THE ROLE OF VIDEO GAMES IN HUMAN DEVELOPMENT The Role of Video Games in Human Development Joshua P. Barber Huntington University 1 THE ROLE OF VIDEO GAMES IN HUMAN DEVELOPMENT 2 Abstract The purpose of this research paper was to look into the effects of video games in relation to various aspects of health. The research analyzed the effects video games have on an individual’s physical health. These effects included both positive and negative examples, which were developed through various studies. The impact video games have on one’s mental health was also carefully addressed in this paper. Positive and negative effects on our mental health were both addressed using various studies and the research, which was concluded from them. Finally, the focus changed to how video games impact one’s brain development. Once again the focus was on not only on the positive, but the negative aspects of this topic as well. The opinions behind brain development were based off of 6 experts in this field. Introduction The popular press is full of stories about the effects of video and computer games and their role in human development. There have been numerous of studies that have shown the negative effects that video games have on our physical health, but the rise of new technology brings about potential for a positive physical use of video games that will bring about a healthy lifestyle. In addition to the role video games have in our physical well being, they also play a role in the mental development of individuals. Also, video games have a significant impact on brain development for those who frequently use them. The role video games have in all these areas of human development are open to various forms of criticism. However, they all provide the public with useful products and developing technology that suits the well being of people of all ages. THE ROLE OF VIDEO GAMES IN HUMAN DEVELOPMENT 3 The issue of the role of video games in human development is one that has been under much debate, making it a socially and academically significant issue. Nature Reviews Neuroscience (2011) stated that the claim of video games “damaging the brain” or “boosting brain power” simply does not do justice to the complexities and limitations in the studies involved in this field (p. 763). Also, various experiments and studies have taken place showing the impact video games have on our physical health and mental health, which includes a series of experiments involving an interactive cycling video game. In addition, plenty of experts hold varying views on how significant gaming effects the human brain in both positive and negative ways. Research on this topic is still in its early days, but we do have various experts who will ultimately try to shed light on the issue, which makes it academically and socially relevant. To easily sum up what this paper addresses, one can simply ask, “How do video games affect me as a person?” However, this topic is not a simple one and cannot be answered in a few short sentences. Instead, one must thoroughly analyze all aspects of what video games have to offer, including the types of play offered, before they can answer that question. Video games generally masquerade as a leisure activity, but ultimately their effect on the human body is much greater than that of any typical leisure activity. Daphne Bavelier and C. Shawn Green (2011) said that, “One can no more say what the effects of video games are, than one can say what the effects of food are. There are millions of individual games, hundreds of distinct genres and subgenres, and they can be played on computers, consoles, hand-held devises and cell phones. Simply put, if one wants to know what the effects of video games are, the devil is in the details (p. 763).” In order to get a better understanding of what the effects of video games on society may, or THE ROLE OF VIDEO GAMES IN HUMAN DEVELOPMENT 4 may not be, then one must carefully examine all the elements in order to reach a suitable conclusion. The purpose of this following research is to provide readers with insight as to what the effects of videogames may be. As Bavelier and Green previously pointed out, each individual game has and individual effect on society, much like food. Also, this effect varies from person to person. One game could affect a person in a negatively physical way, while at the same time it may affect another person in a way that causes an act of positive brain development. The effects that video games had on our society were at one point viewed as unpredictable, but over time theories behind them developed and now there’s a small “field of neuroscience” devoted to it. The goal of this analysis is to display the positive and negative effects that video games have on human development as a whole by taking a deeper look into the categories previously mentioned; physical health, mental health, and brain development. Hopefully, this will lead to a better understanding on what the benefits of video games are on our society. The following sections of this paper will include the effects of video games on physical health, followed by the effects they have on mental health, and then on to the interesting topic of video games and their relation to brain development. The physical effects will explore the ever-popular negative views of video games, but will also offer a rather new-age approach to this topic by discussing interactive video games that promote physical wellness, which will be discussed by using the results of various studies. The section on mental health will discuss how video games may encourage violent behavior in those who participate in them, as well as discuss the social impact that they have on the individual. Also included in this section will be a look into how video games can be used THE ROLE OF VIDEO GAMES IN HUMAN DEVELOPMENT 5 for clinical purposes, primarily for mental health. Finally, this paper will discuss the various theories of video games and brain development by analyzing the views of 6 experts in this field of study. Physical Health Effects of Video Games The debate surrounding the physical