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Video Games Thesis Statement

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Published: Mar 13, 2024

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  • How to Write a Thesis Statement | 4 Steps & Examples

How to Write a Thesis Statement | 4 Steps & Examples

Published on January 11, 2019 by Shona McCombes . Revised on August 15, 2023 by Eoghan Ryan.

A thesis statement is a sentence that sums up the central point of your paper or essay . It usually comes near the end of your introduction .

Your thesis will look a bit different depending on the type of essay you’re writing. But the thesis statement should always clearly state the main idea you want to get across. Everything else in your essay should relate back to this idea.

You can write your thesis statement by following four simple steps:

  • Start with a question
  • Write your initial answer
  • Develop your answer
  • Refine your thesis statement

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Table of contents

What is a thesis statement, placement of the thesis statement, step 1: start with a question, step 2: write your initial answer, step 3: develop your answer, step 4: refine your thesis statement, types of thesis statements, other interesting articles, frequently asked questions about thesis statements.

A thesis statement summarizes the central points of your essay. It is a signpost telling the reader what the essay will argue and why.

The best thesis statements are:

  • Concise: A good thesis statement is short and sweet—don’t use more words than necessary. State your point clearly and directly in one or two sentences.
  • Contentious: Your thesis shouldn’t be a simple statement of fact that everyone already knows. A good thesis statement is a claim that requires further evidence or analysis to back it up.
  • Coherent: Everything mentioned in your thesis statement must be supported and explained in the rest of your paper.

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The thesis statement generally appears at the end of your essay introduction or research paper introduction .

The spread of the internet has had a world-changing effect, not least on the world of education. The use of the internet in academic contexts and among young people more generally is hotly debated. For many who did not grow up with this technology, its effects seem alarming and potentially harmful. This concern, while understandable, is misguided. The negatives of internet use are outweighed by its many benefits for education: the internet facilitates easier access to information, exposure to different perspectives, and a flexible learning environment for both students and teachers.

You should come up with an initial thesis, sometimes called a working thesis , early in the writing process . As soon as you’ve decided on your essay topic , you need to work out what you want to say about it—a clear thesis will give your essay direction and structure.

You might already have a question in your assignment, but if not, try to come up with your own. What would you like to find out or decide about your topic?

For example, you might ask:

After some initial research, you can formulate a tentative answer to this question. At this stage it can be simple, and it should guide the research process and writing process .

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thesis statement on video games

Now you need to consider why this is your answer and how you will convince your reader to agree with you. As you read more about your topic and begin writing, your answer should get more detailed.

In your essay about the internet and education, the thesis states your position and sketches out the key arguments you’ll use to support it.

The negatives of internet use are outweighed by its many benefits for education because it facilitates easier access to information.

In your essay about braille, the thesis statement summarizes the key historical development that you’ll explain.

The invention of braille in the 19th century transformed the lives of blind people, allowing them to participate more actively in public life.

A strong thesis statement should tell the reader:

  • Why you hold this position
  • What they’ll learn from your essay
  • The key points of your argument or narrative

The final thesis statement doesn’t just state your position, but summarizes your overall argument or the entire topic you’re going to explain. To strengthen a weak thesis statement, it can help to consider the broader context of your topic.

These examples are more specific and show that you’ll explore your topic in depth.

Your thesis statement should match the goals of your essay, which vary depending on the type of essay you’re writing:

  • In an argumentative essay , your thesis statement should take a strong position. Your aim in the essay is to convince your reader of this thesis based on evidence and logical reasoning.
  • In an expository essay , you’ll aim to explain the facts of a topic or process. Your thesis statement doesn’t have to include a strong opinion in this case, but it should clearly state the central point you want to make, and mention the key elements you’ll explain.

If you want to know more about AI tools , college essays , or fallacies make sure to check out some of our other articles with explanations and examples or go directly to our tools!

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A thesis statement is a sentence that sums up the central point of your paper or essay . Everything else you write should relate to this key idea.

The thesis statement is essential in any academic essay or research paper for two main reasons:

  • It gives your writing direction and focus.
  • It gives the reader a concise summary of your main point.

Without a clear thesis statement, an essay can end up rambling and unfocused, leaving your reader unsure of exactly what you want to say.

Follow these four steps to come up with a thesis statement :

  • Ask a question about your topic .
  • Write your initial answer.
  • Develop your answer by including reasons.
  • Refine your answer, adding more detail and nuance.

The thesis statement should be placed at the end of your essay introduction .

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McCombes, S. (2023, August 15). How to Write a Thesis Statement | 4 Steps & Examples. Scribbr. Retrieved April 14, 2024, from https://www.scribbr.com/academic-essay/thesis-statement/

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thesis statement on video games

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Formulate Questions

Once you have selected an initial topic, the next step is to develop research questions.  You'll do this by using probing questions, such as what, why, when, how, would/could, should.

Phrasing your topic in the form of questions helps direct the research process.

thesis statement on video games

WHY questions ask for an explanation of something--why something happened, why it did not happen, or why one thing is better than another. For instance, why are video games so popular among young teenage boys?

WHEN questions focus on timing or history.  When did video games start to become popular?  When were video games invented?

WHERE questions focus the topic on a location, either geographical or other.  Where, or in which countries, are video games most popular?

HOW questions focus aspects of the topic, on a process, or on the origin.  How do video games affect users?

thesis statement on video games

WOULD / COULD questions focus on possibilities.   Would video games be more popular with teenage girls if marketing targeted girls?

SHOULD questions focus on the appropriateness of a particular action, policy, procedure, or decision.  Should the government regulate violent video games?

Source:  Mike Palmquest.   Bedford Researcher .   Colorado State University.

Formulate Your Thesis

A good research question will lead to your thesis statement.

For example, the question...

thesis statement on video games

...might lead to the following thesis:

"Exposure to violent video games negatively affects teenagers in a variety of ways:  It increases aggressive behavior, physiological arousal, aggressive-related thoughts and feelings, and also decreases prosocial behavior."

Strong   thesis statements

  • answer a question
  • are engaging 
  • can be challenged or opposed, thus also defended

thesis statement on video games

or "why should I care?" test

  • are supported by your paper
  • are neither too broad nor too vague

Source:  Thesis Statements.  George Mason University. 

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The Negative Effects of Video Games on Children Essay

Introduction.

All over the world, children and adolescents play video games nearly every day. Could this seemingly harmless hobby be harmful? Below, you will find a negative effects of video games essay.

Video games are games in which people interact with electronic devices like computers and small handheld devices like mobile phones to create tactile and visual displays. Tactile displays are important for blind people, whereas visual display is understood by those who can see.

With improvements in technology, video games are played in many countries over the world. The number of children playing video games increases from time to time. This is because the cost of electronic devices has been lowered, making them affordable to many families. Many parents are also willing to buy these devices for their children (Rideout, Vandewater & Wartella, 2003).

Hazards of Video Games: Essay Thesis Statement

Recent studies have concentrated on the effects that video games have on children. Video games have positive and negative impacts on individual children playing them and society at large. The paper will discuss the negative impacts of playing video games on children and society, like poor performance in schools and diseases.

