games of skill ( Scharkow et al., 2015 ; Rehbein et al., 2016 ). Younger gamers seemed to prefer action games, older players more so games of skill ( Scharkow et al., 2015 ). However, it is not yet understood to what extent preferences for certain video game genres are differentially related to psychological functioning.

Typically, research has focused merely on violent video games (e.g., Anderson and Bushman, 2001 ; Elson and Ferguson, 2014 ) or one specific game within one specific game genre (frequently World of Warcraft; Graham and Gosling, 2013 ; Visser et al., 2013 ; Herodotou et al., 2014 ), thereby neglecting the variety of possible gaming habits across various game genres.

In the present study, our objective was to examine the relation between video gaming and psychological functioning in a fine-grained manner. For this purpose, we examined psychological functioning by employing various variables such as psychological symptoms, coping strategies, and social support. Likewise, we assessed video gaming in a similarly detailed way, ranging from (a) problematic video game use, (b) the reasons for playing, to (c) the preferred game genres. This strategy prevented us from making potentially invalid generalizations about video gaming in general and allowed us to examine the spectrum of gaming habits and the respective relations between such habits and a diverse set of variables representing psychological functioning.

Playing video games excessively should be appealing to individuals with poor psychological functioning because games allow people to avoid their everyday problems and instead immerse themselves in another environment ( Taquet et al., 2017 ). Moreover, video games offer people a chance to connect with other people socially despite any more or less evident psychological problems they may have ( Kowert et al., 2014b ; Mazurek et al., 2015 ). On the other hand, potentially problematic video game use may also lead to psychological problems because it reduces the amount of time and the number of opportunities gamers have to practice real-life behavior ( Gentile, 2009 ). Thus, we expected to find a negative correlation between problematic video gaming and variables representing psychological functioning such that we expected more potentially problematic video game use to be related to dysfunctional coping strategies ( Wood and Griffith, 2007 ), negative affectivity ( Mathiak et al., 2011 ), and poor school performance ( Mihara and Higuchi, 2017 ). Moreover, we expected to find differential correlates of people’s reasons for playing video games and their psychological functioning: Playing for escape-oriented reasons such as distraction should go along with diverse indices of poor psychological functioning ( Király et al., 2015 ), whereas playing for gain-oriented reasons such as the storyline or the social connections in the game should be related to adequate psychological functioning ( Longman et al., 2009 ). Also, we expected to find people’s preferred game genres (e.g., strategy, action) to be differentially related to their psychological functioning ( Park et al., 2016 ). Finally, we aimed to shed light on the unique contribution of each measure of psychological functioning to the prediction of problematic video game use.

Materials and Methods

Participants 1.

A total of N = 2,891 individuals (2,421 male, 470 female) with a mean age of 23.17 years ( SD = 5.99, Range: 13–65) participated in our study. Of these participants, N = 2,734 (95%) confirmed their use of video games and were thus included in further analyses (2,377 male, 357 female, with a mean age of 23.06 years; SD = 5.91, Range: 13–65). The distribution of participants with regard to sex and age mirrors the findings of past research with males and younger individuals being more likely to play video games (e.g., Griffiths et al., 2004 ). Participants’ place of residence was Germany.

Procedure and Instruments 2

We posted links to our online questionnaire on various online forums as well as on popular online game sites. To achieve heterogeneity of the sample, no exclusion criteria other than having access to the Internet and understanding German were specified. As an incentive to participate in the study, four vouchers of 50€ were raffled.

Video Gaming

Potentially problematic video game use.

The AICA-S, the Scale for the Assessment of Internet and Computer game Addiction ( Wölfling et al., 2016 ), was used to assess participants’ gaming behavior with regard to potential problematic use. Based on the DSM criteria for Internet Gaming Disorder (tolerance, craving, loss of control, emotion regulation, withdrawal, and unsuccessful attempts to cut back), this standardized self-report scale consists of 15 items usually with a five-point scale ranging from 1 ( never ) to 5 ( very often ). The final score (Min = 0, Max = 27 points) is computed using weighted scoring (items with an item-total correlation > 0.55 in the norm sample are weighted double; Wölfling et al., 2011 ). The AICA-S score can be used to differentiate between regular (0–6.5 points) and problematic use of video games (7–13 points: abuse; 13.5–27 points: addiction). In our sample, N = 2,265 (83%) were identified as regular gamers, and N = 469 (17%) as problematic gamers. We used the AICA-S as a continuous variable for all further analyses ( M = 3.98, SD = 3.22, Range: 0–24). The instrument has been validated for different age groups in the general population and in clinical samples ( Müller et al., 2014a , 2019 , but note small sample size; Müller et al., 2014b ). Cronbach’s alpha was α = 0.70. As expected, the AICA-S score was correlated with male sex ( r = 0.17 ∗∗∗ ) and age ( r = –0.15 ∗∗∗ ). On average, participants played video games for M = 4.09 hours per weekday ( SD = 4.44, Range: 0–24), and M = 4.21 h per day at the weekend ( SD = 2.99, Range: 0–24).

Reasons for playing

Gamers indicated how often they played video games for certain reasons. They rated each of 10 reasons separately on Likert scales ranging from 1 ( never ) to 4 ( very often ). The most prevalent reasons were relaxation ( M = 2.96, SD = 0.91), amusement ( M = 2.94, SD = 0.85), and because of the storyline ( M = 2.67, SD = 1.10).

Game genres

Gamers were asked how often they usually played various video game subgenres such as first-person shooter, round-based strategy, massively multiplayer online role-playing games (MMORPGs), life simulations, and others. Ratings were made on Likert scales ranging from 1 ( never ) to 4 ( very often ). Using Apperley’s (2006) classification of game genres, we categorized the subgenres into the main genres action ( M = 2.54, SD = 0.84), strategy ( M = 2.13, SD = 0.80), role-playing ( M = 2.01, SD = 0.73), and simulation ( M = 1.58, SD = 0.44). A cluster for unclassified subgenres ( M = 1.54, SD = 0.39) was added to additionally account for such subgenres as jump’n’runs and games of skill. Descriptive statistics and intercorrelations for all measures (including sex and age) are presented in Supplementary Tables S1–S4 .

Psychological Functioning

Participants provided ratings of their psychological functioning on the following constructs:

General psychopathology

The SCL-K-9 ( Klaghofer and Brähler, 2001 ), a short version of the SCL-90-R ( Derogatis, 1975 ), was administered to assess participants’ subjective impairment regarding psychological symptoms (somatization, obsessive-compulsive, interpersonal sensitivity, depression, anxiety, hostility, phobic anxiety, paranoid ideation, and psychoticism). The SCL-K-9 score is strongly correlated with the original score of the SCL-90-R ( r = 0.93). The 9 items were answered on 5-point Likert-type scales ranging from 1 ( do not agree at all ) to 5 ( agree completely ). Cronbach’s alpha was satisfactory (α = 0.77).

We assessed 10 coping strategies with the Brief COPE ( Carver, 1997 ; German version by Knoll et al., 2005 ), which is the shorter version of the COPE ( Carver et al., 1989 ): self-distraction, denial, substance use, venting, self-blame, behavioral disengagement, acceptance, active coping, planning, and positive reframing. The two items per subscale were administered on 5-point Likert-type scales ranging from 1 ( never ) to 5 ( very often ). Intercorrelations of the two items per subscale ranged from r = 0.32, p < 0.001 for positive reframing to r = 0.78, p < 0.001 for substance use (with one exception: r = -0.05, p = 0.01 for self-distraction).

