Is there enough literature available to determine whether video game use has a positive or negative affect on youth?
A common debate that is receiving increasing popularity is the argument as to whether or not there is enough literature available to determine whether video game use has a positive or negative affect on youth, or if it has any affect at all. Experts have completely opposing ideas on the topic and most research on the topic shows persuasive and truthful facts. This is where the argument is most prominent. Although there has been extensive research done on the topic, is there really enough literary content available for us to find a definite answer? Or do experts need to delve further into the subject matter to reach a solid, believable conclusion?
There is an extensive list of health issues associated with gaming. One of the most talked about and most common is Repetitive Strain Injury. Otherwise known as RSI. RSI is commonly known as a condition in which the extensive performance of repetitive actions with the any body part, particularly the hands, causes aches and pains or impairs the function in the tendons and muscles involved. Examples of activities that people can suffer RSI from are texting, typing and video games. There for it goes without saying that individuals that use video games on a regular basis are more likely to suffer from RSI than people who do not use video games. People who ritually play computer games or use a computer often in their workplace are at risk of obtaining a Repetitive Strain Injury. According to rsi-therapy.com, if you type 40 words a minute you press 12,000 keys per hour or 96,000 keys per 8-hour day. Approximately 8 ounces of force is necessary to press one key, your fingers daily will exercise almost 16 tones of force. (Reference 2)
Although this is extensive, RSI is easily treated if detected early. It is rarely a permanent injury unless it is a chronic case left untreated for an extensive period of time. Although Repetitive Strain Injury is common among gamers, it is not exclusive to them. RSI is more common among people who use computers for extensive periods of time in their workplace than in the gaming community.
Another medically diagnosed issue associated with gaming is depression. A report by Serena Gordon written for Health Day explains how Depression is linked to gaming and how there has not been enough extensive research done on the area for experts to evaluate if gaming is the sole reason for youth/gamers becoming depressed.
Although it is a fact that gaming can become an addiction, which can lead to depression, anxiety and other social disorders, it might not be the game itself that causes these mental disorders. Serena Gordon stated in the report
“It might be that kids who are socially awkward, who aren't doing well in school, get depressed and then lose themselves into games.” This is a common belief, but is often contradicted by others research on the subject matter. In this particular area of research, more investigation needs to be undergone before we can know the order in which people develop a gaming addiction.
Although the negative side to gaming is often being brought to the publics’ attention, there are companies who develop gaming software that can benefit the health of gamers. The development of the Nintendo Wii has been revolutionary in terms of the health problems associated with gaming. The original Nintendo Wii was released on November 19th, 2006. It’s initial purpose was to create a new era of gaming in the sense that the buttons on the controls were secondary to the actions of the gamer, as it is motion censored. The physically demanding aspect of the game was always alluring, but it wasn’t until 2008 when Nintendo started releasing games specifically designed to be physically challenging and aimed to get the users fit. The release of the Wii Fit Plus saw a new era of gaming. It’s advertising campaigns makes the claim that the range of sports it offers in the form of a video game is equally as demanding as the real thing. This form of technology can easily counteract arguments claiming that the every form of video gaming is having a negative impact on the health of youths.
Glenda Cooper wrote an article for the telegraph about her experience with the Wii Fit. For the production of this article, she had a personal trainer assess her work out on the Wii fit and give his comments and feedback on the overall work out.
A direct quote from the article states: “Wii exercises are short (one to two minutes, until you have repeated them enough times to be considered "safe" to access the longer exercises), and it takes time to switch between the games. Stubbs is not impressed. "There's no continuity between the exercises as you would get in a class or with a trainer," he says.”(Reference one)
As a professional in the area of fitness, some people would take the advice of the personal trainer. But the spokespersons of the Wii Fit have heavily advertised real statistics that claim prove otherwise. This is another example of more extensive research needing to be done in this area.
Of course at the end of the day, the choice of game the youth wants to play is ultimately up to them. They can opt to play video games associated with health issues, or they can play video games that are good for ones health with proven results.
Although there have been a large number of academic reports, articles and investigations undergone in an attempt to find out if video games are definitely linked to health issues among youths, there are no solid conclusions that can be drawn. The findings in this essay prove that there is not enough literature available to determine whether video game use has a positive or negative affect on youth.
Bibliography:
Cooper, G. (2008). Health and fitness: Getting a Wii bit fitter?. The Telegraph. 1 (1), 1-2.
Rauh, S. (2010). Video Game Addiction No Fun. WebMD. 17 (1), 1-2.
Williams, L. (2005). RSI Statistics. Available: http://www.rsi-therapy.com/statistics.htm. Last accessed 16th Oct 2011.
Wii Fit Spokesperson. (2011). Fitness Game For Nintendo Wii. Available: http://wiifit.com/. Last accessed 18th Oct 2011.
Jones, A. (2010). Computer Games - Health Issues. Available: http://www.betterhealth.vic.gov.au/bhcv2/bhcarticles.nsf/pages/Computer_games_health_issues?open. Last accessed 17th Oct 2011.
Unkown. (2011). Video games may fuel mental health problems. Available: http://www.tyackhealth.com.au/node/256. Last accessed
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