Performance in schools

Playing video games has negative impacts on a child’s education. Studies have shown that out of four children, playing video games interferes with the academic performance of one child. Some children spend most of their time playing games to the extent of not sparing some time to do their homework. Others dedicate all their time to playing games so that they do not study.

Because of failure to take their studies seriously, most of them perform poorly in their academic work. This affects their lives because, without education, there are no good jobs for them. Studies have shown that poor performance in school is directly proportional to time spent playing games. The more the time, the poorer the child’s performance in school will be (Block, 2008).

Playing video games has negative effects on the health of young people. Some youths tend to spend most of their time sitting and playing games without engaging in physical activities like sports. In addition, youths tend to feed on junk foods like cakes that supply the body with much energy.

Consumption of excess energy-giving foods and lack of exercise results in overweight. Obesity is a common disease among youths who spend most of their time playing games.

Other healthy related problems include knuckle pads, seizures, muscle, postural, and skeletal disorders like carpal tunnel syndrome, nerve compression, and tendonitis (UK, House of Commons, Culture, Media and Sport Committee, 2008).

According to Rushing, Sheehan, and Davis (2006), knuckle pads are painful keratotic, circumscribed, and fibrous growths that develop on the joints of the figures. Knuckle pads continue growing, become permanent, and they have no cure. The development of knuckle pads in children is associated with addiction to playing video games.

An input device called a game controller, which varies from one platform to another, manipulates video games. Some controllers may contain one or more joysticks and many buttons, whereas others may have a joystick and a button. Chronic use of a joystick may lead to the development of knuckle pads and other figure-related diseases.

Violent/Aggressive Behavior

Recent studies have concentrated on the effects that video games have on children. Studies have shown that the likelihood of children who play violent video games to be violent is high.

Most children cannot differentiate between right and wrong, and they tend to copy what they see and put it into practice. With continued exposure to violent video games, many children become more aggressive (Rideout, Vandewater & Wartella, 2003).

In most of the games that children watch, violence is used as a method of solving problems. The result of this is many children accepting violence as an appropriate way of solving conflicts. For instance, some will be found to engage in fights when trying to solve minor differences with their friends instead of using a better conflict resolution approach.

In some games where people winning in conflicts are recognized as heroes, children tend to see this as an achievement such that whenever in conflict with other children, they will use all means, however exploitive and dangerous they are, to win. There are incidents in which characters are rewarded for violence (Block, 2008).

Inadequate Lessons

Playing video games is confusing to young children since they cannot differentiate between fantasy and reality. Most young children tend to think that what they see in video games is a reality.

Some videos, like adult videos, are not good for youths because the content is not fit for them. Children learn vices from videos in which women are sexually abused and displayed as helpless and weaker characters (Bryant, 2006).

Socialization

Bryant (2006) argues that playing video games affects children’s socialization. Children spend much of their time playing games, such that they lack time to socialize with their peers and parents. The activity contributes to antisocial behaviors among the youths.

For instance, children borrow behavior and abusive language from characters. Abusive words are common among children who play video games compared to those who do not.

A study conducted by National Institute for Media and the Family based in Minneapolis showed that children become addicted to watching videos that they cannot do without them. Addiction to video games increases anxiety and depression in children. Moreover, social phobia characterizes addicted children.

Children should be discouraged from playing video games because of the negative effects they have been found to have on children. Instead, outdoor games should be preferred because engagement in physical activities helps in the proper physical development of children.

Block, J. (2008). Issues for DSM – V: Internet addiction. Journal of clinical psychiatry , 67(5), 821-826.

Bryant, J. (2006). Playing video games: motives, responses, and consequences . London: Routledge.

Rideout, V., Vandewater, E. & Wartella, E. (2003). Zero to six: Electronic media in the lives of infants, toddlers and preschoolers . Menlo Park (CA): Kaiser Family Foundation.

Rushing, M., Sheehan, M. & Davis, L. (2006). Video Game induced knuckle pad. Pediatric Dermatology , 23(5), 455-457.

UK, House of Commons, Culture, Media and Sport Committee. (2008). HC paper 353-ii House of Commons culture, media and sport committee: harmful content on the internet and in video games, volume ii . London: The Stationery Office.

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IvyPanda. (2023, October 29). The Negative Effects of Video Games on Children Essay. https://ivypanda.com/essays/the-negative-effects-of-video-games-on-children/

"The Negative Effects of Video Games on Children Essay." IvyPanda , 29 Oct. 2023, ivypanda.com/essays/the-negative-effects-of-video-games-on-children/.

IvyPanda . (2023) 'The Negative Effects of Video Games on Children Essay'. 29 October.

IvyPanda . 2023. "The Negative Effects of Video Games on Children Essay." October 29, 2023. https://ivypanda.com/essays/the-negative-effects-of-video-games-on-children/.

1. IvyPanda . "The Negative Effects of Video Games on Children Essay." October 29, 2023. https://ivypanda.com/essays/the-negative-effects-of-video-games-on-children/.

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IvyPanda . "The Negative Effects of Video Games on Children Essay." October 29, 2023. https://ivypanda.com/essays/the-negative-effects-of-video-games-on-children/.

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Video Games Theses Samples For Students

6 samples of this type

Do you feel the need to examine some previously written Theses on Video Games before you start writing an own piece? In this open-access directory of Video Games Thesis examples, you are given a thrilling opportunity to discover meaningful topics, content structuring techniques, text flow, formatting styles, and other academically acclaimed writing practices. Using them while crafting your own Video Games Thesis will surely allow you to finish the piece faster.

Presenting high-quality samples isn't the only way our free essays service can aid students in their writing ventures – our authors can also create from scratch a fully customized Thesis on Video Games that would make a genuine foundation for your own academic work.

How Does Online Gaming Addiction Affect The Social Lives Of People/Teenager? Thesis Examples

Annotated bibliography, example of does online gaming addiction affect the social lives of people/teenagers thesis, does online gaming addiction affect the social lives of people/teenagers.

Rooji, A.V., et al. (2010). Online Video Game Addiction: Identification of Addicted Adolescent Gamers. Society for the Study of Addiction, Vol. 106, pp. 205-212.

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Role Of Smes In Developing Economies Thesis

Executive summary.

China is a very attractive gaming destination in the Asia Pacific region. This city attracts a large number of tourists and international visitors. It has also seen a rapid growth in the establishment of large gaming companies, ever since liberalization for gaming operators in 2002. This must have actually spurred economic growth, and boosted SMEs, which are the economic growth power engines. This paper explores the role of SMEs in an emerging economies, the role of manpower in SMEs, as well as understanding the key success factors of the SMEs in China.

Introduction

Kolumnentitel: elektromagnetische wellen thesis example, elektromagnetische wellen.