We measured general affect as a trait and affect during video gaming as a state using the German version ( Krohne et al., 1996 ) of the Positive and Negative Affect Schedule (PANAS; Watson et al., 1988 ). On a 5-point Likert-type scale ranging from 1 ( not at all ) to 5 ( completely ), participants rated the intensity of 20 adjectives. Cronbach’s alpha was α = 0.78 for general positive affect, α = 0.83 for general negative affect, α = 0.85 for positive affect while playing, and α = 0.83 for negative affect while playing.

The measure for the assessment of shyness in adults ( Asendorpf, 1997 ) consists of 5 items that were answered on a 5-point Likert-type scale ranging from 1 ( not at all ) to 5 ( completely ). Cronbach’s alpha was excellent (α = 0.86).

We administered the German version ( Elbing, 1991 ) of the NYU Loneliness Scale ( Rubenstein and Shaver, 1982 ). The 4 items were answered on 5- to 6-point Likert-type scales. Cronbach’s alpha was satisfactory (α = 0.79).

Preference for solitude

A 10-item measure of preference for solitude ( Nestler et al., 2011 ) was answered on a 6-point Likert-type scale ranging from 1 ( not at all ) to 6 ( completely ). Cronbach’s alpha was excellent (α = 0.86).

Life satisfaction

Participants answered a one-item life satisfaction measure on a 4-point Likert-type scale ranging from 1 ( not at all ) to 4 ( completely ).

Self-esteem

We administered the German version ( von Collani and Herzberg, 2003 ) of the Rosenberg Self-Esteem Scale (RSES; Rosenberg, 1979 ). The 10 items were answered on a 4-point Likert-type scale ranging from 1 ( not at all ) to 4 ( completely ). Cronbach’s alpha was excellent (α = 0.88).

Self-efficacy

We administered a 10-item generalized self-efficacy scale ( Schwarzer and Jerusalem, 1995 ), which was answered on a 4-point Likert-type scale ranging from 1 ( not at all ) to 4 ( completely ). Cronbach’s alpha was excellent (α = 0.86).

Social support and friends

We administered the perceived available social support subscale from the Berlin Social Support Scales (BSSS; Schwarzer and Schulz, 2003 ). The 8 items were answered on a 5-point Likert-type scale ranging from 1 ( not at all ) to 5 ( completely ). Cronbach’s alpha was excellent (α = 0.94). Participants indicated how many offline friends and offline acquaintances they had ( r = 0.44, p < 0.001) as well as how many online friends and online acquaintances they had ( r = 0.33, p < 0.001). Due to left-skewed distributions, we logarithmized the data before aggregation.

Participants reported their grade point average. German grades are assessed on a scale that ranges from 1 ( excellent ) to 6 ( insufficient ). Thus, higher scores indicate worse grades.

Participants further reported their sex and age. Both were used as control variables in further analyses.

In a first step, we computed zero-order correlations between the video gaming variables and the measures of psychological functioning. In a second step, we computed partial correlations in which we controlled for sex and age because past research has repeatedly shown that sex and age are correlated with both video gaming ( Homer et al., 2012 ; Mihara and Higuchi, 2017 ) and psychological functioning ( Kessler et al., 2007 ; Nolen-Hoeksema, 2012 ). Finally, we explored the unique contribution of each measure of psychological functioning to the prediction of potentially problematic video gaming. Therefore, we computed regressions with potentially problematic video gaming as the dependent variable and sex, age, and the measures of psychological functioning as predictors (entered simultaneously into the regression equation). By employing this procedure, we were able to determine the effect that each variable had over and above the other ones. For instance, we could identify whether general psychopathology was predictive of potentially problematic video game use when the influence of all other variables (e.g., shyness, loneliness, and others) was held constant.

Additionally, we included analyses regarding sex and age differences in the link between video gaming and psychological functioning. Since we collected a self-selected sample where different sexes and age groups were not represented equally, our findings are only preliminary, but may stimulate future research.

Potentially Problematic Video Game Use and Psychological Functioning

First, we examined whether potentially problematic video game use was related to various psychological functioning variables. As can be seen in Table 1 , the results for the zero-order correlations were similar to those for the partial correlations in which we controlled for sex and age. A medium-sized positive relation to the potentially problematic use of video games emerged for the presence of psychological symptoms including depression, anxiety, and hostility. Furthermore, several coping strategies were differentially associated with the potentially problematic use of video games: Self-blame and behavioral disengagement showed the strongest positive relations to potentially problematic video game use, followed by denial, acceptance, substance use, self-distraction, and venting. Planning, active coping, and, to a lesser extent, positive reframing were negatively associated with the potentially problematic use of video games. Moreover, the association with potentially problematic video game use was negative for general positive affect and positive and larger in size for general negative affect. However, potentially problematic video game use was clearly positively associated with the experience of both positive and negative affect while playing. Further, a preference for solitude, shyness, and loneliness were positively correlated with the potentially problematic use of video games. Lower self-esteem, lower life satisfaction, and, to a lesser extent, poorer perceived social support and lower self-efficacy went along with potentially problematic video game use. There was an association between fewer offline friends and acquaintances but more online connections with potentially problematic video gaming. Finally, poorer performance in school (i.e., higher grades) was related to the potentially problematic use of video games. These results suggest that potentially problematic video gaming goes along with poor psychological functioning and vice versa.

Associations between potentially problematic video gaming and psychological functioning.

Reasons for Playing Video Games and Psychological Functioning

Second, we investigated whether players’ reasons for playing video games were differentially related to the psychological functioning variables. Table 2 presents the partial correlations, controlling for sex and age. Using video games to distract oneself from stress was clearly connected to a high level of psychological symptoms. Distraction-motivated gamers preferred coping strategies such as self-blame, behavioral disengagement, self-distraction, denial, substance use, venting, and acceptance, but they neglected active coping and planning. They showed less general positive affect and more negative affect both in general and while playing as well as more positive affect while playing. These gamers further reported low self-esteem and low life satisfaction, loneliness, a preference for solitude, shyness, a lack of self-efficacy and social support, and poor achievement in school. A similar but somewhat less extreme picture was revealed for gamers who played video games in order to have something to talk about . However, these gamers reported more online connections. Gamers who played video games to improve their real-life abilities also reported more online connections. In addition, these gamers showed higher levels of general positive affect. The strongest association with online friends and acquaintances emerged, as expected, for gamers who played because of the social relations in the virtual world. Although all reasons for playing video games were related to positive affect while playing, the strongest associations emerged for gamers who played because of the social relations , to stimulate their imagination , and for curiosity . It is interesting that, for gamers who played video games because of the storyline and for relaxation , there was a relation only to positive but not to negative affect while playing. Reasons for playing were only weakly related to sex and age (see Supplementary Table S2 ). In sum, several reasons for playing video games were differentially associated with psychological functioning.

Associations between reasons for playing video games and psychological functioning.

