The Two Sides of Video Games

Boyu Wang

Northeastern University, Boston, Massachusetts 02115, United States
*Authors to whom correspondence should be addressed.

Received: 2020-8-27 / Accepted: 2020-10-9 / Published: 2020-10-10

PDF Main Manuscript (234.88 KB)

DOI: https://doi.org/10.37906/isteamc.2020.9

Abstract With the progress of technology during the 21st century, video games have gradually replaced books and newspapers to become mainstream entertainment for many people. In the face of this emergence, reactions to this type of entertainment vary greatly and opinions surrounding the impacts are often polarized. Many believe that video games impact users negatively, leading to violent behavior and depression. On the contrary, others who support video games believe that players can become averse to violence and reduce stress levels. This research paper elaborates and compares two opposing views through example citation and discussion. The author compares video games to books, illustrates the similarities between the two, and the uniqueness of video games through evidence and demonstration. With supporting evidence, the author suggests that the effects of video game usage are not as negative as some imagine. Moreover, this research paper will illustrate the benefits of playing video games.

Research Areas: Health & Medicine, Computing

Keywords: Violence, Depression, Relaxation, Anti-war, Impression