Kurs Datum Inhaltsverzeichnis EINLEITUNG 1. Wellenarten und Betrachtung 2. 1. Elektromagnetische Wellen und Felder 2. 2. Aufbau EM Welle 2.3. Erzeugung EM Welle 2.4. Besonderheiten EM Welle 2.5. Ausbreitung EM Welle 3. Mobilfunkstrahlung 3.1. Zunahme Mobilfunk und Entwicklung (Handyantenne) 3.2. Bandbreite 3.3. SAR und Richtlinien 4.1 Verursacher und mögliche Auswirkungen 4.2. Vorbeugung gefährlicher Strahlung

Free Thesis On Fable The Wisdom Of Story And The Dissemination Of Human Experience

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While we like to think that every paper and piece of writing is a unique little flower, they all have a general format of beginning, middle, and end. This holds true for academic papers; they require an introduction, body, and conclusion paragraphs. Keep in mind this is not an exact formula, but serves as a means of organization.

Introduction

Your introduction serves the function of introducing your topic, contextualizing your topic, and presenting your main argument in a thesis. It is usually one paragraph, and generally follows the ‘funnel’ effect of the topic: starting broad and becoming narrowed. S tay away from writing cliches like asking rhetorical questions or putting quotes in the introduction paragraph.  While the thesis statement tells the reader what your claim is and how you arrived to it, the introduction paragraph explains why your topic is important. Here’s a typical structure:

Introduction:

Opening Statements: Introduce some facts and background details about your topic.

  • Example:  Video games have often been blamed for causing negative behavior in children and teenagers. Critics claim that gaming leads to addiction, aggression, and laziness.

Specific Stateme nts: Connect your background information to your thesis.

  • Example:  As gaming continues to play a larger role in modern entertainment, the old stigma is beginning to be debunked. Studies have revealed that video games are not the root of these negative behaviors and actually have many benefits for gamers.

Thesis Statement: State your claim and supporting arguments.

  • Example:  Video games have been proven to enhance cognitive, social, and academic skills, and if society accepts this, video games can be further explored for uses beyond entertainment.

Body Paragraphs

Drafting an essay is just a game of organizing information. Each paragraph should discuss a single topic that supports your thesis statement. Paragraph structure can be flexible, but you want to maintain cohesion and make sure you discuss only a single topic per paragraph.

Body Paragraph:

Topic Sentences: Start the paragraph off with a sentence or two that introduces the main idea the paragraph will cover.

  • Example:  Although many people believe video games, particularly the violent ones, lead to aggressive behavior, studies reveal quite the opposite to be true.

Evidence: Provide personal examples or researched facts that support the topic sentence.

  • Example:   “It turns out that playing games promotes a range of cognitive skills. This is particularly true for shooter video games, many of which are violent in nature” (Granic et al. 68).

Elaborate:  Discuss the evidence’s significance to the paragraph. Provide additional evidence or further discuss the topic until you’ve fully answered how it relates to the thesis statement or helps solve the problem introduced by your claim.

  • Example:   A large chunk of society thinks violent video games should be banned, but in reality, they actually can benefit society. While shooting games typically are violent, they don’t have to be if a developer chooses to emphasize the game’s educational potential.

Transition:  Transitions between paragraphs can be the last or first sentence of the current or next paragraph, give the reader a general sense of what’s to come in the next paragraph.

  • Example:   Today, even classrooms utilize video games to help develop students’ cognitive skill.

The conclusion reiterates the relevance of your topic, reviews your evidence, and briefly discusses the future of your topic. Avoid adding any new facts or arguments in the conclusion.

Conclusion:

Opening Statements: Begin with a general concluding statement.

  • Example:  Our society is one that is constantly changing, and as we change, so should our views.

Review Evidence:  Overview how all of your evidence came together to prove your claim.

  • Example:  Gamers aren’t becoming aggressive and lazy as critics claim. Video games, even violent ones, sharpen youth’s intelligence and cognition, and classrooms that use video games as a learning tool see students retain knowledge much easier.

Future Outlook: State your claim and supporting arguments.

  • Example:  Video games have more and more chances to impact society for the better, but we’ll never be able to see those impacts if we are held back by unfounded stigmas.
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Thesis About Video Games

Jack Weallans 3/9/17 1st hour Red: Hook Green: Thesis Blue: Topic Sentence Purple: Examples Dark red: Restatement of thesis Helping Hands Each week 3 billion people play video games. It is estimated that we need to play 21 billion hours a week to make good things happen in the world(Jane McGonigal: Gaming can make a better world). Kids should be able to play video games because video games can help you in the real world and could get you a good career. Another reason I think video games are good is that they can help us learn. The first thing they can help us learn is to recognize patterns. This helps you in real life monitor your actions and look at how other people react. Similarly video games also help you with hand eye and reaction time which helps with solving problems and working faster, "In controlled tests, folks who played first person shooters showed “faster and more accurate attention …show more content…

One of the most well-known video game jobs in becoming a pro at a game like DOTA or Counter- Strike Global Offense. These pros can get paid a lot from playing, 155K-550K. Pro gamers are encouraged to live together to help with becoming friends and better communication. Doing this also help the idea that not all video game players have no outside relationships. Pro players are also treated like pro athletes so they can get a US P-1 which is a passport for athletes in America. Another well-known job is computer programming. Computer programmers are the ones behind video games, they code the disc so that you can play the game. And they make a lot of money from 100K to 250K! These are just some of the good careers you can get in video games. In conclusion kids should be able to play video games because video games can help you in the real world an get you a good job. So get out there and start playing video games because it will help you in the long

History of Video Games

"Researchers at the University of Rochester found that young adults who regularly played action-based video games showed better visual skills than those who didn't" (USA Today). Researchers have also found that the subjects who played video games "were better able to keep track of objects appearing simultaneously and processed fast-changing visual information more efficiently" (USA Today). Video games have made it a long way from when they first started. Some games actually teach children how to read, write, and even count. Teenagers also state that a little gaming after school actually helps take some stress off from classes and the overload of homework.

Persuasive Essay : The Benefits Of Video Games

Do you remember the first time you played a video game? Was it Super Mario Brothers, Call of Duty, or Minesweeper? How about the time your parents told you that video games will rot your brain? Well forget all that, this paper is going to tell you the benefits of playing video games. My claim is that video games can help you with leadership skills, problem solving, education, and cognitive function.

Be A Gamer, Save The World By Jane Mcgonigal

“Be a Gamer, Save the World,” written by Jane McGonigal, is an article found in the Norton Reader 14th Edition. Video game critics are often quick to dismiss playing video games as brain numbing and a waste of time. McGonigal challenges critics of video games by discussing the benefits of playing video games. She makes a valid point by stating that video games make players more optimistic and help create better social bonds. These emotions can encourage people to desire working for the betterment of the world. McGonigal believes we can solve some of the world’s most difficult issues with the use of video games. The author makes a valid point, especially considering the advancements in technology and the

College Essay About Video Games

Everyone enjoys the sweet taste of victory and the feeling of accomplishing a goal, especially in a video game. However, video games are not just about winning. Video games are a good method to enhance our educational experience and create a career pathway for us to take. By creating a video game course within schools around the world, we are able to create a whole new generation and future that incorporates the advanced technology that is constantly improving.