Video Game Genre and Psychological Functioning

Third, we examined whether players’ preferences for different video game genres were differentially associated with the measures of psychological functioning. Table 3 shows the partial correlations in which we controlled for sex and age. There was a weak connection between general psychological symptoms and all of the video game genres we investigated except strategy. A preference for action games had the strongest association with affect while playing. Thus, action games seem to be both rewarding and a source of frustration. A preference for action games went along with poorer school performance. Gamers who preferred role-playing games scored higher on shyness and a preference for solitude and lower on self-esteem; they also reported fewer offline connections. By contrast, preferences for games of the unclassified category on average went along with a larger number of offline friends and more positive affect, both while playing and in general. Two game genres (i.e., role-playing and unclassified games) were related to the coping strategy of self-distraction. Because preferred game genre was related to participants’ sex (see Supplementary Table S3 ), we had a more detailed look at the correlations between preferred game genre and psychological functioning separately for both sexes: For males ( n = 2,377), the strongest correlation between general psychopathology and game genre emerged for action ( r = 0.08, p < 0.001), followed by role playing ( r = 0.07, p < 0.01), and unclassified ( r = 0.07, p < 0.01). For females ( n = 357), the strongest relation between general psychopathology and game genre emerged for simulation ( r = 0.17, p < 0.01). Differences were also found regarding the strength of the relation between number of friends online and the genre action: r = 0.06, p < 0.01 for males, and r = 0.27, p < 0.001 for females. Similarly, preferred game genre was related to participants’ age (see Supplementary Table S3 ). However, there were merely differences with regard to the relation of psychological functioning and game genre, when analyzed separately for different age groups (<19 years, n = 557; 19–30 years, n = 1916; >31 years, n = 261). In sum, our results speak to the idea that individuals with different levels of psychological functioning differ in their choices of game genres and vice versa.

Associations between preferred video game genre and psychological functioning.

Predicting Potentially Problematic Video Game Use by Psychological Functioning Variables

In a final step, we entered all of the investigated psychological functioning variables as well as sex and age as predictors of the potentially problematic use of video games. By employing this procedure, we were able to determine the unique contribution of each psychological functioning variable when the influence of all other variables was held constant. As Table 4 shows, the number of online friends and acquaintances as well as positive affect while playing were most predictive of potentially problematic video game use over and above all other variables. General psychopathology, a lack of offline connections, and poor school performance were weaker but still relevant predictors of potentially problematic video game use.

Prediction of potentially problematic video game use by psychological functioning variables.

With this study, we aimed to shed light on the association of diverse video gaming habits with gamers’ psychological functioning. Drawing on a large sample, our results revealed a medium-sized relation between potentially problematic video game use and poor psychological functioning with regard to general psychological symptoms, maladaptive coping strategies, negative affectivity, low self-esteem, and a preference for solitude as well as poor school performance. These findings are in line with those of prior work (e.g., Kuss and Griffiths, 2012 ; Milani et al., 2018 ). Also, reasons for playing video games were differentially related to psychological functioning with the most pronounced findings for escape-oriented in contrast to gain-oriented motives. Specifically, distraction-motivated gaming went along with higher symptom ratings, lower self-esteem, and more negative affectivity, whereas playing to establish social relationships in the virtual world was related to a larger number of online connections and more positive affect while playing. Furthermore, there were only weak relations between the preferred game genres and psychological functioning. The action games genre was associated with the strongest ratings of affect while playing. These results on reasons and genres may help to explain conflicting findings of former studies, because in our work we examined various reasons for playing, several game genres, and various aspects of psychological functioning simultaneously. Finally, positive affect while playing and a larger number of online friends were the strongest unique predictors of potentially problematic video game use, followed by psychological symptoms, a lack of offline connections, and poor school performance. These findings suggest that, on the one hand, independent of one’s psychological conditions, enjoying oneself during gaming (i.e., experiencing positive affect, connecting with online friends) may go along with potentially problematic use of video games. On the other hand, poor psychological functioning seems to be a unique risk factor for potentially problematic video gaming.

The presented results are generally in line with previous work that has identified a connection between video gaming and psychological health, academic problems, and social problems ( Ferguson et al., 2011 ; Müller et al., 2015 ). However, our study moved beyond prior research by providing in-depth analyses of both video gaming habits (including potentially problematic use, reasons for playing, and preferred game genre) and psychological functioning (including psychological symptoms, coping styles, affectivity, as well as variables that are related to individuals and their social environments). In addition, we identified unique predictors of potentially problematic video game use.

How can the findings on differential relations between video gaming and various indices of psychological functioning – ranging from beneficial results ( Latham et al., 2013 ) to unfavorable results ( Barlett et al., 2009 ; Möller and Krahé, 2009 ; Anderson et al., 2010 ) – be integrated? According to Kanfer and Phillips (1970) , problematic behavior (e.g., excessive video gaming) can be understood as a function of the situation (e.g., being rejected by a peer); the organism (e.g., low self-esteem); the person’s thoughts, physical reactions, and feelings (e.g., sadness, anger); and finally, the short- as well as long-term consequences of the behavior (termed SORKC model). In the short run, according to our results, playing video games may be a way to distract oneself from everyday hassles and may lead to positive affect while playing and a feeling of being connected to like-minded people, all of which are factors that have an immediate reinforcing value. In the long run, however, spending many hours per day in front of a computer screen may prevent a person from (a) developing and practicing functional coping strategies, (b) finding friends and support in the social environment, and (c) showing proper school achievement, factors that are potentially harmful to the person. Thus, differentiating between short- and long-term perspectives may help us understanding the differential correlates of intensive video gaming.

When is it appropriate to speak of video game addiction? More and more researchers have suggested a continuum between engagement ( Charlton and Danforth, 2007 ; Skoric et al., 2009 ) and pathological gaming/addiction, instead of a categorical perspective. In part, this recommendation has also been followed in the DSM-5 ( American Psychiatric Association, 2013 ) where Internet Gaming Disorder is classified with different degrees of severity, ranging from mild to moderate to severe, according to the functional impairment associated with it. The AICA-S also allows for a differential perspective on gaming behavior by providing ways to assess both the time spent playing video games and the main DSM criteria that indicate Internet Gaming Disorder. However, in our study we did not aim at making a diagnosis, but at having a closer look at potentially problematic gaming behavior and its correlates in a non-clinical sample.

In sum, it seems relevant to assess not only the extent of video game use but also the reasons behind this behavior (e.g., distraction) and the concrete rewards that come from playing (e.g., the experience of strong affect while playing action games) to fully understand the relation between video gaming and psychological functioning.