health effects of video games have traditionally been very one-sided in favor of a theory similar to that of video games often leading to obesity and inactive adolescents. This theory will be thoroughly analyzed, as there are some interesting points behind it. However, the research will also lead into some extensive studies that provide alternative gaming options that could lead to better physical health. These alternative options involve interactive gaming. Popular examples of this would be the Nintendo Wii and their Wii Sports game, or Microsoft’s Xbox Kinect. The gaming style these options fall under require for the participating individual to physically interact with the game in order to properly play, which can ultimately lead to better health. However, the traditional negative view is where the research will begin in this discussion of the physical effects of video games on one’s health. The traditional view of video game playing on one’s health is that extensive game time leads to little physical activity, which overall increases one’s likelihood of becoming obese, especially while still an adolescent. “Most adolescents living in Western countries spend excessive amounts of time being sedentary, mainly in the form of screen time behaviors such as TV viewing, seated video gaming, and recreational computer use (Goldfield, 2011, p. 1).” The reason this should be of concern to us is because sedentary behaviors begin in our childhood years and carry over until we are adults. Sedentariness through screen time, video games, etc. in adulthood often is associated with increased THE ROLE OF VIDEO GAMES IN HUMAN DEVELOPMENT 6 morbidity and mortality. This makes the relationship between sedentary behavior and health indicators an important area of study. The relationship presented here leads to a study that examines whether or not video game playing is a cause for blood pressure and lipids in overweight and obese adolescents. In general, past similar studies have only focused on other screen time elements, such as television viewing and computer usage. Glen P. Kenny (2011) pointed out that, “including seated video gaming as part of screen time measurement is important because it is appealing to adolescents and is commonly associated with obesity in youth, possibly due to increased food intake (p. 2).” The study consisted of 282 adolescents who were either obese or overweight, who were recruited as potential participants in a diet and exercise trial. The factors included in the study were the screen time behavior, physical activity, lipids, blood pressure, and covariates, which included weight, height, and other basic information. The results of this experiment led to some rather significant findings. For example, out of all the sedentary behaviors examined, only time spent playing video games significantly correlated with blood pressure or lipids. Also, video game playing showed a positive association with systolic blood pressure and negatively associated with high-density lipoproteins. Despite the traditional theory of video games leading to obesity amongst adolescents, this was the first study to show that time spent playing video games was the only type of sedentary behavior associated with increased blood pressure and lipids and after adjusting for multiple cofounders in a large sample of overweight and obese adolescents (Goldfield, 2011, p. 4). It is interesting to think that such a traditional view on the effects of video games wasn’t actually proven until 2011. However, none of THE ROLE OF VIDEO GAMES IN HUMAN DEVELOPMENT 7 the previous similar studies ever took video game playing into account so therefore, the traditional view of the effects of video game playing on physical health may are still a very viable conclusion to what the health effects of gaming are. On the other hand, there is still another side of this discussion to examine and that is how new modern video game options may be beneficial to one’s physical health. The use of another study will help us to examine the other side of physical health effects caused by video games. The purpose of this survey was to investigate the prevalence of video game addiction and problematic video game use and their association with physical health. Researchers evaluated that “the high prevalence of television and video game activities could be used as contingency management strategies for exercise in young people. In fact, recent work indicates that reinforcing physical activity with sedentary behavior is as simple and effective means of increasing physical activity participation and improving indicators of health status. Thus, it appears that contingent access to television and (or) video games may be effective in improving physical activity (Warburten, 2007, p. 656).” This study had an intervention group that required participants to exercise on a GameBike, an interactive video gaming system that was linked to a Sony Playstation 2 and a television monitor. The study also had a control group in which each participant was required to exercise on a standard bicycle at an intensity and duration that they desired. The measurements taken into consideration were the adherence to exercise, anthropometry and body composition, aerobic and musculoskeletal fitness, and resting blood pressure. The results of this study showed that the interactive video game training lead to significant improvements in several areas of health. Of more importance was the fact that THE ROLE OF VIDEO GAMES IN HUMAN DEVELOPMENT 8 those benefits appeared to be greater than those who were observed with traditional exercise equipment. A unique discovery of this investigation was that a training program that involved interactive video games resulted in significant improvements in musculoskeletal fitness. “This research was also the first to reveal that interactive video games result in greater improvements in health-related physical fitness than traditional cycling (Warburton, 2007, p. 661).” To conclude this study, it is safe to assume that interactive video game exercise is an effective way to enhance exercise adherence. Warburton (2007) suggests that, “Given the mass appeal of video games among schoolaged children, adolescents, and young adults, it stands to reason that this form of training may be useful in the battle against physical inactivity and associated heath complications (p. 662).” Mental Health The next part of the study on how video games affect one’s health focuses on the mental health of the individual. Pavlik and McIntosh (2013) mentioned that video games have led to “cases of people losing their jobs and spouses because of obsessive playing of video games (p. 323).” Mental health experts have cited signs of addiction to video games which include inability to stop the activity or playing much longer than anticipated, neglect of family and friends, lying to employers and family about activities, problems with school or job, carpal tunnel syndrome, dry eyes, failure to attend to personal hygiene, and sleep disturbances or changes in sleep patterns. All of these signs show negative aspects of mental health and as expected there is a study that shows some evidence relating to this. THE ROLE OF VIDEO GAMES IN HUMAN DEVELOPMENT 9 A survey was conducted to investigate video game addiction and its association with health. Unlike past studies, this one focused on mental health, instead of just physical health. Rune Aune Mentzoni (2011) explains the reason for this by saying that the “excessive use of video games has given rise to concern among gamers, their families, and clinicians, although video gaming is not yet recognized as a disorder by current diagnostic systems (p. 591).” Other studies similar to this one have related video game use to elevated drug and alcohol use, lower interpersonal relationship quality, problems at school, reduced sleep time, limited leisure activities, and suicide ideation (Mentzoni, 2011, p. 591), The purpose of this study was to investigate the use of video games in a representative sample of young Norwegian adults and to provide an estimate of the prevalence of video game-related problems and addiction among this demographic group. The measures by which the study was based off of included video game use, video game addiction, and health outcomes. One good thing that came out of the data from this study was that video game addiction is a relatively low-prevalence phenomenon, in which only 0.4% could be classified as addicted (Mentzoni, 2011, p. 594). However, “problem gamers” had elevated scores on measures of anxiety and depression and lower scores on satisfaction with life. The data made it clear that video game addiction was directly correlated to poor mental health. However, there is still another side of this issue that this survey failed to focus on and that is how video games can have a positive effect on your mental health. The area of mental health that video games positively influence is related to how video games can be used for clinical needs. Despite the views that the content of certain video games may increase the chance of depression, researches have also concluded that THE ROLE OF VIDEO GAMES IN HUMAN DEVELOPMENT 10 video games can also effectively teach complex skill sets in a relatively short time. In fact, mental health professionals and educators have begun to see the potential for video games in teaching children more pro-social behavior (Hadley, 2011, p. 1). Due to this potential, mental health professionals have started working with gaming programmers to shape video games to benefit mental health. One of the more common methods behind this is to use virtual reality programming as a clinical tool. Virtual reality programming uses computer-generated environments that attempt to simulate real-world experiences. Recently, virtual reality has been used to “address alcohol dependence, cigarette smoking, and crack addiction (Hadley, 2011, p. 2).” In addition to real world situations, virtual reality programming is also used to help those with Asperger’s Disorder by giving them the opportunity to learn necessary social skills and practice social interactions. “Asperger’s patients are given increasingly more challenging social scenarios to manage as they gradually learn to interact in specific social situations (Hadley, 2011, p. 2).” Virtual reality programming also has some recent technological improvements that have resulted in an even greater impact on mental health treatment. For example, adolescents with Autistic Spectrum Disorders who experienced a “virtual café” were discovered to be able to transfer the social skills from the virtual world to a real-world setting. This is largely because virtual reality allows the user, in this case those with Autistic Spectrum Disorders, to practice their skills in a controlled environment. Clinicians are also able to receive data from the virtual reality technology so they can adjust the virtual environments to enhance the learning of the skill set. “Additional advantages of using the virtual reality gaming are increased engagement and retention in therapy. Youth are more likely to find the approach novel and engaging (Hadley, 2011, p. THE ROLE OF VIDEO GAMES IN HUMAN DEVELOPMENT 11 7).” After analyzing the positive affects that video games have on mental health we can thoroughly see the pros and cons of the issue. Brain Development Brain development is a key way that video games affect an individual’s health. In this section, six experts in will share their thoughts on our current understanding of the positive and negative ways in which playing video games can affect cognition and behavior, and explain how this knowledge can be harnessed for educational and rehabilitation purposes. When asked if playing video or computer games had any beneficial effects on the brain and behavior, the experts provided some very intriguing answers. In reference to action video games, Daphne Bavelier and C. Shawn Green (2011) stated that, “playing this type of game results in a wide range of behavioral benefits, including enhancements in low-level vision, visual attention, speed of processing, and statistical inference, among others (p. 763).” Michael Merzenich (2011) adds on