Summary Of Be A Gamer Save The World

According to the article “Be a Gamer, save the world” by Jane McGonigal, in the world, we are living in, games are able to be the main element in answering to the challenges of the real world. Although, there are some people who think that playing a game is the waste of time and make mind to not work normally. There are quite a lot of people in the world that they are spending a lot of money and time for playing video games. It doesn’t mean those people who are playing games don’t care about real life and they don’t have any work to do, but they have jobs, children, parents and they are students in schools. Also, they have other life responsibilities to care about. There are some great points in the games that are beneficial for players.

Video Games Sociology

Video games have been unloved or hated ever since they have came out. Video games are excellent for kids because they will improve their work with others, help them think more faster, and will help kids become more intelligent.

Social Benefits Of Video Games

Video games have been around since 1950s and have gone a long way from what they are today. They are in no doubt a big part of our society and with doing so they have been criticized by many. Video games come in different categories which include: action, racing, adventure, role-playing, simulation, strategy, and sports. The purpose of these games can be casual, serious, art, Christian, and educational. You can play these games on different types of platforms as well to make it the gamers preference. In today’s society, it is common for one to play video games. Some people play causally and some play professional to make money. Even though, video games are now mainstream, they are still being stigmatized and it has been like that since the creation of them. Some people see video games as a waste of time and that they are unproductive, but after being studied thoroughly by researchers that is not true; video games are known to have benefits. It can help children with development and it can help adults perform better at their job. It can also help people with different disorders. Video games should not be stigmatized because of the advantages ranging from cognitive to social benefits for children, people with disabilities, and adults.

Persuasive Essay On Say Jane Mcgonigal

Video games can train the human brain so it become strong and faster at thinking. Since video games have fast action paced content, they become a virtually gym for your brain. Also, because of the action in a game there are a lot of eye hand coordination and quick problem solving skills involved in playing a game. The article “Are video games bad for me?” says“... can improve eye-hand coordination, problem solving skills, and the mind’s ability to process information.” This quote shows the many quick skills one person can improve by playing video games such as eye hand coordination, problem solving skills and the mind’s ability to process information. The quick skills that are need to play video games can be practiced and learned by play video games. Considering this, the number of things video games can teach children are

Persuasive Speech On Video Games

Video games are “a waste of time” they don 't actually improve anything, they are just entertainment. However there is drastic evidence to show that couldn’t be further from the truth. They actually have a huge mental benefit that can enhance memory, better hand to eye coordination and enhanced reflexes along with other things aswell. Showing that they are indeed not just a time killer and waster but are hugely benefiting the minds of the people that play them. The first point I would like to bring up is enhanced memory, a study suggests that young children can benefit from the memory aspects of video games. Several children had multiple sessions of several video games with increases challenge and it had been noted that they did show signs of progress in the difficulty but more importantly an increase in a strong memory showing that the two indeed have a connection. Secondly hand to eye coordination, another study was conducted and yet again the gamer who repeatedly played games was faster, sharper and overall better than the non-gamer. The other main point is reflexes which sort of ties in with the other points but deserves another mention, research indicates that fast-paced gameplay along the lines of Call of Duty and other various games, does in fact increase reflexes.

Short And Long Term Effects Of Video Games On The Brain

The impact video games have on the brain can differ by the opinions of others. Some may argue that it is a disadvantage and others may say it is the total opposite, an advantage. I will be exploring the viewpoints on both ends of the spectrum. Looking into documented research on the topic, I will be discussing the benefits of gaming, why people correlate excessive playing time to negative behaviors, and the long term effects that video games cause to the brain.

Benefits of Playing Video Games Essay

Video games have been argued about for decades. Some people have argued that video games are linked to violence. However, new research shows that video games can be used for therapeutic purposes, exercise, stress relievers, positive interactive learning, hand eye coordination, and different types of patient treatment for people all around the world.

Thesis Statement On Video Games

Thesis: If a common-sense philosophy is employed, video games can be beneficial to a child’s development.

Central idea: Video games are beneficial for students in the classroom and home. Using video games in schools or higher institutions can help build teamwork, foster decisions, critical and strategic skills useful in schools, work and life.

Essay on Effects Of Video Games On Youth

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Excessive video game playing has been a problem with today’s youth they have had more influences over the youth than ever before. That brings to my attention a question, how do video games affect the youth of our society? Excessive video game playing, especially violent video games, can lead to youth violence, a decrease in academic success and many other negative things. I realize that some parents believe that they can be good for children, I agree but I also disagree in some cases. Some parents allow their children to play video games to keep a social life and to learn how to use strategies. This is true in some cases but not in all cases. For instance, other children that play video games alone and are in their rooms constantly can

Video Games And Its Effects On Education Essay

Video games are a great way of teaching because it’s fun. Since students are having fun, they begin to become more focused on what they are learning. Since students become more focused, it encourages learning for them. Students also become motivated since they are having fun. They become motivated because rewards are included. They will also play video games outside of school which encourages them to learn inside and outside.

Related Topics

  • Video game controversy

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Stress and Violence in Video Games: Their Influence on Aggression

Genicelle barrington.

Department of Psychology, Stetson University, Campus Box 6048, Deland, FL 32723 USA

Christopher J. Ferguson

Associated data.

A preregistration of this study can be found at https://aspredicted.org/37ie4.pdf . Original data files can be found at https://osf.io/8w7mz/ .

This study investigated whether stress or violent content in video games plays a greater role in aggressiveness towards a cooperative partner while playing a video game. It was hypothesized that participants, when exposed to stress, would demonstrate greater aggressiveness toward an incompetent partner than a competent partner. Furthermore, it was hypothesized that participants, when exposed to a violent video game, would demonstrate greater aggression toward an incompetent partner than those exposed to a non-violent video game. Stress was provoked in half of the participants using the Paced Auditory Serial Addition Test (PASAT), while others took a simple math quiz. Participants were then assigned to a video game condition, violent or non-violent with a competent or incompetent confederate and completed a reaction time task to measure aggression. Results indicated that provoked stress and violent content are not linked to aggression in this context.

Under stressful circumstances, individuals tend to resort to aggressiveness. Studies have highlighted that stressful situations which have developed earlier in life and are repeatedly imposed on an individual have underlying effects on aggression. However, many studies have also discussed the perception that immediate stress can also provoke and incite aggression (Verona & Kilmer, 2007 ). Despite this, it is important to understand whether acquired stress plays a role in the expression of human aggression.

Animals, Stress, and Aggression

One means of examining how stress impacts aggression is through the study of animal models. In one study conducted with male adult mice, acute stressors were the primary causes of a marked increase in aggressiveness (Nosjean et al., 2015 ). During this study, the researchers’ aim was to determine the immediate effect acute stress would have on social interaction in adult male mice. In order to conduct their study, the researchers used 70 adult male mice purchased from a laboratory and separated them into isolated host (IH) mice and social visitor (SV) mice. During the study, each isolated host mice either received or did not receive acute stress while the social visitor mice remained unstressed throughout the environment. After being placed under duress, the IH mice were allowed to explore their cage before being exposed to an SV mouse for social interaction. This interaction was videotaped and analyzed by researchers. The researchers concluded that stress depleted the mice’s social repertoire, accelerated their dominance behaviors, and furthered aggressive behaviors. Due to their findings, they concluded that social interactions can be influenced by a single stressful event.