Limitations and Future Directions

With the present study, we aimed to uncover the association between video gaming and psychological functioning. Our approach was cross-sectional and warrants interpretative caution because correlations cannot determine the direction of causation. It remains unclear whether potentially problematic gaming is a factor that contributes to the development of psychological dysfunction or whether psychological dysfunction contributes to potentially problematic gaming. Also, a third factor (e.g., preexisting mental difficulties) may produce both psychological dysfunction and potentially problematic gaming. Thus, longitudinal studies that are designed to identify the causal pathway may provide a promising avenue for future research. Future studies may also answer the question whether the link between video gaming and psychological functioning is moderated by sex, age, the reasons for playing, or the preferred game genre. In addition, it is important not to forget that the present results are based on a self-selected sample in which potentially problematic video gamers were overrepresented (e.g., Festl et al., 2013 , for a representative sample). Thus, future research should replicate our findings in a representative sample. Further, we relied on self-reported data, which is a plausible method for assessing inner affairs such as people’s reasons for their behaviors, but it would be helpful to back up our findings with evidence derived from sources such as peers, caregivers, and health specialists. Our work reflects only a first approach to the topic, and future work may additionally collect in-game behavioral data from the players ( McCreery et al., 2012 ; Billieux et al., 2013 ) to objectively and more specifically investigate diverse patterns of use. Furthermore, one must not forget that the used taxonomy to classify video game genres is only one of various possible options and one should “think of each individual game as belonging to several genres at once” ( Apperley, 2006 , p. 19). Finally, some of the effects reported in our paper were rather modest in size. This is not surprising considering the complexity and multiple determinants of human behavior. In our analyses, we thoroughly controlled for the influence of sex and age and still found evidence that video gaming was differentially related to measures of psychological functioning.

The current study adds to the knowledge on gaming by uncovering the specific relations between video gaming and distinct measures of psychological functioning. Potentially problematic video gaming was found to be associated with positive affect and social relationships while playing but also with psychological symptoms, maladaptive coping strategies, negative affectivity, low self-esteem, a preference for solitude, and poor school performance. Including gamers’ reasons for playing video games and their preferred game genres helped deepen the understanding of the specific and differential associations between video gaming and psychological health. This knowledge might help developing adequate interventions that are applied prior to the occurrence of psychological impairments that may go along with potentially problematic video gaming.

Ethics Statement

In our online survey, participants were given information on voluntary participation, risks, confidentiality/anonymity, and right to withdraw. Whilst participants were not signing a separate consent form, consent was obtained by virtue of completion. We implemented agreed procedures to maintain the confidentiality of participant data.

Author Contributions

BB, BE, JH, and KM conceived and designed the study. BB, JH, and KM collected and prepared the data. JH analyzed the data. BE and JH wrote the manuscript.

Conflict of Interest Statement

The authors declare that the research was conducted in the absence of any commercial or financial relationships that could be construed as a potential conflict of interest.

1 The data were gathered as part of a larger project ( Stopfer et al., 2015 ; Braun et al., 2016 ). However, the analyses in the present article do not overlap with analyses from previous work.

2 Other measures were administered, but they were not relevant to the present research questions and are thus not mentioned in this paper. The data set and analysis script supporting the conclusions of this manuscript can be retrieved from https://osf.io/emrpw/?view_only=856491775efe4f99b407e258c2f2fa8d .

Supplementary Material

The Supplementary Material for this article can be found online at: https://www.frontiersin.org/articles/10.3389/fpsyg.2019.01731/full#supplementary-material

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Persuasive Essay: Video Games

Teenagers today often spend a great deal of time playing video games. These games are fun and engaging and young people often feel like playing games is a great thing to do in their spare time. However, you shouldn’t spend too much time gaming and there are a number of reasons for this: it’s unhealthy, you should spend more time studying, and you need to socialize more.

The primary reason to cut down on gaming time has to be that youths that spend a long time on computers and games consoles are often not getting enough exercise. With high obesity rates, it’s very important for young people to spend as much time being active as possible, especially since studies show that people who are overweight during childhood and adolescence are far more likely to become overweight adults than those of a healthy weight when they’re young. There is just as much, if not more, fun to be had in getting out and about and being active. This doesn’t have to mean going for long runs if that’s not your thing; team sports are both fun and great exercise. Dance or fitness classes are also a good option for those not into sports.

Secondly, getting a good education is that best thing that you can do for your future. If every teenager cut down on their gaming time by 30 minutes per day and used this time to study, the whole of that generation would achieve better results and be more likely to have the career that they want. With education, you get out what you put in, so it’s really up to you to put in the additional effort. If you want to go to a good college, extra study in your own time will be completely vital, but gaming can reduce your concentration span and make this more difficult.

The third main reason that playing video games too often is that it’s no good for your social skills. Some teenagers may argue that because they can now play their games online with friends, they are socializing in their own way. However, you can’t beat face-to-face contact, and if you want to succeed in interviews and build good relationships in later life, you need to develop some proper communication skills. This shouldn’t be a chore, or difficult, because hanging out with friends is far more fun than sitting indoors playing on games all day anyway!

In conclusion, there can be no doubt that spending too much time gaming isn’t good for you. You don’t have to stop all together, but it’s all about moderation. Cut down and allocate your additional free time to doing things that are good for you, and you definitely won’t regret it in later life.

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essay importance of video games

Reasons Why You Should Use Video Games as a Teaching Tool

by Katrine B

September 22, 2023

Modern education has evolved to prioritize creative thinking, complex problem-solving, and utilizing the Internet for learning and interaction. Previously, educational approaches were often rigid, leaving little room for innovative teaching methods.

However, introducing digital gaming into the classroom has transformed this landscape. Video games are no longer seen as distractions for students; Forbes reports that 74% of K-8 teachers incorporate digital gaming into their teaching strategies.

Initially, concerns arose about students spending excessive screen time, leading some to resort to essay writing services like EssayHub.com to cope with their academic workload. However, only some delved into the underlying reasons behind the surge in gaming popularity and reduced enthusiasm for reading, research, and traditional coursework.

Undoubtedly, employing outdated teaching methods in today's classrooms can be tiresome and often reduces student engagement, especially among college students. As a result, educators and researchers advocate for diverse teaching approaches. So, how did gaming find its way into educational settings?

The History of Digital Gaming as a Teaching Tool

The integration of video gaming into education isn't a recent development. Those who attended school from the 1970s through the 1990s had the opportunity to experience gaming in the classroom.

Nevertheless, many educational institutions have hesitated to embrace gaming to enhance student interest in learning. It has been half a century since some pioneering teachers first utilized gaming as an educational tool. During this time, the gaming industry has generated billions in revenue.

True, yet there has yet to be a significant corresponding surge in academic enthusiasm.

This resistance to gaming in education isn't supported by evidence, as there is no substantial proof of the detrimental effects of video games on learning. Instead, it is primarily influenced by cultural factors, with the media often focusing on the negatives.

Here are five compelling reasons why incorporating video games into every classroom can be beneficial.

Video Games Spark Greater Interest in STEM Education

Science and technology advisors have recently emphasized the importance of garnering students' interest in science, technology, engineering, and mathematics (STEM).

Schools have encountered challenges when introducing calculus courses due to a lack of enthusiasm among students. While it may be tempting to turn to an online writing service for assistance with a calculus paper, this should not be the norm solely because the subject is perceived as dull.

Recognizing that students also require breaks from their regular coursework is crucial. Consequently, educational institutions should explore ways to kindle students' passion for technical subjects. Some colleges have developed calculus-based video games to make calculus more understandable and enjoyable. Using video games as a guide can significantly enhance one's proficiency in calculus.

They Offer Hands-On Learning Experiences

Contrary to the traditional theoretical approach to learning, contemporary education strongly emphasizes practicality. Creative problem-solving, for instance, is best acquired through hands-on experience rather than mere theory.

Utilizing games to solve mathematical problems represents an effective method of instilling critical thinking skills in students. The likelihood of forgetting the process is minimal when you're excited about solving a problem through gaming.