to this by saying that, “intensive use of video games results in significant generalized improvements in cognitive function (p. 763).” Another factor that a few experts noted is that the daily time spent playing video games in school-age children has been shown to be inversely correlated with academic achievement because the child’s focus has been on playing video games, rather than studying and working on schoolrelated material. Douglass Gentile mentioned that not only do these action games provide their players with increased brain development, but these games also serve as the addictive games that cause the mental depression previously discussed. To go further into this topic, the experts discussed their views on what negative effects video games may have THE ROLE OF VIDEO GAMES IN HUMAN DEVELOPMENT 12 on the brain, or behavior. Bavelier and Green brought up the classic argument that frequent playing of violent video games bring on aggressive thoughts. Doug Hyun Han and Perry F. Renshaw (2011) stated that, “early studies on internet addiction reported altered social behavior, increased aggression, loneliness, reduced attention, and depressed mood in patients with internet addiction (p. 764).” They summarized their viewpoint by stating their beliefs of their being strong evidence supporting the view that excessive internet use is associated with severe consequence on behavior in some individuals. Merzenich provides readers with a list of four reasons as to why intensive game-play practices have been shown to have several negative effects on cognition. First is the exposure to fast action games has contributed to an increased level of ADHD-related behaviors. His second point goes back to the point that too much game-play takes students away from school activities. Third is that games with anti-social content have been shown to reduce empathy, to reduce stress associated with observing or initiating anti-social actions, and to increase confrontational and disruptive behaviors in the real world (Merzenich, 2011, p. 764). Finally, he says that addiction generates its own special destructive class of neurological and social burdens, which are similar to those brought on by the mental aspect of alcohol, or drug addiction. When asked on if there was a place for using video or computer games in education and rehabilitation, Han and Renshaw (2011) gave some interesting insight. They said, “There have been several trials of video games in educational and rehabilitation settings. In the rehabilitation of patients with post-traumatic stress disorder following motor vehicle accidents, the virtual-reality experience of driving or riding in a car may improve clinical symptoms (p. 766).” They went on to mention how several THE ROLE OF VIDEO GAMES IN HUMAN DEVELOPMENT 13 games have been created to work with those who have dementia, which led to reduced delusional thinking. They also mentioned how a study of adolescents of autism spectrum disorders showed increased social skills after a six week test period. From all these results, one can see how heavily video-games can effect the mind of an individual. They can affect us in a positive way by building some cognitive function. They also can affect one in a bad way by bringing about aggressive behavior if video games are not handled with caution. This means, that adolescents should be monitored when playing video games because too much playing time could possibly lead to violent tendencies, but at the same time a proper amount of playing time can be established so the child can still learn some cognitive functions without picking up any hint of aggression. Conclusion After a thorough summary of the physical and mental advantages and disadvantages one can gain through frequent participating in video games, one can interpret the way they want to approach the issue. The physical aspect of video games has its negative parts to it, but there have been recent strides to improve it and make it more physical engaging, which will hopefully encourage adolescents to participate in exercise related activities more often than they would without it. Addictive game playing can lead to some highly negative issue related to mental health. However, the way virtual reality and other programs are being used has created huge mental gains for other people. Also, the way the brain is impacted during frequent video game usage has its advantages and disadvantages. For example, one can gain significant cognitive functions from it, but at the same time increased playing can lead to a number of disadvantages with aggressive THE ROLE OF VIDEO GAMES IN HUMAN DEVELOPMENT 14 behavior being one of them. Research on this topic is still in its early days, but the groundwork has been laid. Now all that is left to do is see how the research and theories will progress in the future. THE ROLE OF VIDEO GAMES IN HUMAN DEVELOPMENT 15 Bibliography Bavelier, D., Green, C., Han, D., Renshaw, P., Merzenich, M., & Gentile, D. (2011). Brains on video games. Nature Reviews Neuroscience, 12, Warburton, D., Bredin, S., Horita, L., Zbogar, D., Scott, J., Esch, B., & Rhodes, R. (2007). The health benefits of interactive video game exercise. NRC canada, doi: 10.1139/H07-038 Goldfield, G., Kenny, G., Hadjuyannakis, S., Phillips, P., Alberga, A., Saunders, T., Tremblay, M., & Malcolm, J. (2011). Video game playing is independently associated with blood pressure and lipids in overweight and obese adolescents. PLoS one, 6(11), 1-6. Pavlik, J., & McIntosh, S. (2012). Converging media: A new introduction to mass communication. (3rd ed., p. 323). New York, NY: Oxford University Press. Mentzoni, R., Brunborg, G., Molde, H., Myrseth, H., Hetland, J., & Pallesen, S. (2011). Problematic video game use: Estimated prevalence and associations with mental and physical health. Cyberpsychology, behavior, and social networking. 14(10), 591-596. doi: 10.1089/cyber.2010.0260 Hadley, W. (2011). Can video gaming and virtual reality programming address clinical needs?. The brown university child and adolescent behavior letter, 27(6), THE ROLE OF VIDEO GAMES IN HUMAN DEVELOPMENT 16