Kohl et al. ( 2013 ) utilized a similar procedure, wherein mice were exposed to a resident intruder to measure and evaluate the resident’s aggressive behaviors. In their study, they primarily focused on whether there was an interaction of conditional neural cell adhesion molecule knockout (NCAM-KO) and the extent to which exposure to repeated stress influenced aggression. Through the utilization of a gene by environment experiment, researchers attempted to determine whether the lack of forebrain in NCAM-KO mice would facilitate the development of an aggressive phenotype following exposure to either subchronic stress and chronic stress or one stressful condition when compared to wild-type variations of the mice. During their procedure, the researchers first measured the animals’ baseline anxiety-like behavior through the use of an elevated plus-maze; they also conducted a bedding preference test to determine social behavior, an open field test to observe exploratory behavior, and the resident-intruder test for aggression. After running statistical analyses on their data, they found that NCAM-KO mice exhibited no differences in aggressive behavior prior to subchronic stress exposure and while under basal conditions. However, following chronic exposure to stress, the NCAM-KO mice showed increased aggressive behavior toward their intruder. These findings led to the conclusion that chronic stress-induced differences in aggressive behavior rather than subchronic stress. Furthermore, the researchers outlined that due to the age of their mice, there could be age differences in the vulnerability to stress and thus a differing impact of stress on aggression.

Studies such as these provide some useful hints as to how stress can influence animals. However, mice are not humans, and it is to human research that we next turn.

Humans, Stress, and Aggression

It has been long suggested as part of the Frustration-Aggression Hypothesis that certain types of stress may provoke aggression. Other scholars have suggested that stress more generally, not merely frustration, could lead to aggression. Hinsberger et al. ( 2016 ) aimed to determine whether individuals were more aggressive when exposed to continuous traumatic stress. Researchers had trained mental health experts and counselors to conduct diagnostic interviews of 290 South African participants. The researchers discovered that there was a significant correlation between self and witnessed traumatic events, PTSD symptom severity, and engagement in violent behavior. Researchers found that attraction to violence was predicted by witnessed traumatic events as well as victimization, and perpetrated acts of violence were directly predicted by the witnessing of violence and that PTSD symptom severity was directly predicted by victimization. They also found that exposure to violence did not directly influence PTSD severity or perpetrated violence by means of appetitive aggression. Instead, they determined that appetitive aggression predicted the severity of PTSD and aggressive behavior. This study primarily focused on the act of resorting to violence when under continually stressful circumstances and concluded that aggression exhibited in stressful environments would aid in survival.

In a study conducted by Verona and Kilmer ( 2007 ), acute stress was examined as a determinant of aggressive behaviors in 120 volunteers. The researchers used the Positive and Negative Affect Schedule before and after a stress manipulation. Participants were exposed to either low- and high-stress conditions after which they interacted with a confederate who they could inflict with shocks during judgment task. In their study, the researchers primarily found gender differences in the influence of acute stressors on aggressive behaviors. They concluded that women displayed less aggression whereas men displayed increased aggression after being exposed to the high-stress condition.

Meta-analyses likewise have examined the relationship between stress and aggression. Evidence suggests that stress and trauma can increase the propensity to engage in aggression in both men and women (Augsburger, & Maercker, 2020 ; Orth, & Wieland, 2006 ). Such effects appear fairly consistent in the literature with moderate to large effects for hostile feelings and small to moderate effects for aggressive behavior.

Violence in Video Games

Prior studies outlined observed aggression in relation to stress; however, in this study, it is important to understand whether the task the participant engaged in also influences aggression, especially under stressful circumstances. Therefore, it is important to also understand the relationship between video games and aggression. The issue of whether violence in video games can impact aggression has been controversial. Despite several decades of research, no consensus has emerged. Though the American Psychological Association (APA) has taken a stance that violent games promote aggression (but not violent crime), reanalysis of their work has suggested that this claim is not supported by the extant literature and the APA may be misinforming the public (Ferguson et al., 2020 ). Below, we consider just a few studies in this realm.

In a unique study designed by Weber et al. ( 2006 ), researchers analyzed brain activity in relation to game play to understand and distinguish between virtual violence and non-virtual violence. The researchers conducted their experiment using 13 volunteers who chose to play a mature-rated first-person shooter game while under fMRI scanning. They recorded brain activity, physiological responses throughout game play, audio data from the game, and video display of the game play. They also included a questionnaire measure meant to control for arousal and subjective experiences throughout the experiment. After analyzing their data, they found that virtual violence produces similar brain activity when compared to the experience of aggressive thoughts and actions.

Despite the previous findings, several studies have found no relationship between violent video games and aggression (e.g., Przybylski et al., 2014 ; Toniutti et al., 2013 ). For example, in a longitudinal experiment, Kuhn and colleagues found no evidence that repeated exposure to a violent video game had any impact on aggressive behavior (Kühn et al., 2019 ). One issue that appears to emerge is that preregistered studies, wherein scholars post their analyses plans in advance so as to reduce questionable researcher practices, are particularly unlikely to find significant results (e.g., Hilgard et al., 2019 ; McCarthy et al., 2016 ). As such, more preregistered studies in this realm would be welcome.

Although individual studies may naturally differ in results , it is possible that meta-analyses may provide some illumination regarding larger trends in the field. However, there are disagreements in the conclusions of meta-analyses here too. For instance, Anderson and colleagues ( 2010 ) concluded that there are meaningful relationships between violent game playing and aggression in players. However, a reanalysis of this data concluded that effects, particularly for experimental studies, were largely driven by publication bias (Hilgard et al., 2017 ). Likewise, Prescott et al. ( 2018 ) found that there are very, very small longitudinal relationships between violent gameplay and later aggression. However, in reanalyzing this data, Drummond et al. ( 2020 ) concluded the effect sizes ( r  = 0.06) were trivial and driven by methodological noise, not true effects. Best practice studies demonstrated effect sizes that were no different from zero.

The Current Study

The purpose of this study was to determine whether violent content or acute stress plays a greater role in aggressiveness towards a cooperative partner while playing a video game. This study not only focused on investigating the role of stress in aggression but also its influence under varying conditions. The hypotheses being tested are as follows:

  • H1: Participants when exposed to acute stress will demonstrate greater aggressiveness toward an incompetent partner than a competent partner.
  • H2: Acute stress will play a greater role in causing aggressiveness towards an incompetent partner than chronic stress.
  • H3: Participants when exposed to stress and a violent video game will depict greater aggression toward an incompetent partner than those exposed to a non-violent video game.

We note that these hypotheses are expressed as main effects. However, it is possible that stress may moderate any relationship between violent game play and aggression (Shao & Wang, 2019 ). As such, we will also be alert for interaction effects between the independent variables.

Data Availability Statement

Conflict of interest.

The authors declare no competing interests.

Informed Consent

Informed consent was obtained from all individual participants included in the study.