In addition to mathematics, video games with social and community-oriented themes serve as valuable tools for imparting civic responsibilities. These games provide real-world scenarios and empower students to take on tasks independently.

Players Learn from Setbacks

One of the valuable lessons imparted by video games is the resilience to rise and try again. This lesson holds significant importance in education, yet it can only be challenging with a practical example.

It's essential not to perceive failure in a negative light. Sure game developers intentionally design games where learners must experience setbacks to better understand the concepts at hand.

In these games, each failed attempt contributes to the player's progress, ultimately leading to mastery. Such a skill is invaluable in the classroom, as it fosters the ability to acquire new knowledge through trial, error, and persistent effort.

Games Foster Sustained Engagement

Capturing a student's undivided attention for assignments can be quite a task. Once students leave the classroom, their ability to engage with the subject matter diminishes. However, igniting a student's genuine interest in what's being taught can translate into a more profound affection for the subject.

The time allocated within the classroom needs to be increased to cover the vast educational landscape. This is where the need for extended engagement in tasks arises. Additionally, cultivating curiosity about a topic can significantly enhance the learning experience. Educational games boost motivation and engagement, making them an excellent tool for extending learning beyond the classroom.

Video Games Simplify Complex Subjects

Comprehending complex topics hinges on the ability to build upon prior knowledge. When students connect new information with what they've previously learned, they develop a sense of ownership over their knowledge acquisition, making the learning process more gratifying.

As an educator, you aspire to nurture your students' literacy skills and abstract thinking abilities. Learning becomes a more enjoyable endeavor when students internalize concepts rather than resorting to rote memorization.

Video games play a vital role in assisting teachers in making intricate subjects accessible and enjoyable, all while enhancing abstract thinking skills.

In Conclusion:

While video games are primarily leisure-related, they hold tremendous potential within the classroom. The learning environment should not be limited to a gloomy and rigid atmosphere but should encourage innovative methods for comprehending subjects.

This is where educational gaming options come into play. They facilitate creative approaches to problem-solving, encourage critical thinking, and facilitate grasping new concepts. In the ever-evolving landscape of education in the 21st century, students absorb information through unconventional yet effective methods.

Examples

Essay on Video Games

In the rapidly evolving digital age, video games have emerged as a dominant form of entertainment and a significant cultural phenomenon. Their influence extends beyond mere amusement, affecting cognitive development, social interactions, and even physical health. This essay aims to explore the multifaceted impact of video games, shedding light on their benefits and challenges while offering a balanced perspective for students participating in essay writing competitions.

Video Games

Video games have undergone a remarkable evolution since their inception in the 1950s. From simple pixelated games to immersive virtual realities, they have transformed into complex narratives that captivate players’ imaginations. This evolution reflects technological advancements and the growing sophistication of gamers’ tastes and demands.

Cognitive Benefits

Research has shown that video games can enhance various cognitive skills. They improve problem-solving abilities, spatial awareness, and multitasking skills. Games that require strategic thinking, such as puzzles or role-playing games, can significantly boost players’ decision-making processes and adaptability to changing situations.

Educational Potential

Educators have begun to recognize the potential of video games as learning tools. Educational games can make learning more engaging and interactive, providing a practical application of concepts in a controlled environment. This approach can cater to different learning styles and paces, potentially transforming traditional educational methodologies.

Social Interaction and Community Building

Online multiplayer games offer vast platforms for social interaction, allowing players to collaborate, compete, and communicate with others across the globe. This virtual socialization can foster teamwork, leadership skills, and a sense of community among players, challenging the stereotype of gaming as an isolating activity.

Physical and Mental Health Impacts

The impact of video games on physical and mental health is a subject of ongoing debate. While excessive gaming can lead to sedentary lifestyles and associated health issues, active games like those using motion sensors can promote physical activity. Moreover, video games can offer therapeutic benefits, such as stress relief and improved mood, and have been explored as treatment aids for anxiety and depression.

Positive Impacts

  • Cognitive Skills: Certain video games, especially those involving strategy and problem-solving, can improve cognitive functions such as memory, attention, and spatial reasoning.
  • Hand-Eye Coordination: Action and simulation games often require precise movements, enhancing hand-eye coordination and fine motor skills.
  • Social Interaction: Online multiplayer games can foster social connections and teamwork, providing opportunities for individuals to make friends and collaborate with others.
  • Stress Relief: Engaging in video games can serve as a stress reliever and a way to unwind from daily pressures.
  • Educational Value: Many educational games are designed to teach specific skills or subjects, making learning more engaging and interactive.
  • Pain Distraction: Some video games have been used in healthcare settings to distract patients from pain or discomfort during medical procedures.

Negative Impacts

  • Sedentary Lifestyle: Excessive gaming can lead to a sedentary lifestyle, contributing to physical health issues such as obesity, cardiovascular problems, and muscular weaknesses.
  • Sleep Disturbances: Late-night gaming sessions can disrupt sleep patterns, leading to sleep deprivation, which can negatively affect mental and physical health.
  • Addiction: Video game addiction can lead to social isolation, neglect of responsibilities, and adverse psychological effects, resembling addiction to substances.
  • Violence and Aggression: Some studies suggest a correlation between violent video games and increased aggressive behavior, although the causation remains debated.
  • Eye Strain and Physical Discomfort: Prolonged screen time can lead to eye strain, headaches, and physical discomfort, often referred to as “gamer’s thumb” or “text neck.”
  • Social Isolation: While some video games promote social interaction, excessive gaming can lead to isolation from real-life social activities, potentially impacting mental health negatively.
  • Escapism and Avoidance: Video games can become a form of escapism, allowing individuals to avoid dealing with real-life problems and responsibilities, which can lead to mental health issues.
  • Reduced Academic or Work Performance: Excessive gaming can interfere with academic or work-related responsibilities, leading to decreased performance and productivity.
  • Emotional Well-Being: While some games offer an enjoyable experience, others may be emotionally distressing or promote negative emotions, affecting mental health negatively.
  • Financial Consequences: In-game purchases and microtransactions can lead to financial strain when not managed responsibly.

Economic Impact

The video game industry has become a significant economic force, with revenues surpassing those of the movie and music industries combined. It has created millions of jobs worldwide in various sectors, including development, marketing, and esports. The industry’s growth has spurred technological innovation, driving advancements in software development, graphics, and artificial intelligence.

Cultural Influence

Video games have transcended entertainment to become influential cultural artifacts. They influence fashion, music, and movies and are a driving force behind major technological and social trends. Games like “Minecraft” and “Fortnite” have become cultural phenomena, influencing everything from playground activities to online communities.

Ethical Considerations and Responsibility

As video games become more lifelike and immersive, ethical considerations come to the forefront. Issues such as the portrayal of gender, race, and violence in games have sparked discussions about the social responsibilities of game developers. Promoting diversity and avoiding stereotypes in games can contribute to broader cultural understanding and sensitivity.

The Future of Gaming

The future of video gaming promises even more immersive experiences with advancements in virtual and augmented reality. The integration of artificial intelligence can lead to more personalized and adaptive gaming experiences, potentially revolutionizing how we interact with digital environments. As technology progresses, the ethical, social, and health-related implications of gaming will continue to be critical areas of research and discussion.