Participants

This study involved 73 participants who were compensated with two extra credit points for psychology courses registered in the undergraduate research portal. About twenty percent of the participants were male (20.5%, n  = 15), while the others were female (79.5%, n  = 58). Participants’ age ranged from 18 to 50 years old ( M  = 20.55, SD  = 4.98). Frequencies were also gathered for participants in each condition. In the stress condition, there were 37 participants (50.7%) in the acute stress condition and 49.3% in the control condition ( n  = 36). For the video game condition, about half of the participants were in the violent condition (52.1%, n  = 38) while 35 were in the nonviolent condition (47.9%). Additionally, the incompetent confederate condition included 38 participants (52.1%) while the competent condition consisted of 47.9% participants ( n  = 35). For a further two participants, a technical glitch resulted in the loss of their aggression data. In our preregistration document, we had planned to reach 100 participants. However, due to COVID-19 shutting down in-person research and the graduation of the lead author, participant recruitment was discontinued. This was done prior to examining any data.

State-Trait Anxiety Inventory (STAI)

The State-Trait Anxiety Inventory (STAI) is a self-report anxiety measure (Spielberger et al., 1983 ). The inventory consists of a form Y-1, which measures current anxiety levels, and Y-2, which measures anxiety levels for the past 6 months. This measure contains 40 items, 20 state anxiety and 20 trait anxiety. For our purposes, we administered the Y2 trait form. Questions range from “I feel upset” to “I feel that difficulties are piling up so that I cannot overcome them.” These questions were rated on a 4-point Likert scale ranging from almost never to almost always. For the trait anxiety form with the current sample, the coefficient alpha was 0.90. The range of scores was from 22 to 70 from a possible range of 20–80. The mean score was 71.49 with a standard deviation of 10.63 indicating good variability in scores.

Crossword Puzzle

Participants took a simple crossword puzzle based on school classes, to act as a distractor task (see Appendix).

Stress Conditions

In this study, participants were randomly assigned to one of two stress conditions: The Paced Auditory Serial Addition Task (PASAT) or a control math quiz (see Appendix). The PASAT was originally used as a means of assessing short-term memory loss; however, for this study, it was used as a measure of inducing stress in participants . In this study, the computerized version (PASAT-C) of the PASAT was used (Lejuez et al., 2003 ). Participants mentally calculated addition problems during a set time frame. The PASAT requires sustained and specific attention. Participants are given simple math problems, but these are done with intervening numbers that are distractors, thus setting up high frustration. Participants must add each number to the number before it, keying in the response. However, each response serves as a distractor. For instance, a respondent may be given the numbers, in sequence, 3, 9, and 5. For the first two numbers, they key in the correct response “12”; however, then, they are supposed to add 5 to the 9. Yet, having “12” in working memory sets up a distractor and increases frustration, particularly as the task speeds up. Previous evidence has supported that the PASAT is effective in inducing stress, including for college students specifically ( Holdwick, & Wingenfeld, 1999 ; Starcke et al., 2016 ). Participants not assigned to the PASAT took a 10-min math quiz meant to represent the no-stress condition. This quiz was not difficult. Examples of questions are finding the sum of 2 plus 2 and what is 5 multiplied by 5.

Video Game Conditions

For this study, participants played either a “violent” or “non-violent” video game on the XBOX One. Participants assigned to the violent game condition played Battlefront. Battlefront is an action-packed video game wherein the player was in control of a Star Wars character who wields a lightsaber or gun throughout gameplay. Those assigned to the “non-violent” condition played portal 2. Portal 2 is an action-adventure game rated E10 + . This is a strategy video game wherein the player masqueraded as a first-person shooter wielding a portal gun which creates shortcuts throughout the game and does not cause harm to another character. Thus, the games are similar in gameplay and the use of a gun, but without violence of any kind in the portal 2 game.

Aggressive Behavior

This study utilized a modified version of the Taylor competitive reaction time task (TCRTT). This is a newer version utilizing noise blasts instead of the electric shocks, used in the original study (Taylor, 1967 ). In Taylor’s version, the participant had electrodes hooked up to their bodies and to convince the participant that they were playing against an individual they distributed a shock when the participant lost. He also had the wins and losses predetermined wherein the participant lost fifty percent of the trials. In this version, participants were asked to set the level and duration of a white noise blast acting as a punishment for their previous confederate partner. This game lasts for a total of 15 min and has 25 different trials. In the task, the wins and losses are preset as participants are not playing against a human opponent. The blast is not harmful and causes no discomfort; it is just annoying. As per the standardization suggested by Ferguson et al. ( 2008 ), aggressive behavior was measured as the averaged of the 25 intensity scores.

Data collection began following Institutional Review Board approval. Participants who signed up under the undergraduate research portal were told that the researcher was conducting a study on the effect of several tests on an individual’s ability to play games. To participate in this study, participants were asked to sign an informed consent form and to complete the STAI – Y2. Upon completion, they were asked to take a simple crossword puzzle, a distractor task to reduce hypothesis guessing. Participants were then randomly assigned to a stress condition, wherein they either took the PASAT-C or take a simple math quiz, both of which lasted 10 min. After completing the stress condition activity, participants were then randomly assigned to a video game condition, wherein they either played Battlefront, a “violent” video game, or portal 2, a “non-violent” video game. Furthermore, they were randomly assigned to play the game for 30 min with either a competent or incompetent confederate partner. Once they entered the room, they were given instructions on how to operate an XBOX One controller and how to play the game they are assigned. After the game play, participants engaged with the TCRTT task. Participants were asked to play a reaction time game which lasted around 15 min. For this game, they were informed that they were playing against their previous confederate, who is now in a separate room, and was competing against them on a separate computer. They were told that for every trial they can set the intensity and duration of white noise for their confederate as a form of punishment. Participants were also informed that they would hear the noise if they lost, while their partners would hear the noise if they won. They were told that they can set the noise level from 0 to 10 and that they can set the blast from 0 to 5 s. Post gameplay, participants were debriefed, and the true nature of the study was revealed; all hypotheses were discussed, and they were asked if they held any suspicion of the topic’s true hypotheses.

Research Design

To assess the effects of stress and video games on aggression, this study utilized a 2 × 2 × 2 (stress × game condition × competence) factorial analysis of variance. The dependent variable was the noise blast intensity (aggression). To assure that randomization worked, and conditions were not confounded by demographic factors, chi-square analyses were run for gender, and bivariate correlations for age with a group assignment. No outcomes were statistically significant, suggesting randomization was effective. As such, age and gender will not be included as covariates.

Screening, Cleaning, and Descriptive Statistics

Once data collection was completed, data were entered and analyzed using IBM SPSS Version 26. A total of 73 participants partook in the study and received credit for their participation. Demographic data for the participants are presented in Table ​ Table1 1 .

Demographic characteristics of study participants

Descriptive statistics data are presented in Table ​ Table2 2 .

Results of descriptive analyses for IVs with DV

Dependent variable: INSMean

Hypotheses Tests

A factorial ANOVA was conducted to evaluate the study hypotheses (Table ​ (Table3). 3 ). Firstly, there was no significant effect for the stress condition on the intensity setting by participants, F (1,65) = 0.04, p  = 0.85, η p 2 = 0.001. Similarly, there was also no significant effect for the video game condition on the intensity level setting, F (1,65 = 0.09, p  = 0.77, η p 2 = 0.001. The confederate condition also did not have a significant effect with the intensity setting, F (1,65) = 0.05, p  = 0.828, η p 2 = 0.001. Hypothesis one stated that participants when exposed to acute stress will depict greater aggressiveness toward an incompetent partner than a competent partner. There was no significant finding for this hypothesis, as the stress condition and the confederate condition showed no significant interaction with the intensity level settings, F (1,65) = 2.05, p  = 0.16, η p 2 = 0.03. Related to hypothesis 3, there was no significant impact of video game condition and stress condition F (1,65) = 0.002, p  = 0.97, η p 2 = 0.03. As such, hypothesis 3 was not supported.

Results of factorial ANOVA for study variables on the dependent variable

Exploratory Analysis (H2)

We also examined the issue of whether acute stress played a greater role in causing aggressiveness towards an incompetent partner than chronic stress. For this, we conducted an OLS regression with pairwise deletion. Gender, STAI score (chronic stress), and stress condition (acute stress) were included as predictors. Although this was our H2 we note, as an oversight, we had not included the specifics of this analysis in our preregistration; thus, it should be considered exploratory. Ultimately, the regression model was non-significant F (3, 69) = 0.017, p  = 0.997.

Given null results can be difficult to interpret all three major contrasts (game condition, stress condition, and confederate competence) were reassessed using Bayesian contrasts. In each case, Bayes factors indicated support for the null for game condition (BF = 5.401), stress condition (BF = 5.550), and confederate competence (BF = 5.502). Thus, we are confident in interpreting results as supportive of the null.

The purpose of this study was to determine whether stress or violent content played a role in aggressiveness towards a cooperative partner who is incompetent when playing a video game. Although there have been several studies on the influence of stress on aggression, there is still a lack of experimental studies discussing the influence of the different types of stress on aggression especially towards another individual, and whether that individual’s actions play a role in increasing aggression. Moreover, this study attempted to examine the role of video games in aggression and whether they also influenced aggression towards another individual as this is important to several current concerns.

After conducting this study, there was no support for any of the study hypotheses. The results showed that the stress condition, whether it be acute (as primed by the PASAT) or chronic (as measured by the STAI), had no effect on the intensity setting participants gave their confederate partner. This finding illustrated that despite the participants’ exposure to stress, there was no significant impact on their aggression, which means that the form of stress the individual is experiencing does not particularly influence their decision at least in this context. Furthermore, the stress condition and confederate competence condition in interaction had no significant impact on the aggression exhibited towards participants.

The video game condition also had no effect on the intensity of the noise burst participants administered to the confederate. The findings of this study were similar to those of previously mentioned studies (e.g., Hilgard et al., 2019 ; McCarthy et al., 2016 ). There was no significant difference in intensity level setting between participants in the violent or nonviolent group, thus illustrating that the type of video game experienced had no real effect on aggression towards another individual. Additionally, the confederate competence condition, interacting with the video game condition also had no significant effect on aggression towards the confederate, thus signifying that confederate competency and an individual’s ability to further frustrate someone may not necessarily impact or increase their aggression towards them in this context. The absence of interaction effects was unable to support that stress may moderate links between violent games and aggressive behavior. Of course, it is possible that other moderators may function in other ways, but that was not evident from the current data.

Participants were also assigned to varying confederate conditions which exhibited two levels of competency, incompetent or competent, and these conditions had no significant effect on aggression. In studies like Hinsberger et al.’s ( 2016 ), it was found that participants administered shocks when individuals did not complete the judgment tasks correctly. This study’s findings differ greatly and exhibit that competency itself does not necessarily impact aggression and other factors could play a role in the intensity level setting. For example, several participants described being competitive and disliked losing, while others exhibited far more passive feelings towards their confederate. As such, many participants may not have worried greatly about the competence of the confederate.

Limitations

As with all studies, ours has limitations. Our use of the STAI, in capturing anxiety, may have only considered a portion of chronic stress. It is possible that this measure may tap into personality characteristics as much as it does chronic stress. However, prior studies have used the STAI as a measure of chronic stress (e.g., al Abdi et al., 2018 ; Valsamakis et al., 2020 ). Our sample size was not as large as we had initially intended which naturally reduces the power of our analyses. Furthermore, generalizations from experiments on aggression that take place in the lab to real-life aggression should be done only with great care.

Conclusions

Future studies should look at other factors that may also influence aggression, especially when playing a game. For instance, competition would be a great variable to observe, especially as the aggression measure was viewed as a form of competitive task. The current study is a small one and, as noted, data collection was interrupted by COVID-19. However, in combination with other studies, it appears that violent content in video games has little impact on aggressive behavior, even in combination with acute stress.

Puzzle distractor and math quiz

Crossword puzzle.

Please complete this crossword puzzle to the best of your ability.

Please answer each question to the best of your ability. You will have 10 min.

Data Availability

Declarations, contributor information.

Genicelle Barrington, Email: ude.nostets@notgnirrabg .

Christopher J. Ferguson, Email: moc.loa@1111nosugreFJC .

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  • Game Science and Design Master's Theses

Game Science and Design Master's Theses Collection

http://hdl.handle.net/2047/D20290007

Affection of game elements on acrophobia therapy

The affective effect of objects in game with simple geometric features and motion

Analysis of immersive virtual reality vs. desktop 3D games

Analysis of serious games in biology

ARScape: exploring mobile augmented reality design for escape rooms.

Art styles rendering techniques survey and making a tool to switch art styles in Unity 3D

Augmented reality block building game for enhancing creativity: block sculptures.

Automated playtesting of platformer games using reinforcement learning

Backtracking: an ecological investigation to contextualize rewards in games.

The balance between monetization and player retention for free-to-play real-time strategy mobile games

Video Games Thesis Statement

thesis statement on video games

Show More I Introduction A Accesability Video Games have been becoming increasingly accessible. Its a popular entairtinment method for kid to get out an escape into a virtual reality. B. Introduce the topic I. As technology expands the different platforms that video games can be played on will increase and more children will be able to play them II. After conducting a study it was found that the majorty of twelves to fourteen year old frequently played violent video games. III Thesis statement Children will continue to be exposed to violent video games without restricting the sale of violent video games to minors; and the effects of playing video games cannot be controlled without limiting the time children play them. II. A. As technology has …show more content… Whitaker and Brad J. Bushman found in a study that people who played violent video games were less likely to help another in distress than those who did not play violent video games III Solution A. Video game sales to minors should be restricted by having retailers ask for proof of age, such as with a driver's license. Currently, there is a Supreme Court case-Schwarzenegger, Gov. of California v. Entertainment Merchants Association (EMA), et al.-about creating a law restricting the sale of violent video games to minors. If it were to be enacted, retailers would be up to $1,000 for selling a violent video game to a minor (JONNY MOON D8). Some retailers, such as GameStop and Best Buy already have measures in place that require everyone to show their driver's license and prove they are eighteen or older when buying mature rated games, which keeps children from buying violent games. 3. This would not cost anything to retailers, who would only need to implement a rule. However, children can get an older family member or friend to buy the game for them and get around the age

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COMMENTS

  1. Video Games Thesis Statement: [Essay Example], 658 words

    A review published in the American Psychologist highlighted the potential of video games to provide cognitive and emotional benefits, particularly in the realm of mental health. This suggests that video games can have a constructive impact on individuals' well-being, challenging the prevailing narrative of their negative influence.