In conclusion, Video games are a complex and dynamic form of entertainment with far-reaching impacts on individuals and society. While they offer numerous benefits in terms of education, cognitive development, and social interaction, they also pose challenges related to health, addiction, and ethical concerns. As the industry continues to evolve, it is imperative for players, developers, and policymakers to balance the positive aspects of gaming with its potential drawbacks. Engaging with video games critically and responsibly can maximize their benefits while mitigating adverse effects, ensuring that gaming remains a positive force in the digital age.

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Essay on Importance of Games

Students are often asked to write an essay on Importance of Games in their schools and colleges. And if you’re also looking for the same, we have created 100-word, 250-word, and 500-word essays on the topic.

Let’s take a look…

100 Words Essay on Importance of Games

Introduction.

Games are a crucial part of our lives. They instill values, promote health, and provide entertainment.

Health Benefits

Games improve our physical health. They promote strength, agility, and endurance, keeping us fit and active.

Developing Skills

They also develop our skills. Team games teach us cooperation, while strategy games improve our problem-solving abilities.

Social Interaction

Games encourage social interaction. They help us make friends and learn to work as a team.

In conclusion, games are essential for our overall development. They offer fun while teaching us valuable life skills.

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250 Words Essay on Importance of Games

The essence of games.

Games, both physical and digital, play a pivotal role in the holistic development of individuals. They serve as a powerful tool, fostering psychological growth, enhancing physical fitness, and nurturing social skills.

Psychological Development

Games stimulate cognitive abilities, promoting analytical thinking, decision-making, and problem-solving skills. For example, strategy-based games, such as chess or Risk, demand players to anticipate opponents’ moves and plan their own. This helps in improving critical thinking and strategic planning skills.

Physical Fitness

Physical games like football, basketball, or tennis, contribute significantly to maintaining health and fitness. They enhance stamina, agility, and coordination, and teach the importance of discipline and teamwork. In an era where sedentary lifestyle diseases are on the rise, games act as a countermeasure, promoting a healthy lifestyle.

Social Skills

Games are social constructs that encourage interaction and cooperation. They instill a sense of camaraderie, helping individuals to develop empathy, communication skills, and a spirit of healthy competition. Multiplayer games, for instance, require players to strategize and communicate effectively with their teammates.

In conclusion, games are not merely a source of entertainment but a medium that fosters physical, mental, and social development. They equip individuals with essential life skills, making them more resilient, adaptable, and capable of facing real-world challenges. Therefore, the importance of games should not be underestimated, and they should be integrated more into educational and professional environments.

500 Words Essay on Importance of Games

Games, in their many forms, have been a central part of human culture throughout history. They are a universal language that transcends age, culture, and geography, uniting people through shared experiences. The importance of games cannot be overstated, as they play a pivotal role in physical, mental, and social development. They are not just a source of fun and entertainment, but also a means of learning and personal growth.

Physical and Mental Health Benefits

Physically engaging games, such as sports, are a vital part of maintaining a healthy lifestyle. They promote physical fitness, improve coordination, and enhance motor skills. Participating in games can also help in managing weight, reducing the risk of obesity, and promoting cardiovascular health.

Moreover, games also have significant mental health benefits. They stimulate mental agility and improve cognitive functions. Complex board games, for instance, require strategic thinking, problem-solving, and decision-making skills. Video games, often criticized for promoting sedentary behavior, have been found to enhance spatial navigation, memory, and perception when played in moderation.

Social and Emotional Development

Games are also instrumental in social and emotional development. They foster a sense of community and teamwork, as players often need to collaborate to achieve a common goal. This interaction helps in developing communication skills, understanding social cues, and building empathy.

Additionally, games provide a safe space to experience and manage emotions. Winning and losing are part of every game, teaching players to handle success with humility and defeat with grace. This emotional resilience is a crucial life skill that extends beyond the game.

Educational Value

The educational value of games is often overlooked. They can be effective learning tools, promoting critical thinking, creativity, and innovation. Many educational institutions are incorporating game-based learning to make education more engaging and effective. Games have the potential to transform traditional learning methods, making them more interactive and enjoyable.

In conclusion, games are an integral part of human life. They are not just pastimes, but platforms for learning, growth, and development. They contribute to physical and mental health, foster social and emotional development, and have significant educational value. As society evolves, so do games, reflecting our changing interests, values, and technologies. The importance of games, therefore, lies not only in their inherent entertainment value but also in their ability to promote well-rounded development and foster a sense of community.

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  • Importance Of Games And Sports Essay

Importance of Games and Sports Essay

500+ words essay on the importance of games and sports.

Through the ages, the sport has been known to affect various cultures, traditions, and values in our society. Many people have favourite games, sports, teams, stars, or events, such as the Olympic Games or World Championships. Many people dedicate much time to learning more about their favourite games and sports. They attend sports events in support of their favourite athletes and teams. Many children have aspirations of becoming like their favourite players, yet very few actually get the opportunity to play against or alongside their childhood idols. Sport receives an inordinate amount of media attention and has attracted the interest of people, especially when it comes to Olympics, Commonwealth and Asian Games. In this importance of sports and games essay, students will get to know the benefits of playing different sports and games. By going through sports and games essays, students get enough information so they can write essays in their own words.

Games and Sports

The words games and sports are mostly used together. But both of them are different. A game is an activity involving more players, defined by a goal that the players try to reach and some set of rules to play it. A person who participates in a game is known as a player. By masses, games are played primarily for entertainment or enjoyment. The difference of purpose differentiates sport from the game, combined with the notion of individual or team skill.

A sport is a physical activity carried out under an agreed set of rules, for competition or self-enjoyment or a combination of these. Sports are the kind of activities in which a similar kind of body movement is repeated over a long time. For example, swimming and running. The sport involves an activity or activities where the mental capabilities of the sportsperson are judged. In a sport, it is the sportsperson or the individual who determines the outcome. A person participating in a sport is called an athlete or a sportsperson.

Advantages of Games and Sports

Most people play a sport as a hobby or for the love of the game. They are immensely pleased with the advantages of the sport. Playing games and sports improves health and fitness, provides mental peace and calmness and makes them more active. Sporting activities and games give everyone an opportunity to achieve the personal benefits of sport involvement. These activities aim at the optimum physical, mental and social development of an individual.

Games and sports in some form or other have been a part of human life either for survival or for pleasure. Gradually human beings started organising events, including games and sports, as community events. Consequently, the need was felt to acquire specific skills and advancement in many sports. Each sport has its specific skills which need to be developed for playing correctly. Rules and regulations of the sports are revised from time to time by their federations.

Games and sports are essential to enjoy overall health and well-being. Sports and games offer numerous advantages and are thus highly recommended for everyone, irrespective of their age. Playing games and sports maintains the human figure and provides strength, patience and endurance. All doctors recommend exercising as a preventive measure for all types of diseases. One of the best workouts for the body is daily exercise or playing any type of outdoor game or sport. People active in sports have better health than those who do not participate in sports as they are physically and mentally prepared for new challenges in their life.

With the help of this sports and games essay, students must have understood the importance of games and sports in our life. They can also practise more essays on various topics to improve their writing section.

Frequently asked Questions on Sports Essay

How can we promote various sports among students.

Schools should introduce different sports and encourage students to actively participate in all of them.