  2. Effects of Video Games: 15 Articles for a Compelling Essay

    Positive Effects Article 2: "Game Reward Systems: Gaming Experiences and Social Meanings". Researchers Hao Wang and Cheun-Tsai Sun use examples of rewards systems from many popular and iconic video games from various genres to support their argument that these systems have positive social effects on players.

  3. Thesis Statement On Video Games

    Thesis Statement On Video Games. Decent Essays. 2202 Words. 9 Pages. Open Document. (1) Thesis: If a common-sense philosophy is employed, video games can be beneficial to a child's development. (2) Basic Research Questions: 1. What are video games and why is this an issue.

  4. PDF Violent Video Games and Aggressive Behavior: What, If Any, Is the

    This paper will introduce, summarize, and. analyze the current empirical research on the aggression-video game link. A review of the. literature finds three possible relationships between video game play and aggressive behavior: a. positive association, a negative association, and a "null" relationship.

  5. Video Games: Their Effect on Society and How We Must Modernize Our

    This thesis aims to explore how video games have become an extremely beneficial tool in regards to education, art, medicine, psychology, economics, and beyond. Chapter 1 focuses on how ubiquitous video games have become in America, and what makes video games such a uniquely enjoyable experience to warrant such popularity.

  6. Does Video Gaming Have Impacts on the Brain: Evidence from a Systematic

    The game genres examined were 3D adventure, first-person shooting (FPS), puzzle, rhythm dance, and strategy. The total training durations were 16-90 h. Results of this systematic review demonstrated that video gaming can be beneficial to the brain. However, the beneficial effects vary among video game types.

  7. How to Write a Thesis Statement

    Step 2: Write your initial answer. After some initial research, you can formulate a tentative answer to this question. At this stage it can be simple, and it should guide the research process and writing process. The internet has had more of a positive than a negative effect on education.

  8. PDF In Defense of Video Games: a Review of Psychological Literature a

    correlation between the amount of time playing violent video games and SRMS scores (r = -.32, p<.05). The author concluded that violent video game play might cause low sociomoral maturity, stating, "Based on the results in the present study, it can be speculated that it was the prolonged amount of playing violent video games that might

  9. Formulate Questions/Thesis

    A good research question will lead to your thesis statement. ... might lead to the following thesis: "Exposure to violent video games negatively affects teenagers in a variety of ways: It increases aggressive behavior, physiological arousal, aggressive-related thoughts and feelings, and also decreases prosocial behavior."

  10. Effects of Video Games

    Video Games have had the greatest influence on the lives of children. Children no longer appreciate the outdoor games as was before, as most of their time is spend indoors playing video games. ... Research Title Generator Summarizing Tool Thesis Statement Generator Paraphrasing Tool Title Page Generator Lit. Guides; More. Expert Q&A Study Blog ...

  11. The Negative Effects of Video Games on Children

    The number of children playing video games increases from time to time. This is because the cost of electronic devices has been lowered, making them affordable to many families. Many parents are also willing to buy these devices for their children (Rideout, Vandewater & Wartella, 2003). Hazards of Video Games: Essay Thesis Statement

  12. Video Games Argumentative Essays Samples For Students

    B. Thesis Statement: Children can learn and hone their skills while playing video games and at the same time, learn skills that would be crucial for their development. ... Thus, the central focus of my thesis and argument is that video games like the Assassin's Creed have the right to offer different interpretations of history, however absurd ...

  13. Video Games Thesis Examples That Really Inspire

    In this open-access directory of Video Games Thesis examples, you are given a thrilling opportunity to discover meaningful topics, content structuring techniques, text flow, formatting styles, and other academically acclaimed writing practices. Using them while crafting your own Video Games Thesis will surely allow you to finish the piece ...

  14. The contagious impact of playing violent video games on aggression

    Meta‐analyses have shown that violent video game play increases aggression in the player. The present research suggests that violent video game play also affects individuals with whom the player is connected. A longitudinal study ( N = 980) asked participants to report on their amount of violent video game play and level of aggression as well ...

  15. PDF Theoretical Video Game Analysis: The Creation of Experience

    7 of the definition of open-world game and its many iteration will be guided by an early example through Shenmue (Sega Games, 1999).Shenmue was indisputably not the first video game that utilised the open-world environment format, as games such as Ultima I: The First Age of Darkness (1981), developed by Richard Garriot, and Elite (1984), pioneered the characteristics

  16. Writing Strategies and Grammar

    Thesis Statement: State your claim and supporting arguments. Example: Video games have been proven to enhance cognitive, social, and academic skills, and if society accepts this, video games can be further explored for uses beyond entertainment. Body Paragraphs. Drafting an essay is just a game of organizing information.

  17. (PDF) The Effect of Online Game Addiction on Children ...

    Study 3: Vi deo games use among schoolchildren and its impact on the study habits. The current study looked to examine the prevalence of video game use by schoolchildren along. with the effect it ...

  18. Video Games Thesis Statement

    A video game is an electronic game that needs the players to generate visual feedback on a video device such as a TV screen or a computer device. There are two concepts that people have about addiction to video gaming: some people believe video games benefit children mind, but most people consider video games have negative side effects for all ...

  19. Thesis About Video Games

    Thesis About Video Games. Each week 3 billion people play video games. It is estimated that we need to play 21 billion hours a week to make good things happen in the world (Jane McGonigal: Gaming can make a better world). Kids should be able to play video games because video games can help you in the real world and could get you a good career.

  20. Violent video games and aggressive behavior: mortality salience and the

    the participant in the game-playing environment (American Psychological Association [APA], 2013). Video games and popular forms of media are often exceedingly violent. A recent content analysis showed that as many as 85% of video games contain some form of violent content, with nearly half of all video games including serious violent actions

  21. Stress and Violence in Video Games: Their Influence on Aggression

    H1: Participants when exposed to acute stress will demonstrate greater aggressiveness toward an incompetent partner than a competent partner. H2: Acute stress will play a greater role in causing aggressiveness towards an incompetent partner than chronic stress. H3: Participants when exposed to stress and a violent video game will depict greater ...

  22. Game Science and Design Master's Theses

    The video game industry has been growing at an incredible rate. According to the American Psychological Association, over the past 10 years, scientists have conducted about 9 reviews of research on the effectiveness of educational computer and video games. ... resulting in high budget requirement and time for game companies. In this thesis, we ...

  23. Video Games Thesis Statement

    I. As technology expands the different platforms that video games can be played on will increase and more children will be able to play them II. After conducting a study it was found that the majorty of twelves to fourteen year old frequently played violent video games. III Thesis statement. Children will continue to be exposed to violent video ...