What is the national game of India?

Hockey is the national game of India.

Why are sports important for elderly people also?

Reduced risk of several diseases, and stronger joints and muscles are some of the reasons why elderly people should also play sports.

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Essay on Importance of Games and Sports: 200, 300, 400, 500, 600 Words

Today we are providing 5 different types and formats of Essay on the Importance of Games and Sports for you. This is a really important topic for school and college students. Even the graduation level students can use these essays for them. You will find a suitable one for you.

In This Blog We Will Discuss

Short Essay on Importance of Games and Sports: 200 Words for Class 1, 2, 3

Essay on Importance of Games and Sports in 200 Words

Sports and games are really important in human life. We should play games and sports regularly to build better physical and mental health. It helps us in several ways to get a better body. Especially the students should play more and more games and sports. Sports increase stamina and self-confidence. When you are playing a competitive game, you will learn lots of things in real. That will help you to grow your self-confidence. At the same time, your body will get lots of stamina. Both physical fitness and mental health become better by playing games. It teaches you lots of rules that help you to become a more disciplined person in the future. Games like chess are really effective to increase your mental health. Sometimes sports like football or rugby could be a bit dangerous for unprofessional players. But if everyone is friendly, then there is not a problem. Anybody should play football or games like this without proper training because that could fall you in an injury. Overall sports and games are really important in our life. We should play and let our kids play sports regularly.    

Essay on Importance of Games and Sports: 300 Words for Class 4, 5

Essay on Importance of Games and Sports in 300 Words

Introduction: Sports are really important for the youth. An entire young generation should be involved with sports and games. There are lots of advantages to that. In this essay, we will talk about sports and games’ importance in our regular life. Sports and games help people to grow physically and mentally faster. Even it helps to get interesting characteristics. And several games and sports competition makes people really competitive that are important for regular life.  

Teamwork: Sports are the best option to learn teamwork. We know it’s easy to achieve something with a good team. Teamwork is not easy always if you don’t have the proper knowledge to handle your team. If you play sports regularly, you have to be with a team. You will get a proper guide from the leader and once you become the leader, you need to guide them properly. In that process, you will learn how a team works and it will be great for your future teamwork. If a team can perform properly together, then anything is possible.  

Release Stress: Stress could be a reason for suicide in some cases. We all look for a way to release stress. Sport is an amazing way to release stress. When you are playing a game, your complete concentration will be on the game. In that case, you will forget other things that were happening with you. That will help you to get out of hard times.  

Conclusion: We all need to get some time for sports from our busy schedule because it’s important for our physical and mental health both. And it teaches us so many real things. So from now, we should let our kids play more.    

Importance of Games and Sports Essay: 400 Words for Class 6, 7, 8

Essay on Importance of Games and Sports in 400 Words

Introduction: Games and sports are part and parcel of our regular life. We should play more sports every day to keep ourselves healthy and fit. There are lots of researches and experts said that playing sports could be a really great option to be fit and keep our heart and organs healthy. Participating in sports reduces your stress and make your mood better. It is the best option to become healthy, fit, improves sleeps and improves self-confidence.  

Sports to Keep You Fit: Fitness is important in our life. If you don’t remain fit and healthy, your normal life will be hampered. Most of the time, you don’t need to do extra exercise if you are a regular sports lover.  

Sports for Kids: Kids should play regularly, first of all, it improves their immune system. It is a little bit hard to control the kids and their health. When a kid sleeps properly, it makes him fit for the next day. We need to let our kids play outside. It is a way of entertainment for them too.  

Improving Mental Strength: It is proved by the experts that sports can make your inner power stronger. It is important for mental growth too. The brain of a sportsman become so much fast and they become clever in their regular life. When the kids play games regularly, they learn several tricks to survive and it helps them to be mature in real life.  

Sports as Profession: There are lots of sportsmen we see and we follow as influencers and celebrities. All of them came from a really simple family. They did hard work and they understood their talent. As like this, there are lots of students are really good at cricket or football. The school should pick them and arrange special training for them. These students are future Virat Kohli or MS Dhoni. If you look back, all these legends came from the really normal area and normal family. Their parents and they cared about their talent. Even ordinary students also should get the opportunity to practice and make them strong physically. Physical strength is important for everyone. Without enough physical strength, you won’t be able to perform better in your life.  

Conclusion: As you can understand, the importance of sports and games is very much in our life.  We should be involved in sports.    

Essay on Importance of Games and Sports: 500 Words for Class 9, 10

Essay on Importance of Games and Sports in 500 Words

Introduction: Sports and games are a really important part of our life. It helps us to become strong physically and mentally. A good sportsman is a good human too. A sport teaches us so many real-life lessons that help us to understand the meaning of life. There is a huge importance of games and sports for students, ordinary people and almost everyone.  

Importance of Sports in Life: There are so many benefits of sports in life. First of all, let’s consider the physical side. It is proved that regular sportsperson has a good heart. That’s means, if you play games and sports regularly, it will improve your heart condition. Doctors say that sport is a strong option to prevent heart diseases. You won’t find any people facing heart problem who is a regular player in cricket, football or another game. It makes our physics really strong, the blood vessels become cleaner. Even you can consider this as your regular exercise too. It reduces fats and cholesterol from the body that makes people really healthy. Overall sport is really important for good health. If you want to learn discipline, you can learn it from sports. Because there are some specific rules and regulations that you must need to follow in every game. You can’t commit any action out of rules. If you are good in a specific sport, that could be your career too. Lots of people are getting connected with sports permanently and there is a bright career ahead. Even they are making a fair amount of money with their skill and entertaining characteristics.  

Never Give Up Mentality: Sports build a never give up mentality in your brain. You will face lots of a hard time and under pressure moments in the game. If you can overcome these moments and get a win, you will gain lots of self-confidence. That will teach you not to lose hope in your life. This mentality or mental strength is really important for everyone. If you are really strong inside, you will be able to make hard things easy in your life.  

Makes More Competitive: Competition is the core thing in a game or sport. There are usually two teams that compete with each other. In some games, there could be more than two teams. But the main thing is to compete with each other. End of the competition the best performer becomes the winner. So if you play games and sports regularly, you will get a competitiveness mind setup for your future. That will assist you to compete with bad moments of your life.  

No Need to Do Extra Exercise: You don’t need to do any extra physical exercise to keep yourself healthy if you are a regular sportsman. It will keep you fit and healthy. There is no better option than playing sports to stay healthy.  

Conclusion: There is a lot of importance to sports in our life. We need to play and promote sports among the young generation.    

Importance of Games and Sports Essay: 600 Words for Class 11, 12

Essay on Importance of Games and Sports in 600 Words

Introduction: We all play games and sports in our life. But nowadays, the time for sports and games are really limited for the students. They have to follow a tight study schedule or they don’t have proper facilities for playing sports. The biggest problem is enough space or playground. In big cities, there are really fewer playgrounds for the students. That’s a really threatening thing for the future generation. Sports are really important in many ways in our life. We are going to talk about this in that essay. I hope you will enjoy it.  

Sports in My School: In my school , sport is mandatory. We have a really big playground in front of our school. The field is really amazing for playing both football and cricket. Most of the time, students play cricket, but there is a specific season for football too. We have a really strong football and cricket team. Last year, we won the interschool cricket championship in our district. Our teachers are also really conscious of sports. They want every student to participate in different games. Not only cricket and football, but there are also some other sports too that we play. Our cricket coach is Mahmudul Hasan sir. He is a great person and really experienced sports coach. He is conscious of our fitness. We need to do proper exercise, before any cricket tournament. We play three main tournaments in a year. I got selected in the main team when I was in class nine. And then became a captain in class ten, and stills serving the school team as a captain. We have won lots of trophies under my captaincy. So overall, there is an amazing sports environment in my school . I wish every school to become a sport-loving place like my school .  

Importance of Sports in Student Life: A student’s main duty is to study. But to keep balance in mental and physical health, we need to come out and do some physical exercise. And as a young boy or girl, there not other better option to do physical exercise than playing games and sports. It makes us really happy when we do something good in the game. Even if we lose, it teaches us to accept lose and walk ahead. Sometimes, we face hard times in the cricket pitch or football field. We learn how to control the pressure in a hard time. So the sport is full of lessons. We can learn lots of real-life lessons from it. There is no hesitation that the importance of sports is really high in student life. You must need to participate in lots of sports at that age.  

Sports to Spread Social Awareness: The youth is facing lots of problems these days. A big number of them are being connected with drugs and eve-teasing. In that case, sports can change the entire scenario. When a young boy gets free time, he wants to use it on a thing that he can make fun of. So it’s not really surprising that they start taking drugs with bad company. But if that boy is connected with cricket or football, he will love the game automatically. He always will try to keep himself fit for the game. In that case, he will use his spare time to practice and will do physical exercise. Overall, it’s a matter to enjoy the game. We know we all love playing and watching sports and games. We just need proper facilities to play that. So we need to promote games and sports with some social messages and spreading some social awareness to save our youth from the drugs and other crimes.  

Conclusion: We need to give our kids enough opportunity to play sports and games so that they can prepare themselves mentally and physically.

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COMMENTS

  1. Essays About Video Games: Top 12 Examples And Prompts

    3. Playing video games all summer won't make you feel worse by Nicole Wetsman. "Any role video games play in skewing well-being that did pop up in the study was too small to have a real-world impact on how people feel, the authors said.

  2. Video Games Essay

    Video Games Essay: Video games are electronic games that requires a user interface, input device (it can be joysticks, controllers, motion-sensing devices, ... The evident increase in the commercial importance of the video gaming industry began from the 2010s. The Asian market is the biggest contributor to the growth of the video gaming industry.

  3. The illuminating benefits of video games

    A video game to cope with grief. When Amy Green's young son was diagnosed with a rare brain tumor, she made up a bedtime story for his siblings to teach them about cancer. What resulted was a video game, "That Dragon, Cancer," which takes players on a journey they can't win. In this beautiful talk about coping with loss, Green brings joy and ...

  4. Are Video Games Good for You?

    Essentially, the more you learn, the more your brain can adapt. "Like stimulants, video gaming can increase gray matter in the brain," says Dr. Manos. "Gray matter provides interconnectivity ...

  5. Video Games and Its Positive Effects

    Introduction. "Video games foster the mindset that allows creativity to grow", said Nolan Bushnell. Video games, a highly debated subject for many parents, have been the subject of social stigmas for a long time. Many believe that video games do more harms than goods, and waste precious time for kids and adults alike, time that could be ...

  6. PDF The Benefits of Playing Video Games

    media, especially video games (Obama & Biden, 2013). Decades of valuable research on the effects of violent video games on children's and adolescents' aggressive behavior already exists, and this is indeed an important body of work to consider. However, we argue that in order to understand the impact of video games on children's and

  7. The Benefits and Negative Effects of Video Games

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    When you are writing an essay about video games, it is essential to cite your sources. That means you got to make a list of every resource you used in your paper. References to diverse books, scientific studies, statistical data, and remarks made by well-known experts are acceptable. It would help to make sure your research is from the past ...

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    Video games are beneficial, because they aid in childhood development, have the ability to relieve stress in people, and their aid in the reduction of cognitive decline in older aging adults. Video games were first introduced in the 1970s in the form of arcade games but became more common during the 1980s with the introduction of the Atari 2600 ...

  14. The Importance of Video Games

    Newark, DE 19711, USA. [email protected]. Hours. Video games have been shown to be a great learning platform. Through gaming, players can learn important life skills like communication, coordination, and problem-solving. Video games can also be a great resource for learning in the classroom.

  15. Impact of Videogames on Children

    Conclusion. Altogether, videogames have both positive and negative effects on children. They might precondition the development of chronic diseases and extra weight, high anxiety, and depression levels, along with the changes in brain functioning. The highly-addictive nature increases the risks of spending too much time in games.

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    Introduction. Video gaming is a very popular leisure activity among adults (Pew Research Center, 2018).The amount of time spent playing video games has increased steadily, from 5.1 h/week in 2011 to 6.5 h/week in 2017 (The Nielsen Company, 2017).Video gaming is known to have some benefits such as improving focus, multitasking, and working memory, but it may also come with costs when it is used ...

  17. The impact of video games on Students' educational outcomes

    The first group of students with the weakest results ( Mdn = 2.25, n = 4) spent 4.63 h learning and 2.13 h playing video games. The second group ( Mdn = 2.75, n = 4) spent 50% more time on learning, and 33% less time on playing games, and achieved better results. The surprise came with the third group ( Mdn = 3.25, n = 4 ).

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    Essay on Video Games. In the rapidly evolving digital age, video games have emerged as a dominant form of entertainment and a significant cultural phenomenon. Their influence extends beyond mere amusement, affecting cognitive development, social interactions, and even physical health. This essay aims to explore the multifaceted impact of video ...

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    The growing relevance of video games in the social landscape requires an in-depth evaluation of the bidirectional influences of these adjacent contexts, among which the educational and cultural contexts stand out. This permeability allows the study of the cultural aspects surrounding the production and use of video games as tools for cultural dissemination. Our research enunciates, recognises ...

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    2. This essay sample was donated by a student to help the academic community. Papers provided by EduBirdie writers usually outdo students' samples. Cite this essay. Download. Many parents forbid their children to play computer games because they think they are bad for them. But I believe that computer games are beneficial to our learning and ...

  23. Essay on Importance of Games

    250 Words Essay on Importance of Games The Essence of Games. Games, both physical and digital, play a pivotal role in the holistic development of individuals. ... functions. Complex board games, for instance, require strategic thinking, problem-solving, and decision-making skills. Video games, often criticized for promoting sedentary behavior ...

  24. Importance of Games and Sports Essay For Students In English

    Games and sports are essential to enjoy overall health and well-being. Sports and games offer numerous advantages and are thus highly recommended for everyone, irrespective of their age. Playing games and sports maintains the human figure and provides strength, patience and endurance. All doctors recommend exercising as a preventive measure for ...

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    Short Essay on Importance of Games and Sports: 200 Words for Class 1, 2, 3. Essay on Importance of Games and Sports: 300 Words for Class 4, 5. Importance of Games and Sports Essay: 400 Words for Class 6, 7, 8. Essay on Importance of Games and Sports: 500 Words for Class 9, 10. Importance of Games and Sports Essay: 600 Words for Class 11, 12.

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